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Author Topic: Principal Customization & Minors (And Other Ideas)  (Read 9980 times)

Yarbles

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Principal Customization & Minors (And Other Ideas)
« on: October 09, 2010, 03:58:03 am »

First off, I got these ideas atztek1's demo.  There didn't seem to be much content to the rewrite, so I can't say if my ideas are even compatible with the game's model.

I think a good element to add to this game would be player customization prior to starting the game.  This would involve an RPG-style system where players would allot a pool of points to a few character traits which would in turn effect how well they could do certain things in the game.  Some ideas might be:

Charisma (Student Respect)
Leadership (Teacher Respect)
Cunningness (Public/School Board Relations)
Technical Skill (Computer Hacking, Photoshop)
Street Savvy (Lock Picking, Drug Making)

Additionally I think each player should select their college minor.  I had in mind three different paths in mind:

Biochemisty - Scientific background boosts technical skills, allows the development of special drugs and gadgets
The Occult - Paranormal background boosts charisma, allows a greater array of skills (like mind control)
Law - Legal background boosts cunningness, legal insight allows principal to get away with illegal activities (prostitution etc.)

Each minor would open up events and skills that are not available to players who have chosen a different minor.    In addition to the typical features of the school (the classrooms, the library, etc.)  I think there should be a "blank" room that players can do several different things with as they acquire money and respect.  In addition to the options available to all principals, minor specific uses could offer replay value.  As a player develops their minor specialty skills they would be able to upgrade this blank room accordingly.

For example:

Biochemist

Chemical Storage Room ->  Laboratory -> Student Experimentation Facility

Occult

Eldritch Library -> Cultist Gathering Hall -> Summoning Altar

Legal

Bar ->  Strip Club -> Brothel

Each upgrade would offer progressively more significant and widely impacting effects on the school; with each use offering generally different goals.  The Brothel path would bring in lots of money, while the Laboratory path would make the school more disciplined.  

I'd also think it'd be interesting to add another layer to the game that resembles the teachers: student government.  The principal would have a group of candidates to pick for different student government positions, which in turn would effect the behavior of the school (and offer unique events too). Some ideas:

Student President
Student Treasurer
Hall Monitor
Student Council Representative to the School Board

This would integrate well with minor system as well.  For example, if a player is pursuing the Legal/Brothel path the negative consequences of doing so would be a more unruly student population.  But if the player puts a tough student  into a key position, like Hall Monitor, they could balance out that negative effect.  

Finally, I'd like to toss out two rooms that I don't think were in the demo: Cafeteria and Auditorium
« Last Edit: February 06, 2011, 08:44:19 pm by Yarbles, Reason: Dumb ass typos. »
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IceLancer

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Re: Principle Customization & Minors (And Other Ideas)
« Reply #1 on: October 09, 2010, 11:27:45 am »

i found the Auditorium in the latest demo but i wasn't really looking for the Cafeteria, you would just assume its there since its a highschool.

now when you say toss out you mean add right? and not get rid of?

what would happen if someone managed to summon something into the school? demon, monster, disease of some kind?

would the building upgrades you unlock in one school carry over to a different school (and cause a problem if you place them too soon)?

what about age? fresh out of college like in HHSv1 or older and been around the schools for a while? (early 20's-late 30's)
« Last Edit: October 09, 2010, 11:45:35 am by IceLancer »
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http://www.ulmf.org/bbs/showthread.php?p=169450#post169450 this is the first place i saw HHS and when i talk about another HHSv2 this is what im talking about (link in first post)

Kuroshu

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Re: Principle Customization & Minors (And Other Ideas)
« Reply #2 on: November 01, 2010, 06:16:05 pm »

I like it~
But I'd like to be able to make the first tier rooms event if not in that college major. The Major would be needed to advance their respective rooms and get added benefit from the first tier room.

I'd also like to add away for us to change the principal's appearance? I personally like my characters to have long hair and I'm sure there are other out there who prefer something else than the default but aren't bothered by it.

