When i woke up today i decided a lot of things, i decided what business/release model i want and how i can make the complicated release model less painful by developing it with that in mind from the start.
Thinking a bit outside the box, i decided that seeing how big this game will be, i want to release it unto the world and not just to the dedicated fanbase of adult games. So i will make 4 versions of the game, or more specifically 2 versions and 2 free NSFW patches.
The game will be freely playable during alpha and i will open for donations which will be very highly appreciated at that time. When the alpha is finished 90% of the game will really be finished, problem being that it will just be text-only. I decided to turn this into an advantage, so in a similar way to the inspirational Corruption of Champions, i will have a text-only version of this game that will be completely free, donations will remain open on the website for anyone who wants to donate.
I will then move into beta, and during beta i will dedicate the money that's been donated to hiring an artist and a sound director, i will also hire a few voice actors for moaning (Sex scenes and Combat scenes) which shouldn't be very expensive, what will be expensive is buying the gear for recording studio quality audio.
The beta will not be freely playable, but once i have enough images in the game to make a trailer, i'll make a trailer for the SFW version of the game and throw it into steam's greenlight system, or contact valve and try to convince them to just release it for me when it's ready. During beta i will keep improving the text-version of the game which will at that point be released, but i will also start adding artist made images to the game and sound effects/voices, i will finalize the product and then release it on Steam. I will make sure that the SFW version of the game will be just as enjoyable as the NSFW version just without all the sex. But for the steam users who buy the SFW version (since i obviously can't put the NSFW version on steam) they will be able to go to the project's homepage (currently here, but in the future i might rent a server for an official website) and download a free NSFW patch.
Users who just want to play the free text-only product, will be able to download a SFW and NSFW version as well. So the game will be made for everyone and anyone!
The SFW version will however not be completely sex-free, i will squeeze in all the sexual content that i can without raising eyebrows. For example there will still be romances in the game, you'll be able to get married, have sex and children, but there wont be sound effects, images or detailed descriptions of those events, just a black-screen deal.
While i was at it i created a document to use as a reference for later development where i write down how to convert sexual content into something else (for example arousal system will be turned into a morale system. dildos will turn into something else that will boost women's morale!)
Next up i decided to rename the project from Unrestrained to Unchained. I think it sounds fitting, and having the version names, Chained(SFW) version and Unchained(NSFW) version has a really nice ring to it, and i think it will fit the main storyline(s) of the game well!
Amphibes were re-imagined, they were originally going to be shark people, now they've been changed to Shifs and are squid people. The name is still subject to change though.
I created a sort of preset system, as a substitute for classes. The character creation will be similar to Morrowind. (There will be presets or "classes" you can select, but you can also just make a custom character with no specific class. There will not be story tie-ins related to what gameplay style you choose.)
I also started work on the magic system. Seems that it turned out just about as complicated as i hoped it would be. Because there is no class system to govern who gets what spells, i had to create a substitute for that in the magic system itself. This i did in a similar way as i designed Major/Specialization skills. I use Major skills (Schools) and specialization (Sub-schools) which determine what magic the user will be able to use.
I further divided magic by splitting it to INT/WILL based magic, each having 4 schools and each school having 3 specializations.
I decided to test all my work so far on paper to balance the whole leveling systems of the game a bit around. I figured i needed to fix up the specialization skill level up formula i used a "+number" in it, but since i want it to be equally hard to level up all the major skills (take as much time/effort) i had to change that into a multiplication formula. I figured out something that could work, it's good enough for a conceptual design so i'll stick with it until i get to actually testing it in a prototype or early alpha.
Next i started making and naming spells... Am i including too many spells? i'm estimating about 102 spells in the destruction tree alone. (Of course many will share similar effects and code though, so adding them will mostly be repetition work for me, but i think having many spells really adds to the game if i'll just make sure it isn't generic) Right now it's looking pretty generic though, i need to get a bit more original with spell naming, i'm thinking i should look to EverQuest for that since i don't think i know any game that has anywhere near as massive collection of spells as that one! But the first step of course is to build some generic spell collection and then modify it slowly to be less generic.
Thats it for today, i didn't get as much work done as i would have liked to because i haven't been sleeping very well. But i intend to continue with the spells system tomorrow.
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