Just working on writing today...
- - Writing main story.
- - Writing sex scenes.
I don't think anyone is actually reading this blog at the moment, as I haven't posted any information about this game anywhere but here. As a result, I don't feel too bad for delaying the release for another 2 weeks. (But if some of those page hits aren't from web crawlers, and you're reading this now, then I'm sorry for the delay!)
The reason I'm choosing to delay the release is that the game currently isn't up to the standard that I'd like to set. There are bugs to be fixed, a lack of content, and UI issues that need to be addressed. I will need at least 2 more weeks to get the game into a state that's ready for initial release.
In future, I will present release dates as 'target dates'. The problem with being a sole developer for a project like this is that even if a small problem occurs (like the computer problems I had for the last week and a half), all development on the game is affected. Unforeseen problems may arise during development, so I need to be more flexible with release dates. I will always do my best to meet the release date target, but sometimes it won't be possible.
The new target for release is Friday 14th October.
Sorry for the delay!
I only managed to do a little writing today, due to the ongoing computer problems that I mentioned in a previous post.
First of all, the game will still be released on Friday, but I need to give a warning as to it's current state. Due to computer problems over the last 8 or 9 days, I haven't been able to spend as much time developing the game as I anticipated. As a result, the game is going to be very short on content at release. The computer problem has now been definitively solved, so, starting tomorrow, I should be able to get on with developing at a normal pace.
So, due to the game's very early 'pre-alpha' state, I'm not going to announce this release anywhere. Once version 0.1.1 is released (which will solely focus on polishing & adding content), then I'll announce this project, but until then, version 0.1.0 will be a stealth release.
As per usual for a Sunday, I took it easy for most of the day. I got some minor bugs fixed here and there, and did some work on gender calculations.
I know I said I'd make a big post about magic, but as I was writing it out, I realised that it isn't quite finished yet, so you'll have to wait until release before finding out how it works. Which brings me on to the main part of this post...
I'll make a big post containing version 0.1.0's release notes on the day of release (this Friday!), but I'll give a quick overview of what sort of state the game will be in. It's going to be in a very early alpha/demo state, so there's going to be a low amount of content, the possibility of (and high likelihood of) encountering bugs, spelling mistakes (though there shouldn't be many), and everything else associated with early alpha games. It's important to see version 0.1.0 as a demo of what's to come, and as I add more content and features over the next few months, the game will become what I had originally envisioned.
The two or three weeks following release will be spent polishing content and fixing bugs. I have a complete plan from version 0.1.0 up to 1.0.0, so I know exactly where the story is headed and all the content that I want to see in the game at it's final release.
The game download will most likely be hosted on mega.nz, and I'll make a post on TFGamesSite.com on the day of release.
Most of the week will be spent trying to avoid panicking as I realise that I only have a few days left until launch.
I just did some general fixes and more writing today. I'll make the large post about the state of the game tomorrow.
Some technical problems prevented me from getting as much done today as I'd have liked. I still managed to make progress on a few things, but a lot of time was spent troubleshooting some other computer issues. I'll make a large post tomorrow or on Sunday concerning magic and the state the game will be in for version 0.1.0 release. There's now 1 week left until the deadline!
Most of the day was spent writing dialogues for encounters in Dominion (the name of the starting city). To go along with the encounters, I made several NPC classes, and created the framework to support them. I also finished re-writing all of the non-racial transformation descriptions, but even though they're likely to remain untouched before version 0.1.0 release, I'm still considering them to be drafts. (I'm starting to feel the time pressure!)
I did some work on re-writing transformation descriptions today, as well as working on the main story.
I spent most of the day writing content for the main story. As I don't want to reveal any spoilers, there isn't much to put in today's post. Once the game has been released, these progress posts will reference in-game content (e.g. Added 4 new dialogue options for Vicky), but for now, I'll keep them vague.
I didn't do much technical work today. Instead I focused on writing the story and encounters for the initial release (in 12 days).
As with everything in this early stage of development, the sex mechanics outlined below may change before or after release.
As I was writing this, I realised that I haven't talked about magic yet, so I'll make a post this week detailing how magic works in the game. For now, all you need to know is that Lilith's magic has saturated the world, and has caused everyone to have an extremely heightened libido. This constant background flow of demonic magic is commonly referred to as Lilith's lust. Whenever someone is weakened or exhausted, Lilith's lust seeps into their mind and body, causing them to become incredibly aroused. Within moments, it gets to the point where all they can think of is having sex, or, lacking a partner, masturbating right there on the spot.
