So, this week I've gone out to a friends place to play games way too much. Like, I shouldn't have done it because I had work to do. But I did it anyway. And it's gotten me thinking about gaming with friends, and since I throw the word "social" around when I think about it, I'm also musing over the concept of social gaming in a way. So now let's talk about all this good stuff while I wait for ideas and motivation to do this new Shield High fight, and continue to neglect Tellulah.
I remember a couple years back social gaming seemed to be this kind of big deal. I enjoyed facebook games, and so did many of my friends, and we'd all send each other things and stuff. And then I developed something vaguely resembling taste and went to play actual games. But this notion of social gaming never really left me, and it seems to have not left the industry either. While the original presentation of them seems to be dying somewhat, with only a small niche still spending lots of money on them to keep them afloat, the idea is still around. The new Sim City for instance appears to have social gaming elements. I don't actually know, I refuse to give EA money on principle. You should too. But if you don't let me know if I'm right about that.
So, social games as we know them seem to be single player games, that are meant to be played by large groups of people who all help each other out by clicking buttons that are basically free, but give the other person some thing that they want. And when I game socially, I tend to play arcade-y, co-op games with my friends, like custom maps on Warcraft 3 or Starcraft 2. Neither of which are social games. Which you might think is silly, as social games should be THE games to play socially, right? Evidently not, that genres fully covered. Yet the idea of social games remains. So...what can we do with them?
Now, this is the part where I stray from fact and wander into wild speculation, but this is just my little take on how social gaming should be done. I think the next big idea behind social gaming should be something that demands people to socialize, and work as a society. Right now social gaming is about doing your own thing, which doesn't effect anyone else, but then being able to send free aid to others, and ask the same thing back. What if we change that idea? What if the game was about playing members of a tribe. The same general gameplay could remain, instead of harvesting crops or something, you go out on hunts, or go out gathering, but with other players, all of you working to survive, or do war with neighboring tribes. Add to this the idea that you need 3 people to go on hunts, or maybe more, and an open chat system within your tribe, and you'd have a very social, but quick and easy to play game.
And now I think I've spent too long writing about silly ideas of mine, feedback is appreciated as with all musing I'll be doing.
Pudding Earl.
The development blog of Pudding Games. Updates on current projects, announcements of future projects and random ideas of the Pudding Earl can all be found here.
Saturday, 6 April 2013
Tuesday, 2 April 2013
Shield High 0.522 released.
Okay. I'm gonna be totally honest here. I did not do as much as I'd hoped this week. In my defense, I've had a cold for part of it and no voice for pretty much all of it. Which isn't to say absence of voice interferes with making it. It just makes you pretty damn depressed when you can't open your mouth and hear your own voice. Well...it makes you depressed if you're a narcissist. Which I am.
But anyway, there's still a bit of blackmail content in there, not *quite* the finished line, but getting there. The core aspects of it will be finished next week. In the mean time I'm working on the logic behind a new group fight system for the Tellulah fight (spoilers). It's really, really hard to do in RAGS, so it'll be a couple weeks coming as I'm doing it bit by bit. On the plus side, when I transfer, this system will be nearly perfect, and I can easily copy it over to the new engine, which is more than I can say for the rest of the fight systems.
Download link: http://www.mediafire.com/download.php?l0tjnq74ohal1ws
Be warned, this will likely break stuff for now. Tell me where.
Enjoy
Pudding Earl
But anyway, there's still a bit of blackmail content in there, not *quite* the finished line, but getting there. The core aspects of it will be finished next week. In the mean time I'm working on the logic behind a new group fight system for the Tellulah fight (spoilers). It's really, really hard to do in RAGS, so it'll be a couple weeks coming as I'm doing it bit by bit. On the plus side, when I transfer, this system will be nearly perfect, and I can easily copy it over to the new engine, which is more than I can say for the rest of the fight systems.
Download link: http://www.mediafire.com/download.php?l0tjnq74ohal1ws
Be warned, this will likely break stuff for now. Tell me where.
Enjoy
Pudding Earl
Monday, 1 April 2013
Earl's Musings: Making Sex Games
Okay so, lordmou requested this topic, so here we go, a few thoughts and ideas about making sex games. I should note before I start, I was also asked about the market for them, but honestly, I have no clue about the market. Shield High is a game made to my interests (with the exception of donated content), that just so happens to be enjoyed by a lot of other people. Perhaps in the future I'll look into the market more if I aim to make something else, and will be able to muse about it then.
