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Progress Post: Hopelessly Depraved [NSFW: nudity]

A topic by Hopelessly Depraved created 17 days ago Views: 150 Replies: 6
Viewing posts 1 to 7
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Hello, fellow perverts.

I’ve created this post to give regular progress reports on my game for this jam. Comments, suggestions, constructive criticism etc. are always appreciated.

Maybe you, fellow jam participant, would like to do the same thing for your game as well? It would be fun and help the community spirit to let each other look over our shoulders while the jam is going on.

The elevator pitch for my game idea (for now): You are a priest of the Goddess of Suffering. An acolyte wants to get promoted to Disciple. In order to prove her faith, she has to willingly endure torture for several days. Your job is to administer that torture. Can you help her to become worthy in the eyes of the Goddess?

My tools:

  • Godot 4.7 as game engine
  • VRoid Studio to generate the character 3d models
  • Blender for additional 3d modeling
  • GIMP for 2d image editing
  • Audacity for audio editing
(3 edits)

Very first screenshot after one evening of work:

Created a character in vRoid Studio, imported it into Godot, built an IK rig and posed her.

first screenshot

My plan is actually to focus on the game systems first and take care of the visualization later. But I wanted to get this out of the way, because while I made several games with VRoid characters in Unity, I haven’t done it in Godot before. So I wanted to make sure that I can actually do it before I commit to the idea.

(1 edit)

Currently I am in the phase where I mostly do boring architecture stuff. This is the diagram I made in Joplin for the general state flow of the game: Next I am going to implement that as a bunch of placeholder scenes. Make it exist first - You can make it good later!

(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.

(1 edit)

Over the last couple days I build the daily routine loop and did a lot of UI stuff to make it easier to add more actions later. I also did some story writing. But one thing I can show off is the dungeon environment I created and the system for putting the victim into different poses:

Trying to model a room in Blender reminded me just how bad I am at 3d modeling. I guess the environments will stay rather plain for now.

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Today I worked on the evening scenes. After every day of torture, the player-character brings the Acolyte to bed. Where they (I want to keep the gender of the PC intentionally ambiguous) have the option to heal the wounds inflicted over the course of the day (or don’t) and talk to the Acolyte.

The PC and the acolyte already have a preexisting relationship before the game. They knew each other since she was born and grew close to one another. During these evening talks, the player has options to deepen this friendship, turn it into a romantic relationship, or distance themselves from her. Which will of course lead to different endings later.

(3 edits)

I will be leaving on a hiking trip tomorrow. It will be about 2 weeks until I return. So no more updates from me for a while. But perhaps someone else would like to post an update or two about their game in the meantime?

My plan was to get the game so far that I can at least do one full playthrough before my departure. Even if unpolished and with lots of features missing. I usually approach game jams with the goal to have a playable game I could theoretically submit when the jam is half over, so I have the rest of the jam for polishing and stretch goals. My vacation seemed like a natural mid-point for this one.

But there is just so much writing, content and balancing left to do that I will probably not get to that. So I will wrap up the “minimum viable product” milestone when I am back.