This relates to game-play, as if you are victorious in combat, your opponent will be overcome with Lilith's lust, and you can choose to have dominant or submissive sex with your defeated opponent. On the flip side, if you are defeated in combat, your opponent may (and usually will) decide to have dominant sex with you. You can also engage in sex scenes with recurring characters once you've built up enough trust with them.
Sex scenes in Lilith's Throne, much like combat, are turn based, with a list of actions you can take each turn. One person will take the role of the dom, and the other will be the sub. You usually start sex with both you and your partner standing, and can move into different positions over the course of having sex. The dominant partner can choose to give the sub freedom to use their own initiative, or forbid them from moving into positions on their own, allowing the dominant partner to have complete control over how sex plays out.
Each action you can take will increase both your and your partner's arousal by a certain amount. For example, kissing your partner will increase the arousal of both of you by a small amount, whereas fingering your partner will increase their arousal by a medium amount, and yours by a small amount. When arousal reaches 100, that person will orgasm. Sex will only end once the dominant partner has reached orgasm (perks to be added in the future will allow you to orgasm multiple times before ending sex).
Once sex has ended, the submissive partner will gain corruption from Lilith's lust, the amount of which depends on how many times they orgasmed. The dominant partner can choose to let Lilith's lust reward them, increasing the value of a random attribute, but if they do, they will also gain a small amount of corruption.
I want to get everything finished for version 0.1.0 release by the end of this week, leaving me with 5 days to polish content and fix unexpected bugs.
Tomorrow I'll write a large post about how sex works in Lilith's Throne.
Today I've been working on polishing the sex-engine. I don't want to make a big post about how it works just yet, as it's currently being changed and refined day-by-day.
Apart from the way the game handles sex, I've covered all the main topics I wanted to cover in large blog posts. I've left a lot of details intentionally vague, as everything is subject to change prior to version 0.1.0 release. From now up until the end of this month (the release date), blog posts will be a bit more technical and outline exactly what I've done that day. You can expect the big post about the sex-engine at the end of this week.
Starting tomorrow, posts will be in a new technical progress format. I'll continue to expand on details where necessary, but I'd like to leave the majority of the game for you to discover as you play.
Today I finished drafting all 0.1.0 content. I didn't get started on the sex-engine work, but that's what I'm mainly going to focus on this week.
As I said yesterday, I'm taking it easy today, so I'll make this a short post.
Today I finished the weapons that will be in the game in version 0.1.0. There are only 6 weapons in the game at the moment (and they are quite similar), but they have the same sort of enchantments as clothing, which, when combined with their quality level, makes for a lot of random variation. Weapons are one of the areas that will be expanded on shortly after release.
I'll give a brief introduction to how combat works in Lilith's Throne. Like most text games, Lilith's Throne uses a turn-based combat system. You, as the player, get to perform an action, and then your opponent does the same. In each turn, you (and your opponent) can choose one of several actions:
There are three combat resources that you and your opponent have; health, willpower, and stamina. Each of them can cause you to lose a fight when they reach 0.
I need at least one day a week where I take it a bit easy, so tomorrow I'll just be polishing the sex-engine and finishing the draft work for all content that's in 0.1.0. There isn't much to do on either of those fronts, so I'll have plenty of time to think about next week's plan!
Most of today was spent fixing bugs in the clothing system. I did get started on weapons, but it's still about a day's worth of work until they're completed. Over the weekend I'll finish the targets I set at the start of the week.
I was going to make a webm of the gameplay, but I quickly discovered that footage of text-based games is a very poor medium to express how they feel to play. Instead, I'm going to leave it until release 0.1.0 to let everyone find out what it's like to play.
I haven't spoken much about the story yet, and while I don't want to reveal any spoilers, I can still say what the general background to the game is.
The game is set in the present-day, three years after Lilith and her army of demons invaded Earth. You play as one of the residents of Lilith's self-proclaimed capital city, Dominion, and over the course of the game you try to find a way to defeat her.
Along the way, there are side quests and repeatable events that you can discover and interact with. There are also recurring NPCs that you will be able to romance, but I'll talk more about that at another time.
As I want to avoid spoilers, all I can say about the main quest is that it revolves heavily around Lilith's use of transformations and sexual desires. Every transformation and sex scene in the game is avoidable, so long as you never lose a fight!