So, making sex games. I had a huge section here starting off about Shield High, then I realized it was all useless. Making sex games boils down to a very, simple concept, which seems to be missed by a lot of people. The goal of a sex game is to both be a game, and be sexy, at the same time. Something a lot of games don't fully grasp. I'll use a very obvious example. Tacky strip poker games. I'm sure at least some of you have played them. They're awful. Why? Because they don't combine the gameplay and the sex. First, you play poker. If you win enough poker, you're rewarded with a woman stripping. Great. You could do that with a poker simulator and any porn site in the world. Which is where the sex game has to differentiate itself. A sex game cannot be replaced by a normal game with some porn thrown in, it has to invoke something more than that. To use a rather vain example, Shield High aims not just to give sex, but a sense of achievement, a sense of power and earning the sex. Or making the sex a form of punishment, if not for you the player than for the character. The idea is to spice the experience with your own personal success or failure. That, I think, is the biggest challenge in making a sex game.
Well, that went on a bit longer than I expected, but hopefully you get what I've been trying to say. The question now turns to how do you make gameplay and sex co-exist? A common, and generally terrible, answer I've encountered is to replace combat with sex. The idea being to make your opponent cum before you do, using kissing, groping, and outright fucking in place of "attacks" and excitement in place of "health". The problem with this is it turns the sex into a numbers game. How can I best fuck my opponent so I can continue the game? Lets down the whole aspect of sex, in my opinion, and turns the game into a dull grind. Really, any game that requires levels, or any other form of grinding isn't a good sex game, mechanically speaking. To use an example that might cop me a little hate, Corruption of Champions is a game I've played, and forgotten was supposed to be about sex. Sure, the sex was there, but I didn't care, I wanted to level up, buy some new gear and keep killing shit. Don't get me wrong, Corruption of Champions is a great game, but it's mechanics do not tie into it's intent very well.
Now that I've covered a system that doesn't work, I'd like to touch on some that do. To make a good system in a sex game you need to go for one of two options, though both might work. Abstract mechanics or emotive mechanics. For instance, Shield High uses abstract mechanics in it's fights. Yes, everything is based off an RNG, but you're not aiming to inflict damage, you don't have a number to push down to zero. Instead the goal is to strip your opponent, using spanking and tickling to weaken their defenses. It's not the best system, but I believe it does the job of presenting sex and conflict entwined, without turning it into a numbers-focused combat game. Abstract mechanics can be anything like this, any method of resolving conflict, or playing the game that does not focus around visible numbers, or have an immediate point of comparison. For instance, I wouldn't say using an FPS segment would be an abstract mechanic, even though it isn't numbers based, it still draws on skills, and demands that the player not focus on the sex, the greatest sin of a sex game.
And now for emotive mechanics. Emotive mechanics are sometimes abstract, sometimes normal, however they serve a simple purpose. Make the player feel something as they do it. In a sex game, that's usually either a panic, or a feeling of power. To use an example from a game I love, Princess of the Ring does a good job of being emotive with only two simple tricks. It's a basic fighting game, in which two girls attempt to make each other cum. When you're being hit with a sex attack, to escape you have to mash buttons. It's a crude mechanic, but watching as your characters gets closer to cumming, while you're desperately hitting the keyboard trying to escape certainly drives home a sense of panic. The second mechanic is even more simple. Whoever was attacking in the last grapple has a very small opening in which they can attack before the other. It means that if you're in the lead, you have a sense of power, as you continue to dominate your opponent, and when losing, a feeling of helplessness, as you can never take the initiative. It's really simple stuff, but it strikes home.
And I just realized how long this got. So uh, I'm gonna stop now, before I write like, a whole fucking thesis. Want more? Let me know, I'll write a part 2 or something. I probably missed a lot. In fact, I think I only talked about mechanics and there's a lot more to it. Mechanics are just like, the big stuff,
Pudding Earl
P.S. More requests please~
So, making sex games. I had a huge section here starting off about Shield High, then I realized it was all useless. Making sex games boils down to a very, simple concept, which seems to be missed by a lot of people. The goal of a sex game is to both be a game, and be sexy, at the same time. Something a lot of games don't fully grasp. I'll use a very obvious example. Tacky strip poker games. I'm sure at least some of you have played them. They're awful. Why? Because they don't combine the gameplay and the sex. First, you play poker. If you win enough poker, you're rewarded with a woman stripping. Great. You could do that with a poker simulator and any porn site in the world. Which is where the sex game has to differentiate itself. A sex game cannot be replaced by a normal game with some porn thrown in, it has to invoke something more than that. To use a rather vain example, Shield High aims not just to give sex, but a sense of achievement, a sense of power and earning the sex. Or making the sex a form of punishment, if not for you the player than for the character. The idea is to spice the experience with your own personal success or failure. That, I think, is the biggest challenge in making a sex game.
