HentHighSchool Development Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

collapse

* Recent Posts
Re: Gameplay questions by strax84mb
[Today at 08:08:20 am]


Re: Paper Doll System Revamp by Bobtmonkey
[Today at 06:37:20 am]


Re: Gameplay questions by Dragonblood
[Today at 05:42:37 am]


Re: Gameplay questions by trippers
[Today at 05:00:46 am]


Re: Gameplay questions by Dragonblood
[Today at 04:48:06 am]


Pages: [1] 2 3 ... 26   Go Down

Author Topic: Harem Collector  (Read 85492 times)

NoMoshing

  • Full Member
  • ***
  • Offline Offline
  • Posts: 123
    • View Profile
    • No Moshing's Games
Harem Collector
« on: February 14, 2013, 02:59:20 pm »

I've been following Hentai Highschool and Overwhored development for awhile, and just figured this would be a good place to share my own efforts: Harem Collector, a free-roaming RPG inspired by the Rance series, Overwhored, Embric of Wulfhammer, Sim Brothel, Fable series, etc.

New! February 2014 Update and Website Launch!

FUCK YEEEEEEEAH!

I'm in RPGMaker VX Ace, so you'll have to grab the RTP file off the RPG Maker website here: http://www.rpgmakerweb.com/download/run-time-package

It's an RPG Maker game in which you play a young adventurer who embarks on his lifelong quest to find and enslave 151 women to serve as his personal harem.
Why 151? It's clearly a sacred number.

For a partial list of changes and such, you'll want to check out the blag.

Development Blog: http://nomoshingsgames.blogspot.ca/

Wiki: http://harem-collector.wikia.com/wiki/Harem_Collector_Wiki

Send comments, suggestions, etc to: nomoshing@badkittygames.net
« Last Edit: February 19, 2014, 07:48:55 pm by NoMoshing »
Logged
No Moshing's Games blog: nomoshingsgames.blogspot.ca

AkiraTepes

  • Newbie
  • *
  • Offline Offline
  • Posts: 6
    • View Profile
Re: Harem Collector
« Reply #1 on: February 16, 2013, 11:53:45 pm »

I've really enjoyed your game so far. I've noticed a few small bugs, but for the most part great game. Can't wait to see what you do with it.
Logged

Mickele

  • Newbie
  • *
  • Offline Offline
  • Posts: 35
    • View Profile
Re: Harem Collector
« Reply #2 on: February 17, 2013, 03:08:33 pm »

so far, nice ideas and storyline...

i wonder, were the quests " package to thriex ad"and "dead assult ad" still playable? i didn't found the starting cities neighter people...

some bugs i found:
the scene with the smithy didn't start only the game freezes....
everytime you have a new girl in your manson bed, your house becomes still "unrepaired like in the beginning" until you leave your manson....
the microbeer invention investion didn't work, eveytime you pay him, nothing changes....

some intesting thing i found out: when you "attack your sister from behind",
you directly land in "your manson" with the first two/three girls, even when doing this at the beginning of the game (so you haven't bought the manson nor played a quest)...
Logged

NoMoshing

  • Full Member
  • ***
  • Offline Offline
  • Posts: 123
    • View Profile
    • No Moshing's Games
Re: Harem Collector
« Reply #3 on: February 18, 2013, 02:00:49 pm »

Bugs noted, thanks! I'll update you guys as things go on.
Logged
No Moshing's Games blog: nomoshingsgames.blogspot.ca

Cypress_z

  • Lead Writer
  • Administrator
  • Sr. Member
  • *****
  • Offline Offline
  • Posts: 295
    • View Profile
Re: Harem Collector
« Reply #4 on: February 18, 2013, 09:34:24 pm »

Hey. So I played through this, and I love it. It's a great start for you, and I sincerely hope you keep it going.

I absolutely ADORE the sistercest bit. And the collars being basically mind control. Mind control and brother/sister incest are my two favorite fetishes. (Especially when they go together, but I liked the execution here just fine.)