There are bad ends in the game, but there will never be a "game over" screen. Instead, you can continue to play through the bad end in whatever state you're left in. The main game itself will be over, but you will still get choices to make as you live out whatever life you're left with!
Tomorrow I'll finish weapons and get started on sex-engine work. I've pretty much completed the sex-engine, but there are still some minor issues to address.
I finished the last pieces of clothing today, but then, as I was playtesting it, I felt that I quickly discovered everything, and there wasn't much to do other than find different colours for clothing. I decided that in order to make clothing a more interesting aspect of the game, I would implement a randomly generated enchantment system!
So, the way I've implemented it is that there are no pre-set rare clothing items in the game. Instead, all clothing that isn't part of a clothing set is tagged as common rarity, and has the chance to spawn with a random enchantment (which bumps it's rarity up from common to rare). Like other RPGs, you'll need to get the clothing identified before you know exactly what it does. Clothing can have positive enchantments as well as negative ones. Items with negative enchantments are labelled with the rarity jinxed, and are pretty much useless to the player.
I wanted to give the player an option to bypass the identification stage, as they might be out of money or they don't want to make the journey back to an identifier. However, there must be a drawback to this, or else there would be no point in identifiers (and I wanted to keep them as a money-sink). So, I needed to give the player a risk when bypassing identification.
I toyed with the idea of destroying the item on failure, but it felt extremely anticlimactic to have a mysterious item suddenly disappear. I also thought of making a failed identification result in a higher cost at the established identifier, but that didn't feel punishing enough (and I soon felt like it was always worth trying instant-identification).
After a few failed ideas like these, I played with the idea of using the generic locking method that I originally designed for chastity and restraining devices. I implemented instant-identification by having the player equip the mysterious item to identify it. As the player doesn't know beforehand if the enchantment is good or bad, I could then lock clothing with bad enchantments onto the player, forcing them to find or buy an unlocking charm.
This system feels far better than the previous iterations. There is a decent punishment for the player if the item is jinxed, it offers instant feedback as to what's happened, and there's no awkward destruction or removal of items. At the end of all this, there is now an extra aspect to clothing, which makes the game more fun and varied as you try to find items with better enchantments.
All of this is able to happen due to the demon's magic (yeah, yeah, I know, the old "a wizard did it" cop-out). The game uses a high fantasy style of magic, so having items being enchanted and jinxed fits in with the rest of the game world.
The enchantment work (along with some frustrating bugs after I optimised some rendering code (reducing rendering times by a factor of almost 200)) took most of the day, so I still haven't started on weapons. I anticipated the danger of feature creep and have set aside 7 "free" days, and after today, I have 6 left... Tomorrow I'll be finishing and polishing the enchantment code and getting started on weapons! (For real this time!)
With the exception of two more shoe variants, all the images for the clothing in version 0.1.0 are done. I quickly threw together a first look at what the common items look like (the image excludes 12 items that are part of epic-rarity clothing sets). Please note that all the colours for the clothing were randomly generated, and may not be available in the actual release. Several images are also in a rough state and will be touched up before release. Anyway, without further ado, here's the image:
There are so many different clothes that I want to add to the game, that I could probably spend at least two weeks doing nothing but making clothing. However, with the release date being the end of this month, there just isn't enough time to add everything I want to. I'm calling this the end of clothing creation for version 0.1.0, but rest assured, there will be plenty more clothing added in the future!
I also realise that some people would prefer me to use real-life images for clothing, but I just can't find a reliable source of copyright-free images. At some point in the future, many releases ahead, I'll add modding support, which will allow you to use custom image packs.
Tomorrow I'll be putting some final touches to the clothing and moving on to create weapons. There will probably be about 5-10 different weapons at release (as apposed to the 76 items of clothing!), so it won't take me long to create their images and descriptions. Once that's done, it only seems logical to finish polishing the combat system. All that should be completed by the end of tomorrow, which will leave me 3 days in which to finish the sex-related engine work and story drafting.
Although I made a lot of new clothing today, I didn't get as much done as I'd hoped. I've brought the total number of clothes up to 58, but I've yet to do legwear, socks and shoes. This means that the collage of items will have to wait until tomorrow (or worse-case scenario, Thursday).
