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(4 edits) (+2)

This is the first version of the torture UI.

The whole thing is still mostly provisional. I plan to give it a complete overhaul once I finalized the game mechanics. Both visually and functional. But you can already gleam a basic idea of the game mechanics I already implemented from this screenshot.

  • The player picks a torture method and which body part to inflict it on using the menu to the upper right. Eventually I want to let the player pick the body part by clicking on the character model. But I am not that far yet, so the menu is a stop-gap measure for now.
  • Performing a torture method creates a condition, which is visible in a list to the left. Some conditions are permanent or until switched off (like the nipple clamps), others only last a short time (like “caned”). Conditions can also cause followup conditions. For example, “Bruise” is a followup condition that can happen from “Caned”. As you can(’t) see, the conditions are currently not visualized on the character. But I already have a good idea how I am going to implement that.
  • The “Pain” the character experiences is the sum of the pain caused by all active conditions.
  • “Exp” is increased while the character feels “Pain”. The more pain, the more experience per second.
  • “Faith” is reduced when “Pain” is above the threshold indicated by the white line on the pain bar. When “Faith” reaches 0, that’s a game over.
  • The circle in the lower right tells you how much time is still left in the current torture session.

One thing I am planning to add next is to add “synergies” between actions and conditions. For example, hitting a body part that is already bruised will cause extra pain. Or actions could interact with existing conditions. For example, abusing a body part that is already bruised could cause that bruise to break and change it into an open wound. There seems to be a lot of interesting design space for fun interactions between different torments.