Anyway, here's the good and the bad.

You seem to have a decent enough grasp of combat and events for now. And that's great. You're tackling some complex ideas I wouldn't in Overwhored, but they're working. So kudos to you for that. The blacksmith bug is one I easily recognize. It always happens when you have an autorun or event with improper triggers leading to the next event or from the autorun event. It happens to me all the time when I forget to click a box in one of the event conditions window. It's why I test every event every time I make one or make a change to one.

VX Ace is much, much better than VX, and I'm glad you started with it. If I wasn't so far into Overwhored already, I'd be on VX Ace right away.

Anyway, the thing you need to improve most right now is mapping. Most of your game is nice and fairly solid, but you NEED to work on your maps. Trust me, I HATE mapping. It is my least favorite part of the entire game.

Here are the issues:

Your interior maps are alright. But your outdoor maps should be much, MUCH smaller. I know what you're probably thinking, "real cities are much bigger and I've always wanted to make a bigger city". Your plan is probably to make a few useful buildings far apart and fill in the areas between with areas as you think of them. Do not do this. Condense the useful areas and characters in an area into a single small map. Have good open roadways between areas. Players need to find it easy to move through areas, and right now it takes forever to go places and it's easy to get lost in the big empty green areas. If you need more buildings, build another small map you can walk to from the first with a short, simple jaunt. Trust me, it's a lot easier for you and for the player. Plus you need far less in the way of little plot-contrived roadblocks, which you humorously pointed out. Ideally you want only ONE area you need to block with a single event.

Your best bet is to simply remake the exterior maps. It's a pain, but would be best for players and for you in the long run. Take the current buildings and people you have and condense them into one map (making the manor its own map) and make simpler, smaller maps for the high class area and slums area.

Overall I'm very impressed with what you've done so far. As to what to do for images, when I started with my first project (and later with Overwhored when it first started) I looked for appropriate pictures on the booru sites through their tag system. With that, it's fairly easy to get pictures of, say, maid twins. I only had some commissioned images done because I had some spare pocket change and I'm insane.

http://www.gelbooru.com/

I hope you keep making this game. I made mine in the hopes others would make their own games. I'm fully in support of what you're doing and will offer any advice I can on future releases.

EDIT: Or the bug could be due to unfulfillable movement. Not sure.
« Last Edit: February 18, 2013, 10:08:27 pm by Cypress_z »
Logged
Maker of the game Overwhored!

Check out the Overwhored Blog to see the latest progress on the game!
http://overwhored.blogspot.com/?zx=507c8f996a43e554

NoMoshing

  • Full Member
  • ***
  • Offline Offline
  • Posts: 123
    • View Profile
    • No Moshing's Games
Re: Harem Collector
« Reply #5 on: February 19, 2013, 04:40:11 am »

Oh, wow thanks! The sistercest was actually my wife's idea- I had originally planned for Amelia to tease the player the whole game, and never actually be attainable. My wife didn't know at the time what I was working on, found it and played through it while I was sleeping. She didn't mind the content, after all, and demanded that Amelia be a harem girl, and eventually I hid the option to "Awaken Amelia's True Power" and get her as a playable character on my wife's suggestion.

The Smithy quest is only about 20% complete at the moment. Included in it is a second "defender" type character, based on a D&D 4e Warden, to fill that combat role until you get Therese back... finishing the Smith quest is my highest priority once I purchase VX Ace.

Same with the other quests in the Adventurer's Guild. They're roughed in at the moment, but I have a number of other things to do before they'll get slotted in. Finishing the "joint venture" options for businesses in the game that existed before I coded (evented?) the main investment events is also a priority. Another thing I'd like to do is lengthen the beginning of the game more, make Amelia's presence more clear, define the relationship between the MC and Gargan to make the latter more of a recurring Biff-type bully.