My head's spinning from making so many images, so I'll skip making a detailed post today. Instead, I'll simply say that work continues on making clothing, and I hope to post the clothing collage by Thursday at the very latest!
Today I finished polishing the inventory system and made a lot of new clothes. There are currently 40 pieces of clothing in the game, but I still have more to make tomorrow. In total, there will probably be around 60 items of clothing in the game at launch. The most time-consuming part of making new clothes is creating the image to be used in the inventory UI. I'm using .svg files to display clothing, so I'm able to easily re-colour the image at runtime. All of the images will be in a semi-placeholder state for the first few releases. Hopefully somewhere down the line I can hire an artist to create some professional-looking images.
Seeing as I'm already talking about clothing, I'll add some details about how clothing works in the engine (don't worry, I won't get into technical details concerning the code). Basically, each piece of clothing has a few sets of information that tell it how it should behave. It knows what other areas it's incompatible with (e.g. a swimsuit can't be worn with panties or a bra), how it needs to be displaced or removed in order to get access to areas it's blocking (e.g. a T-shirt will need to be pulled up or removed before you can do things to your bra/breasts), and what clothing needs to be removed in order to equip/unequip it (e.g. when equipping the swimsuit, any clothing in your legs, torso or chest slot will need to be removed first). Now, removing all those clothes manually each time you want to equip/unequip an item soon gets quite tedious, so I made the inventory do it all for you, making it display a description based on how you equipped your item.
I'll give you an example of what clothing management looks like without an automatic system. Once again, I'll use the swimsuit as an example. (I'm sure you can guess what piece of clothing is used the most in testing.)
When I first made the inventory system, I found that this method provides a lot of interaction, but the continuous management soon got annoying. I decided to make a method that could carry out all the steps automatically, and deliver a detailed description at the end. In this way, you still get all the same information, but with far less button-pressing and inventory navigation to do. Due to the ability of some clothing being able to be locked (like chastity cages and belts), I assumed that at some point in the future I would want the ability to lock absolutely any piece of clothing, not just ones on the bottom layer. This led to the problem that some clothing may be indirectly blocked from being unequipped. Consider the following:
The automatic removal method will detect and inform you exactly why you can't equip/unequip clothing. It's then up to you to find a way to unlock the clothing that's blocking you. In the event that there is no clothing blocking your way, the method will prioritise displacing clothing before removing it when creating the generated description (e.g. you'll pull up your skirt to remove your panties instead of taking your entire skirt off). Using the automatic method, equipping the swimsuit can now be done with one button press, and the interface will update with this description:
You remove your crop top by pulling it up and over your head. You wriggle your hips as you pull down your miniskirt, stepping out of it once it's around your ankles. You untie the laces holding your corset together, and remove it from your stomach. You take hold of your thong and slide it down and off your legs. You step into the swimsuit, pulling it up to cover your torso before sliding your arms through the holes. Having equipped your swimsuit, you re-equip your corset, miniskirt and crop top. Your thong was added to your inventory.
So that's basically how the inventory is dealing with clothes right now. As I mentioned at the start of this post, tomorrow I'll be finishing the creation of all clothing for version 0.1.0. In tomorrow's post, I'll post a collage of icons for all common and rare clothing that will be in the game at release. (I'll keep epics and legendaries as a surprise, minus the Maid's outfit that I've already revealed.)
As mentioned yesterday, in today's post I'll briefly talk about the UI and game flow. Please note that even though this is going to be pretty close to how the game will appear in 0.1.0, I may make some minor changes between now and release day. In fact, as I was proof-reading this post, I noticed at least 2 minor UI elements that are definitely going to be changed.
As promised, first I'll show you a couple of screenshots of the UI in action. The first screenshot shows the initial dialogue when you open your inventory. At the bottom left, your inventory is shown. The second screenshot shows the tooltip that appears when hovering over items in your inventory (the mouse isn't shown in the picture, but it's hovering over the Maid's dress icon).
As you can see in the UI's text panel, the game uses a choice selection system to progress from scene to scene. In the screenshots above, there are 4 choices you can make, each with a corresponding number. One of the core concepts in this engine is that every action must be accessible if the player is using only a mouse or only a keyboard. The choices can therefore be selected by pressing the corresponding number key on the keyboard, or by clicking on them. The information shown in the tooltip can be accessed by keyboard users by choosing "View equipped items"->"Examine your Maid's dress". In this way, the player can use whatever input device they prefer (or a mixture of both).