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MagisterMagi

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Re: Principle Customization & Minors (And Other Ideas)
« Reply #3 on: November 01, 2010, 09:21:31 pm »

I mean outside of just choosing from various starting images, any real customization would be pointless because of how the event system works(images extracted from all types of sources). If anything the principal image is more for the interface and would have no impact to the game itself. Of course you could maybe set the settings to certain features, but that would require a significantly larger amount of content similar to HHS2 which was different whether the game was set to normal/futanari.
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Yarbles

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Re: Principle Customization & Minors (And Other Ideas)
« Reply #4 on: February 05, 2011, 02:40:30 am »

Ice Lancer:

I think I mean to say "throw out" as in "throwing around some new ideas".

The general goal behind my suggestions is to create another layer of complexity to how the game unfolds.  Right now the progress of the game is very straightforward: the corruption/perversion of your staff/students slowly builds as you nudge them in that direction.  However that approach can limit the re-playability of the game; once you pin down a certain way of doing things you can get to the best events as fast as possible and see all that you need to see.

On top of that, thinking about how the game handles stats like Teacher Loyalty, Student Behavior, Perversion.   While maxing these stats out is necessary if you want to unlock the best ending, players don't really have to think about them or prioritize which one they increase first.  As long as you pay your bills and develop/use your skills, these things will eventually increase and allow you to access more content.  But with the changes I've suggested, how high or low certain stats are could change the affect a high level room has.  To actually answer your question, here's some hypothetical possibilities:

Teacher Loyalty: Low
Teacher Corruption: High
Teacher Lust: High
Building the Altar Outcome: One of your staff members knocks you out, takes control of the altar, and becomes a demonic sex god.

Teacher Loyalty: High
Teacher Corruption: Low
Teacher Lust: High
Building the Altar Outcome: A parent discovers the occult rituals being practiced at your school but your staff insists that you couldn't have been aware of its existence. You are tasked by the school board to find the leader of this cult; but naturally you disrupt the investigation whenever possible, allowing a steady influx of bizarre creatures who sexually assault the student body.

Teacher Loyalty: High
Teacher Corruption: High
Teacher Lust: Low
Building the Altar Outcome: With the school faculty willing servants in your secret order, students are tricked into participating in your summoning rituals - being turned into any number of sex demons at your personal command which corrupt any one they come in contact with.

What should be noticing here is how drastically things begin to branch out.  Rather than having the game play out in an essentially straightforward manner where is there is a single "best" ending, these changes offer a variety of endings to discover and reach based on their own ideas of what is important and what is not.

As for age, I really haven't thought about that.  I guess thats up to the developers.

Kuroshu:

I think thats a good possibility to.  The concept would need to be reworked; maybe rather than having these progressions be majors they'd instead be skills like photoshopping or lockpicking. I do think I read somewhere that one of the splits will allow you to import whatever picture you like to be your principal

Magister:

I'm not following you.  As it stands, the game does seem to use events that are based on conditions - I don't see why being major a or major b couldn't be a precondition for a specific event as well.
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cheekysausage

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Re: Principle Customization & Minors (And Other Ideas)
« Reply #5 on: February 05, 2011, 01:20:34 pm »

Nice idea Yarbles! I like the idea of principal specializtion; it gives you more influence in the character you portray in the game and thus, a greater feeling of immersion as a result. If the complex branching you are suggesting can be programmed and written for, this idea will add some replay value to the game and encourage players to have another shot, if you'll excuse the pun!  ;)

My only qualm with the above is an entirely personal one. I am a biochemistry graduate, now working in research, and I can assure you that my degree has never enabled me to design sex-inducing drugs or gadgetry! In fact, talking about anything related to biochemistry is assured to get me very turned off! But like I said, that's just me. All in all, I think it's a rather good idea!
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Abaise

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Re: Principle Customization & Minors (And Other Ideas)
« Reply #6 on: February 05, 2011, 03:16:46 pm »

Well that's fantasy hentai for you, it allows biochemistry majors to make sex inducing drugs and gadgetry, and lawyers into brothel owners. Heh.

As for Yarbles' suggestion, well, it should be simple to code for, if the event creation system is solid enough. Scripting the entire thing on the other hand..well that's a scary thing.
« Last Edit: February 05, 2011, 04:42:14 pm by Abaise »
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Druid

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Re: Principle Customization & Minors (And Other Ideas)
« Reply #7 on: February 06, 2011, 06:04:27 pm »

My only qualm with the above is an entirely personal one. I am a biochemistry graduate, now working in research, and I can assure you that my degree has never enabled me to design sex-inducing drugs or gadgetry!