Well, that went on a bit longer than I expected, but hopefully you get what I've been trying to say. The question now turns to how do you make gameplay and sex co-exist? A common, and generally terrible, answer I've encountered is to replace combat with sex. The idea being to make your opponent cum before you do, using kissing, groping, and outright fucking in place of "attacks" and excitement in place of "health". The problem with this is it turns the sex into a numbers game. How can I best fuck my opponent so I can continue the game? Lets down the whole aspect of sex, in my opinion, and turns the game into a dull grind. Really, any game that requires levels, or any other form of grinding isn't a good sex game, mechanically speaking. To use an example that might cop me a little hate, Corruption of Champions is a game I've played, and forgotten was supposed to be about sex. Sure, the sex was there, but I didn't care, I wanted to level up, buy some new gear and keep killing shit. Don't get me wrong, Corruption of Champions is a great game, but it's mechanics do not tie into it's intent very well.
Now that I've covered a system that doesn't work, I'd like to touch on some that do. To make a good system in a sex game you need to go for one of two options, though both might work. Abstract mechanics or emotive mechanics. For instance, Shield High uses abstract mechanics in it's fights. Yes, everything is based off an RNG, but you're not aiming to inflict damage, you don't have a number to push down to zero. Instead the goal is to strip your opponent, using spanking and tickling to weaken their defenses. It's not the best system, but I believe it does the job of presenting sex and conflict entwined, without turning it into a numbers-focused combat game. Abstract mechanics can be anything like this, any method of resolving conflict, or playing the game that does not focus around visible numbers, or have an immediate point of comparison. For instance, I wouldn't say using an FPS segment would be an abstract mechanic, even though it isn't numbers based, it still draws on skills, and demands that the player not focus on the sex, the greatest sin of a sex game.
And now for emotive mechanics. Emotive mechanics are sometimes abstract, sometimes normal, however they serve a simple purpose. Make the player feel something as they do it. In a sex game, that's usually either a panic, or a feeling of power. To use an example from a game I love, Princess of the Ring does a good job of being emotive with only two simple tricks. It's a basic fighting game, in which two girls attempt to make each other cum. When you're being hit with a sex attack, to escape you have to mash buttons. It's a crude mechanic, but watching as your characters gets closer to cumming, while you're desperately hitting the keyboard trying to escape certainly drives home a sense of panic. The second mechanic is even more simple. Whoever was attacking in the last grapple has a very small opening in which they can attack before the other. It means that if you're in the lead, you have a sense of power, as you continue to dominate your opponent, and when losing, a feeling of helplessness, as you can never take the initiative. It's really simple stuff, but it strikes home.
And I just realized how long this got. So uh, I'm gonna stop now, before I write like, a whole fucking thesis. Want more? Let me know, I'll write a part 2 or something. I probably missed a lot. In fact, I think I only talked about mechanics and there's a lot more to it. Mechanics are just like, the big stuff,
Pudding Earl
P.S. More requests please~
Thursday, 28 March 2013
Earl's Musings: Gaming is big.
Okay, so, here's the thing. Games and gaming and making games and playing games and all that jazz. It's HUGE. I don't mean as an industry, or as a matter of interest, I mean as a topic. There's hundreds and hundreds of things to talk about in it. Even more if we start looking at specific games instead of just talking in general. So what's the big deal about this? I'll tell you what the big deal is. The big deal is I have NO CLUE what to talk about when I go to write some musings about games. I used to have a lot of ideas and then I was all like "People only come here to download lesbian games, why should I write musings?"
And then I ranted and some of you asked for more, so I figured I should do some more musings. But when I sat down to muse, all I could think about is that there's so many things I could muse about. It's like when you're bored with a library full of games. You could play any of them, and so you play none of them and just keep being bored. It's like that but instead of being bored I'm forced to write about meta-musings.
Anyway, I'm going somewhere with this. The points are:
1. I'm going to be musing again and talking about games or game design or something.
2. I want suggestions for musings. What do you guys want to read about?
3. Gaming is big. I don't know all of it. Some of it isn't fact. My musing will be opinion. Sometimes they'll be wrong. Don't be surprised. I am just some trumped up jack-ass on the internet with an ego after all.
So yeah, comment with those requests and shit.
Pudding Earl
And then I ranted and some of you asked for more, so I figured I should do some more musings. But when I sat down to muse, all I could think about is that there's so many things I could muse about. It's like when you're bored with a library full of games. You could play any of them, and so you play none of them and just keep being bored. It's like that but instead of being bored I'm forced to write about meta-musings.
Anyway, I'm going somewhere with this. The points are:
1. I'm going to be musing again and talking about games or game design or something.
2. I want suggestions for musings. What do you guys want to read about?
3. Gaming is big. I don't know all of it. Some of it isn't fact. My musing will be opinion. Sometimes they'll be wrong. Don't be surprised. I am just some trumped up jack-ass on the internet with an ego after all.
So yeah, comment with those requests and shit.
Pudding Earl
Tuesday, 26 March 2013
I now hate RAGS. Just thought everyone should know.
