Dev Log #7 - RPG Mechanics


Dev Log #7 - RPG Mechanics

Hey guys, lots of artwork finished this week! Zen created outfits for the girls above. I know, I know, Suki looks hot. Let's give a round of applause to Zen. There will be a basketball related side quest for Queen. You can take a look at the sex scene here: https://twitter.com/Queens_Brothel/status/1358515654278610944

LN has colored one of Suki's animations, you can find it here: https://twitter.com/latenightsexyco/status/1356277852472274945

RPG Mechanics

Lots of artwork, but DP where's that update? Good question fellas. The last dev log had a lot of mechanic related questions in it, I worked on a prototype all week and finally... it ended up being really boring. I ended up creating a very boring incremental type game. I've decided to go back to our current "RPG" type mechanics and work on that instead.

I think I've unknowingly created a bad RPG. I've always thought of the game as a RPG, but the attributes in the game and gameplay revolving those attributes is so strangely crafted. This is because this is my first game I've ever created, and I didn't really know what I was doing. But, no worries, that's why I'm here to fix it.

Let's scrap the body part levels and let's work with a traditional naming scheme for our attributes. Here are the attributes for the girls:

  • HP - This is our stamina. How many times the girl can "attack"
  • Damage - Client's ejaculate when they reach 0 HP
  • Attack Rate - How quickly the girl "attacks"
  • Piercing - Client's have armor, girls have a piercing attribute to account for this
  • Recovery Rate - This is how much HP a girl recovers if not fighting

Here's the attributes for the clients:

  • HP
  • Armor

With each level up, the attributes grow at a rate that I defined. I don't want to talk about formula numbers here so let's ignore that boring stuff. Clients don't really "fight" back here and I'm having trouble finding attributes to amp up the difficulty. I'm imagining the player selecting a client, assigning them to a girl and then the timer starts ticking. The girl fucks the client every X seconds (depending on their attack rate). The girl loses stamina each time she fucks, and the client loses HP (closer to ejaculating).

Let's look at what the girl's would specialize in:

  • Queen - High HP (can last longer)
  • Suki - High damage, low HP (glass cannon)
  • Esxea - High attack rate (easy to fuck)
  • Scarlett - High recovery (maximizes her time not spent fucking)
  • Ardura - High piercing, low damage (can chip high armor clients)
  • Natasha - Mixed / Balanced (not sure about Natasha yet. Wish I had another attribute to play with, but I can't think of one)

As the girls level up, their respective attribute scales up higher than the rest. 

What I like

What I like about these new attributes is that I can now create clients, assign them a level, give them a base HP and Armor stat, and everything should work out on its own. I can leave the rest to the numbers.

What I need help with

These new mechanics assume we remove body part levels. I really like the idea of Scarlett having level 20 tits right off the rip, but we'd be switching to one singular level only. The question is, do I somehow find a way to account for body part levels? Do I ignore them and move on? There's a big downside to body part levels. If you fight a level 100 boss who wants tits, but Suki only has level 50 tits, you automatically lose. It forces the player to level up all the body parts together, and at that point there's no reason to have body part levels.

We need another attribute for clients. HP and Armor isn't enough. The girls are supposed to be the ones fucking the clients, but how can the client "fight" back? Body parts don't work with our new attributes, so the client switching body parts wouldn't affect anything.

Conclusion

I'll keep working on these formulas, crafting the most fun formulas for the game. If you have any tabletop or RPG creation experience, please shoot me some ideas on Discord or on here. I appreciate any help! See you next week!

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