Have you ever tried?   ;D
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Iskhiaro

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Re: Principle Customization & Minors (And Other Ideas)
« Reply #8 on: February 06, 2011, 06:21:11 pm »

My only qualm with the above is an entirely personal one. I am a biochemistry graduate, now working in research, and I can assure you that my degree has never enabled me to design sex-inducing drugs or gadgetry!

Have you ever tried?   ;D

win! :P
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Yarbles

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Re: Principle Customization & Minors (And Other Ideas)
« Reply #9 on: February 06, 2011, 08:43:01 pm »

Cheeky
Quote
I am a biochemistry graduate, now working in research, and I can assure you that my degree has never enabled me to design sex-inducing drugs or gadgetry! In fact, talking about anything related to biochemistry is assured to get me very turned off! But like I said, that's just me. All in all, I think it's a rather good idea!

Well damn, I'd ask for my tuition back.  :D No, I understand how you feel.  Although it may seem otherwise, I actually haven't given too much thought to this whole idea - I came up with each of those specializations just as I writing my post.  The concept will definitely need some refining if it is ever actually pursued.

Abaise
Quote
As for Yarbles' suggestion, well, it should be simple to code for, if the event creation system is solid enough. Scripting the entire thing on the other hand..well that's a scary thing

I don't know if you're familiar with SlaveMaker, but one of the great things about that project is its longevity. Though the core mechanics of the game haven't really changed, the author has added layers and layers onto the very adaptable foundation he laid when he first started making the game.  I personally would love to see any of the fine HHS offshoots being developed out there take that kind of approach and so I think my idea should be considered in that light; these changes would be create a path that would create room for many, incremental additions to the game rather than something the developers would try to knock out in one go around.
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Cypress_z

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Re: Principal Customization & Minors (And Other Ideas)
« Reply #10 on: February 06, 2011, 10:48:18 pm »

The current plan by the writing team concerning HHS3 is adaptable to this, to an extent.

Right now, what we're planning to do is run the school in "Phases" along light and dark themed paths. A light school will end up sexually liberated and happy; a dark school will end up a den of rape and depravity. Story events will be designed with this idea in mind. Teachers will be written specifically so they fit in with story events and progress the school along a light or dark path; and the school will enter into a deeper phase on either side depending on the choices made.

Although we hadn't talked too much about the endings, I believe this is perfectly doable in Zythen's system. The inherent flexibility of Connor's Slavemaker system is something he's stated he wants to repeat more than once, and this should be something simple enough to incorporate into the new system. We need not stick to teachers, of course. Story events could follow just about anyone; HHS3 will not be as teacher-centric as previous versions of the game. Other "antagonist" characters, from students to teachers to parents to just about anyone else that might interact with a Highschool, will be incorporated into the game. Depending on the stats of story-centric characters and a person's decisions to get there, we can vary the endings as much as we like.

As for the variability of the school facilities, that would mesh well with the light/dark path theme. A slave club doesn't make sense in a light school; a happy sexual experimentation club makes little sense in a dark school. Facility upgrades have already existed in a sense long before this point in any case. Simply basing the upgrade requirements on the outcome of story decisions and corruption levels (which should correlate fairly closely) is for the best, I think.

The biggest difference is that unlike previous editions of the game, we actually have to plan everything out in advance. Something like this just can't be done randomly like other editions were.

I personally want to pump out a large volume of smaller schools instead of a few large schools; with perhaps three or four teachers per, and one to two non-teacher important characters.

We're currently designing a tutorial school to help us get the feel for the design scheme. It should be roughly half as large as a real school. The decision tree currently stands at fifteen story events (which might relate to any character). Three for the "normal" phase of the school. Three for the "corruption one" stage on both sides, and three for the "corruption two" stage on both sides.

Full corruption on either path means victory. Incomplete corruption means failure or a less spectacular ending.

A full school will incorporate phases up to "corruption three", and have a main cast of five characters rather than three, with about thirty story events.

« Last Edit: February 06, 2011, 11:14:36 pm by Cypress_z »
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