So I've been studying C# for the past three months, getting ready to make a new Shield High engine and all that good stuff. I've also done some practice programs to get into the swing of things and test out what I've learnt. This has proven problematic for Shield High RAGS development. Mainly because 1. It means I have a much better understanding of how I should do things. And 2. I'm used to all these nifty C# features that Shield High can't do. It's maddening.
I just thought everyone should know how much I hate RAGS now. Also like, spoilers that I'm planning to build a new engine. In case you hadn't heard.
My new skills also have been making me more ambitious, so I'm going wayyyy overboard with the Tellulah fight. Dear god do I hope I know enough C# to transition soon.
Final note: Don't expect a big update next week as I'm wrestling with monstrous code, so I'll probably do some quick and easy blackmail content to tide over the week.
Pudding Earl.
P.S. Sorry for ranting. Unless you want more rants. Do you want more rants?
I just thought everyone should know how much I hate RAGS now. Also like, spoilers that I'm planning to build a new engine. In case you hadn't heard.
My new skills also have been making me more ambitious, so I'm going wayyyy overboard with the Tellulah fight. Dear god do I hope I know enough C# to transition soon.
Final note: Don't expect a big update next week as I'm wrestling with monstrous code, so I'll probably do some quick and easy blackmail content to tide over the week.
Pudding Earl.
P.S. Sorry for ranting. Unless you want more rants. Do you want more rants?
Tuesday, 12 March 2013
Shield High: Jessica's Story 0.521 FINALLY releases.
Betcha didn't see THIS one coming.
Actually I'm pretty sure you did, I did say updates were coming, so really it's kinda obvious. Regardless, I apologize for the delays, life happened, and I haven' been home in three fucking weeks and I'm pretty grumpy about it in case you couldn't tell. Also I'm not going home for another two weeks. So don't expect me back on schedule. ANYWAY. Let's see what 0.521 brings to the table.
-Fight against Jasmine, a fierce member of the Mistresses, in an INTENSE, REACTIVE CROP FIGHT.
-Go on a date with your girlfriend Jillian, to celebrate your victory over Bailey.
-Go on an even better date with your girlfriends Jillian AND Angel, to celebrate your victory over Bailey. Choose between two sex scenes on this date. Or be a submissive bitch and get no choice.
I promise I will never again try and make my features sound exciting, that was terrible. In other news, I did a little bit of world building to hint at POSSIBLE SEQUELS THAT WILL NEVER HAPPEN.
So, download link is here: http://www.mediafire.com/?3jxnw868n5ashsb
And I hope you all enjoy it. Sorry for the delays.
Pudding Earl.
P.S. How do people not notice my spelling mistakes? How do *I* not notice my spelling mistakes?
Actually I'm pretty sure you did, I did say updates were coming, so really it's kinda obvious. Regardless, I apologize for the delays, life happened, and I haven' been home in three fucking weeks and I'm pretty grumpy about it in case you couldn't tell. Also I'm not going home for another two weeks. So don't expect me back on schedule. ANYWAY. Let's see what 0.521 brings to the table.
-Fight against Jasmine, a fierce member of the Mistresses, in an INTENSE, REACTIVE CROP FIGHT.
-Go on a date with your girlfriend Jillian, to celebrate your victory over Bailey.
-Go on an even better date with your girlfriends Jillian AND Angel, to celebrate your victory over Bailey. Choose between two sex scenes on this date. Or be a submissive bitch and get no choice.
I promise I will never again try and make my features sound exciting, that was terrible. In other news, I did a little bit of world building to hint at POSSIBLE SEQUELS THAT WILL NEVER HAPPEN.
So, download link is here: http://www.mediafire.com/?3jxnw868n5ashsb
And I hope you all enjoy it. Sorry for the delays.
Pudding Earl.
P.S. How do people not notice my spelling mistakes? How do *I* not notice my spelling mistakes?
Tuesday, 5 March 2013
Update on the update
Okay so, after a week of just not doing anything because loldepression, I finally got back on track, and thought you all deserved to know what's going down.
Basically: I'm writing the Jillian/Angel date that's meant to go off after the Bailey fight. It's going to take a while. A couple days at least. It's big. For reference, the Jillian date that takes place at the same time came out to be 16 entries. I'm expecting to do a lot more than that on this date. So yeah, just hang on, it is coming. I'll release it when I'm ready.
Sorry for the wait,
Pudding Earl
Basically: I'm writing the Jillian/Angel date that's meant to go off after the Bailey fight. It's going to take a while. A couple days at least. It's big. For reference, the Jillian date that takes place at the same time came out to be 16 entries. I'm expecting to do a lot more than that on this date. So yeah, just hang on, it is coming. I'll release it when I'm ready.
Sorry for the wait,
Pudding Earl
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