The whole Slaver's Guild investment dealie is actually complete- the reason why that isn't triggering anything is that it's on a timer. You have to complete a certain amount of quests before the caravan they send returns. With it comes the most awesome scene I've ever animated in RPG Maker and a new party character.

I'll take your advice to heart, Cypress_z, and thank you for playing.
Logged
No Moshing's Games blog: nomoshingsgames.blogspot.ca

Cypress_z

  • Lead Writer
  • Administrator
  • Sr. Member
  • *****
  • Offline Offline
  • Posts: 295
    • View Profile
Re: Harem Collector
« Reply #6 on: February 19, 2013, 11:28:58 am »

Well my compliments to your wife, NoMoshing. She is clearly a wonderful lady with fine taste.

Hmm. If it's incomplete, you'll want to lock it off. That's fairly simple to do, and I think you already know how (I saw some events similar to this in your game), but I'll mention it just in case.

This is probably something you recognize from the first village. There's similar events in a lot of locations with my game. You want any area you need blocked off to have a narrow chokepoint you can put events like this into. You only need to do it once - you can copy/paste an event like this across multiple squares of a chokepoint, or have additional pages filling out later events. Now you're using VX Ace, so I'm sure things are probably slightly different, but the actual eventing should work very similarly.




And this is part of the event that sets it off.



For my part I'm curious how you're doing the relationships and investment events. I had originally wanted to do something like that in Overwhored but gave it up because figuring out how to do something like that turned out to be a pain. If it's doable in vanilla VX (which I'm sure it is; I've just never bothered figuring it out) then I might be able to go back and factor in some of my older, more involved plans. You can PM that to me if you don't want it in public.

« Last Edit: February 19, 2013, 11:34:20 am by Cypress_z »
Logged
Maker of the game Overwhored!

Check out the Overwhored Blog to see the latest progress on the game!
http://overwhored.blogspot.com/?zx=507c8f996a43e554

NoMoshing

  • Full Member
  • ***
  • Offline Offline
  • Posts: 123
    • View Profile
    • No Moshing's Games
Re: Harem Collector
« Reply #7 on: February 20, 2013, 02:15:21 am »

Well, I probably will have that quest finished by the next release anyway. I spent most of last night adding a new store, a bunch of new investment options, and finishing the Bitch's Sixth Tit investment stuff.

Alrighty, so, my investment economy.

I set up a variable called HOLDINGS. I put variables and switches that I frequently use in all caps to differentiate them from, say, quest variables.

Every time you make an investment using the Joint Venture option, it flips a switch to indicate that the business has been invested, and increases the HOLDINGS variable by the amount that the investment pays out over time.

So it would look like:
: When [Joint Venture]
@>Text:
::Okay, how about 500 Sil?
@>Show Choices: Yes, No
: When [Yes]
@>Conditional Branch: Gold is 500 or more
@>Change Gold: - 500
@>Control Variables: [XXXX: HOLDINGS] += 50
@>Control Switches: [XXXX: thisbusinessinvestment]= ON

Make sure that you're adding to the HOLDINGS variable, and not setting it. Otherwise, your various incomes won't compound, and you'll only benefit from the last one you bought.

Then, the quest complete event. Basically, whenever Harem Collector transports back to your bedroom, it has a whole autorun script to simulate the advancement of time.

The autorun requires the QUEST COMPLETE switch to be on, which flips on when I want this process to run. Among other things, it randomly determines the flower girl's inventory, counts down the time until the slave caravan returns, applies the interest to your bank account and loan, counts down until the game over when you fail to pay back the loan after thirty days, and resets a bunch of switches and variables I use for dungeons and cut scenes.