As I was typing this up, I realised that the best way to show game flow would be to create a .webm or .gif. I'll do that some time this week, and talk more about how the game is played when I post them. For now, the very basic premise is as follows:
This week I'm going to:
As I mentioned yesterday, I've recently been putting the finishing touches to the inventory system. The inventory is split into three main categories; generic items, weapons, and clothing. Every item has a rarity (common, rare, epic or legendary), which, along with it's stats, affect it's value. Items can be obtained from defeating enemies or by purchasing them from shops. Legendary items are unique and can only be obtained from quests. I'll briefly run through each type of item.
Generic items encompass anything that can't be equipped. Most of these are consumables, which can cause transformations, replenish health, willpower and stamina, or apply special effects. (I'll talk about health and other attributes in a future post.)
Weapons come in two different varieties; melee or ranged. You can have one melee and one ranged weapon equipped at the same time (I'll talk more about this in the upcoming combat post). Every weapon has a base amount of damage as well as a damage type. For example, a baton currently does 6-10 physical damage. Each weapon also has a quality (average, fine, exceptional or masterpiece) that affects it's base damage. I'm still tweaking weapon values and how quality works.
Clothing is the most complicated of the item types. Each piece of clothing fits into one of 15 inventory slots, and can be covered in sexual fluids, be locked (i.e. for chastity belts & cages), be too feminine or masculine for you to be comfortable wearing, and be part of a clothing set (e.g. Maid's outfit). Clothing provides physical resistance, and can also provide other attribute modifiers. Every piece of clothing can be found in specific colours (e.g. bras can be found in over 10 different colours, but each piece of the Maid's outfit is only available in black or pink). The clothing slots (and some examples) are:
To give you a better idea of how the inventory works, tomorrow's post will include some screenshots of it in action. I'll also talk about the UI and game flow.
Lilith has unleashed her demonic magic upon the world, which, amongst other things, has caused people to undergo strange transformations. Things that once would have been physically impossible are now a reality...
Today I finished writing transformation descriptions for the 9 races that will be in the game at launch. (I also did a lot of work on the inventory system, but I'll probably talk about that tomorrow.) I don't want to go too far into the details concerning races and transformation sources, as I'd rather leave you to discover them within the game. For now, I'll give a brief overview of how transformations affect a person's body in Lilith's Throne. Please note that anything here may change slightly before release.
There are 3 different strengths of racial transformation in the game, as well as other types of transformation that don't affect your race. Most of the NPCs in the early game will either be human or lesser racial-morphs. As the game progresses, certain actions that you can take will influence how much the human population is transformed. I'll finish this post with some non-exhaustive lists of what each transformation type can affect.
Well, here's the first post of my development blog for Lilith's Throne. I'll briefly explain what this is all about in a short Q&A format.
Lilith's Throne is a game that I've been working on for the last seven months or so. It's a fictional, text-based, erotic RPG in which you, as the protagonist, try to find out a way to defeat Lilith, the queen of a demonic invasion.
Like other RPGs, you can fight enemies, level up, equip different clothing and weapons, find items to use, encounter friendly NPCs, and complete quests. This being an erotic game, a lot of the content involves sex (of all kinds) and transformations (sexual and otherwise). Please read the disclaimer for information about the sexual content found within the game.
Lilith's Throne has been made completely from scratch by myself using java. It uses a custom-built engine and doesn't rely upon or use any third party libraries. It will be released as a .jar file and will require your computer to have java installed to be able to run. I will support android releases in future, but for the first few versions, I will only be working on the desktop version.
Like so many games of this nature, "it's still in development". To try and counter any sceptical thoughts you might have at hearing this news, I can tell you that the cut-off date of September 30th 23:59:59 GMT is the absolute latest time at which the first release of the game will be out, no matter what state it may be in.
There's a few reasons for this. One, this blog will initially serve as a method for keeping track of the progress I make. Up until now, I've only had internal notes to keep track of what I've changed and accomplished. By putting change logs up on this blog throughout development, I'll have a public place where I can show my rate of progress.
Two, I set myself the target of getting this blog set up by the end of this week, and every target must be met.
Finally, I will be making more posts over the next few days and weeks leading up to release, and in those posts I'll put more information about the game (with screenshots). I'm making this blog now so that I have a foundation upon which I can release details concerning gameplay and development progress.The next post will be sometime tomorrow, so see you then!