It also does this:

@>Change Gold: + Variable [XXXX:HOLDINGS]
@>Play SE: 'Coin', 80, 100
@>Text:
:: Household Income:
::+ \V[XXXX] Sil

The ledger in the study that lists your holdings is just a bunch of conditional branches laid in series:

@>Conditional Branch: Switch [XXXX:Business1] == ON
@> Text
:: Business X
:: Initial Investment: X
:: Dividend: Y
@>
:Else
@>
:Branch End
@>Conditional Branch: Switch [XXXX:Business2] == ON
etc

The relationship counters are a bit more complicated. Each girl is assigned a relationship variable and a switch.

The "chat" function when you talk to one is a series of text conversation in a chain of conditional branches. The first branch checks to see if your relationship value is higher than the highest relevant number (ie, the conversation that occurs at the highest relationship level), and the else branch then checks for the next-highest category.

Like this:

: When [Chat]
@>Conditional Branch: Variable [XXXX:Veronica<3] >= 50
@>Text
::Blah
:Else
@>Conditional Branch: Variable [XXXX:Veronica<3] >=40

And you link together all the various conversations like this, in backwards order.

The gifting is the really tedious part. The gift conversation option opens two sub-menus where you select what type of gift and which gift of that type, which nests all these things together. It also starts with a conditional branch that checks to see if you've already gifted that girl "today".

:When [Gift]
@>Conditional Branch: Switch [XXXX:VeronicaGifted] == ON
@> Text
::I already gave her a gift today.
::It wouldn't do to make her spoiled.
@>
:Else
@> Show Choices: Flowers, Toys, Sweets, Trophies

Each actual gift option checks for the item in your inventory, removes the item if it's there, then increases the relationship value and turns on the "girl X has been given a gift" switch. All those gift-given switches get turned off again in the same event process that pays out your investments at the end of every quest.

When you want to put something else in that adjusts the girl's relationship value, like picking a conversation option that pleases them a la Dragon Age, just adjust the relevant variable.

You can use other events tied to the relationship variable's value to activate quests or other things tied to girl's relationship value.

Hope that helps, and sorry for the lack of screencaps.
Logged
No Moshing's Games blog: nomoshingsgames.blogspot.ca

Cypress_z

  • Lead Writer
  • Administrator
  • Sr. Member
  • *****
  • Offline Offline
  • Posts: 295
    • View Profile
Re: Harem Collector
« Reply #8 on: February 20, 2013, 02:11:41 pm »

You might not believe it, but I actually hadn't learned anything about variables before now because I didn't need to. I've done everything in Overwhored with nothing more than basic switches and conditional branches.

After realizing your post was gibberish to me I looked over a long list of tutorials.

Now that I have I realized I could have done several events MUCH more simply, and several things I thought would be too much work or might involve scripts I *can* do. I'll have to work hard and get those ideas put into the game now.

Thanks a lot for giving me that info. It'll be extremely valuable.
Logged
Maker of the game Overwhored!

Check out the Overwhored Blog to see the latest progress on the game!
http://overwhored.blogspot.com/?zx=507c8f996a43e554

NoMoshing

  • Full Member
  • ***
  • Offline Offline
  • Posts: 123
    • View Profile
    • No Moshing's Games
Re: Harem Collector
« Reply #9 on: February 20, 2013, 10:11:11 pm »

They really are kind of a skill gate sort of thing. Glad I inspired you, I suppose? Which is sort of odd to say because Overwhored was a huge reason why I started making Harem Collector in the first place.
But yeah, variables are great. I use more variables than I do switches, because in VX Ace events comes with four "self-switches" that they can use internally, so that treasure chest, for example, doesn't need a regular switch if it's going to be the only time an event references that switch. I don't know if vanilla VX does that, but XP sure didn't.
Logged
No Moshing's Games blog: nomoshingsgames.blogspot.ca

Cypress_z

  • Lead Writer
  • Administrator
  • Sr. Member
  • *****
  • Offline Offline
  • Posts: 295
    • View Profile
Re: Harem Collector
« Reply #10 on: February 20, 2013, 11:19:53 pm »

They weren't tough to figure out, but the truth is I never had a real reason to take the time to learn how to use variables. Regular switches, self switches conditional branches, event requirements and so on are enough for basically every event in a game. Self switches are something I use in about 90% of my events. I'm more than comfortable with those.

The main difference is just that it makes some things a LOT easier. For instance, catching the girls in the Inn in the first village in Overwhored took five separate control switches and a long conditional branch. Variables could have done that with just one variable switch. I tried - it took about five seconds to throw an event like that together, and it was pretty easy.

The only thing I couldn't do without variables was set up a system to purchase spell abilities with Orgasmic Energy. Your events are basically perfectly suited to that with a slightly different execution, which is why I found them so interesting. Though I'm glad I didn't know that when I started Overwhored - things would have gone very differently for the game, and not really for the better. Now I could make a system like that and integrate it into the game without causing any real issues.

The thing you should remember is I'm a writer first, NOT a programmer. You shouldn't be surprised to figure out a trick I don't know. I know the mechanics I need to tell the story I have planned, and I have few needs that are anything other than very basic to tell that story. What I don't know, I learn when I need it. Often simplicity is better than complexity if you don't need it. But I'm very happy you shared that information with me. I probably wouldn't have gotten around to figuring out variables until AFTER I had the core game (all heroine dungeons and the main storyline) completed so I could ensure a decent pace in my release schedule.

I like how you've incorporated your events into Harem Collector. And as I said before - you have a very good start. Your maps are the only thing that really needs a big workover right now. With that you'll be able to lock off unfinished events and design to your hearts content. Because it's open-ended, maintaining motivation will probably be a bit tough. But provided you do, I see Harem Collector becoming a great game.







Logged
Maker of the game Overwhored!

Check out the Overwhored Blog to see the latest progress on the game!
http://overwhored.blogspot.com/?zx=507c8f996a43e554

Zanfib

  • Newbie
  • *
  • Offline Offline
  • Posts: 6
    • View Profile
Re: Harem Collector
« Reply #11 on: February 22, 2013, 09:59:13 am »

Bug: if you talk to the orc at the sixth tit from the wrong direction you are stuck and unable to move.

I also agree with Cypress that the town is too big. You need to make it smaller or provide some means of getting around faster.
Logged

NoMoshing

  • Full Member
  • ***
  • Offline Offline
  • Posts: 123
    • View Profile
    • No Moshing's Games
Re: Harem Collector
« Reply #12 on: February 24, 2013, 02:21:40 pm »

The maps have been shrunk as much as is feasible. Also, unique character sprites, face images and actual h images might be implemented soon. I'm planning the next release for mid-March and doing monthly releases on a mostly regular basis from there.
Logged
No Moshing's Games blog: nomoshingsgames.blogspot.ca

Zanfib

  • Newbie
  • *
  • Offline Offline
  • Posts: 6
    • View Profile
Re: Harem Collector
« Reply #13 on: February 25, 2013, 08:51:13 am »

Another problem to be aware of, Is that when raiding the orc camp you cannot leave until all the orcs are dead. This is bad because if a player enters the camp without enougth healing items, they will not be able to get more without loading an earlier save. In my case, I made the mistake of saving inside the camp and now have no way of progressing without starting the whole game from scratch.
Logged

NoMoshing

  • Full Member
  • ***
  • Offline Offline
  • Posts: 123
    • View Profile
    • No Moshing's Games
Re: Harem Collector
« Reply #14 on: February 27, 2013, 10:50:28 pm »

I think I've solved that problem. Thanks, Zanfib, but given the way RPG Maker games refresh when you transfer your save file, your game is still stuck. =( Sorry.

Does anyone know anywhere I could find a decent game balance tutorial for RPG Maker? Balancing everything by trial and error is taking forever and there's a lot of subtleties built into the system.
Logged
No Moshing's Games blog: nomoshingsgames.blogspot.ca
Pages: [1] 2 3 ... 26   Go Up
 


SimplePortal 2.3.3 © 2008-2010, SimplePortal