Thursday, January 8, 2015

MaMagicka -- Equiptment Plans, Other Plans

Hello, folks. Today, I'll be talking a bit about planned equiptment mechanics in the game.

Where some RPGs host weapons such as 'Iron Sword', 'Silver Sword', 'Gold Sword', etc., MaMagicka will host a bit more flavor and variety when it comes to your weapons. So far, there are technically three weapon categories; some weapons, such as staves and wands, fall into the same category for all intents and purposes. These categories, which are usable by one person in your party alone, are as follows:
  • Swords
  • Daggers and Short Blades
  • Bows
  • Wands, Staves and Scepters
  • Tomes and Books
  • Axes and Hammers
For example, Toma will be the only one able to wield any swords you find; whereas Eliza cannot do so, and must instead resort to using bows alone.

Each weapon category will have 10 regular weapons to find, one of which will be the legendary 'Hero Weapon' which you receive by defeating the six ultra-powerful ancient 'Heroes' around the globe. These weapons will be the best you get. Weapons won't be buyable in-store; instead, you will be able to upgrade a weapon to up to a level 4. This increases power and any buffs the weapon has. A poison weapon will get a boost in poison damage.

Because I am fond of flavor text (and Drakengard), I will also include unlockable 'stories' to get when you upgrade your weapons. A bit of the story is revealed every time you upgrade until the 4th and final upgrade, in which you will receive the ending text. These tales pertain to the blade and give a bit of insight on the lore and history of Fortitude, and challenges the player to upgrade their weapons.

In addition to the regular 10, there will be one extra weapon for each class that is available from the Cardinal, a masked herald in the place known as Lamara's Respite. Bringing the Cardinal a certain item will yield you a weapon from the Lamara set, which are holy items that cause the most damage out of any weapon in-game. It will not be easy to find the materials that the Cardinal needs, and you will only get one item per material.

As for equipment, ie. armor, greaves, helms, etc., I'm not sure what I want to do with that. I'm thinking that it won't be the same as the weaponry; there aren't upgrades, and there aren't any flavor texts to them, but you will be able to buy them at armories. Equipment will not be class-exclusive; a cleric can wear an iron mail armorset as well as a swordsman can. 

I have also been messing around with the character endings; most heroines will get 3 endings. One of those is the default ending that you get when you have finished the game without doing the heroine's sidestory quest, and the other two are endings you can get by doing said sidestories and deciding which paths you go down. Some of the girls get two romantic interest options, while some are limited to one. The only exception to all of this is Toma, as she gets a grand total of 4 endings, one of which is quite difficult to unlock, but may be worth the trouble.

Currently, I am working on quest planning as well. In addition to the main quest, there will be numerous sidequests in the towns and places you go. These are varied in content. Some are dungeon-related fetch quests, others are merely just a run across town.

Friday, December 19, 2014

19/12/14 Progress Update

I'll be working on laying down some foundation CG plans this weekend, once I'm burnt out on finishing up Christmas art gifts for friends and such. Most of these plans will be centered around the bosses as opposed to the common enemies ingame. Though I've already got all losing CGs sketched out for the first three common enemies that appear in the very first dungeon.

CG making is likely to take a lot of work and consideration, as I technically have to remake each CG 6 times over to feature each heroine, and make adjustments according to body size. I also have to take into consideration certain acts, such as paizuri, and adjust accordingly -- a Madeleine paizuri is much different from a Toma paizuri. Some of these CG sets I might get away with only doing a couple -- some dungeons could be barriers to another country, so it's expected that you take in only what's given to you.

As well, I'm omitting sex CGs from the six Heroic Spirits from which you get your legendary weapons. At least, for now. They're ghostly things, anyway, and I'm not entirely sure how ghost sex will roll over, considering I've got several ghostly enemy types and bosses in game. That's going to take some creativity on my part.

Below are some (extremely -- and I mean EXTREMELY) rough sketches of these CGs. Always a work in the process, things are subject to change.

Wednesday, December 17, 2014

Mamagicka -- Ambitious Goals for the Future

I've been doing some planning out of the actual combat and dungeons and whatnot recently for Mamagicka. The totals so far that I have, which, mind you, are still subject to change, are as follows:

  • 32 dungeons, each uniquely different with different ways to approach them
  • 6 'Heroic Spirits' hidden in each continent -- defeat them to gain their legendary weapons
  • About 96 + unique enemy types, most with their own CGs for losing against them
  • 26 + unique bosses, not including midbosses or pre-bosses, also with their own unique loss CGs
  • Tons of different environments; from the burning top of Mount Callista to the ever-changing Passage of Shifting Sands, and to the west into the Forests of Woe, each continent has various locations with a certain theme to them.
  • Red-light districts, whorehouses for both males and females, purchase sex toys to use at brothels and purchase slaves to use at night.
  • Plenty of encounters and fetishes fufilled -- lesbian action, orc rape, /ss/, waterboarding, tender vanilla loving. Something for everyone, and nothing is mandatory.
  • Implementation of a system for lust, a status effect that makes your attacks miss up to 75% of the time depending on how high your lust actually is. Get rid of these through concoctions, store-bought remedies, or just satisfying your sexual urges.
  • Also, implementation of the pregnancy system -- monsters can impregnate you. Pregnant is a status effect that causes ones speed to drop and their defense and attack power to lower. Pregnancies last a few days in-game before the monster baby is birthed. Human impregnations last all-game, or until you get your character an abortion in a clinic in one of the many cities scattered across Fortitude.
  • Possible implementation: a crafting system for potions. One of your party members, Madeleine, is an expert potion brewer, so she may open up the ability for you to craft potent potions and concoctions to help (or impede) with battle.
  • At least two endings for each character, depending on what quests you take up during the game. These mostly just depend on the main quests for each heroine, which lead to character development and backstory as well as the option for sexual interaction.
  • You will be able to go through the entire game mostly 'virgin' -- some characters, ie Toma, are still a virgin, whereas characters like Madeleine are not. You still get a virgin end regardless so long as you do not participate in any sexual activity during the game.

I'd like to hope that I can make Mamagicka interesting and fun to play, and not just another cheap HRPG with a few CGs. I want an immersive world, and plenty of options. It's ambitious, but I'll get there. 

Tuesday, November 25, 2014

Mamagicka -- Mechanic Notes

I've been trying to think of a good battle system for MaMagicka for a while now. Since you have a party of six, doing the common thing in most hentai RPGS (where you get a rape scene between the monster and the heroine when you lose) won't work very well, as there is no one target for said rape.

I could go the complicated route here and just have every "game over" rape scene be a full on orgy, but that wouldn't work right later on in the game, as some areas you can visit with just one or two people at the beginning of the game; a six-woman rape wouldn't work there if you happened to lose with those two starter characters.


So that brings the other ideas into flow. Plan A (and the most straightforward one, I think) would be to have a system in place so that the last character who gets knocked out gets the rape scene. Say you're in a dungeon with a party of Toma, Eliza and Fritz, and you encounter a skeleton. The skeleton wipes out Eliza first, and then knocks out Fritz. Finally, it takes out Toma. The ensuing scene would be skele-rape with Toma. Likewise, if the skeleton takes out Eliza and Toma first and Fritz last, the scene would be with Fritz instead. I'll have to research into triggering those sorts of flags, it might take a bit of a system going. All the CGs would probably be the same pose, just with the different characters in them. Extra work in the art department, but it's unavoidable.

The other system I could possibly think of would be to ditch the RPG mechanics and instead work on a game system where your attacks have a chance of hitting or missing in varying degrees. Missing an attack leaves you vulnerable to a hit from the monster, and once a heroine has racked up enough hits, she's "taken" by the enemy and you get a CG of the rape. After the rape, the heroine is out for the battle. Rinse and repeat. This method would require more scripting and an overhaul, though. It's much more work for me, and takes pretty much the same effort in the art area as plan A does.

The other things I'll have to consider for the game mechanics thus far includes the inclusion of lust and pregnancy. I believe I want lust to be a status effect of sorts, due to the fact that I want Eliza to naturally build it up due to her race. Lust would probably be something you could only get rid of in certain ways, the easiest being sex. For purity's sake, however, there would likely be another option, such as meditation or another alternative. This relief would come at some sort of a cost, however, to keep things challenging for  those who want a virginity run. Perhaps it would relieve far less lust than sex would, or if the solution were in a potion, the price would be steep.

Pregnancy would be another status effect, I think. As it stands, I have plans to implement it, as some of the heroine's side quests involve getting pregnant as well. I plan for pregnancy out in the wild to be something exotic -- when you get pregnant, you get a huge debuff on your stats until the child is born. Because these are monsters, the pregnancy time isn't all that long. You won't be able to get impregnated with a human child out in the wild because it's hard to wave away a nine-month incubation period just like that. But also, because of that nine-month period, getting pregnant at the end of side quests will act like a permanent immunity to monster impregnation. You might not see a large stomach on the heroine, but she will be pregnant; the child won't be born during the events of the game, and you will never get pregnant again. This is planned for quite a few heroines so far; whether it will be existent for all six is debatable.

Prostitution is planned. You can give your body to whorehouses located in every country for cash; some places give you more money for certain services, some give bonuses for having the right heroine go in with the right items (ie. a Gaehedan woman with a whip). Sex shops are available for these requested items; the items themselves are not necessary to take the job, but will give you extra money for bringing them with you. On the other side of the spectrum, in certain places you can find prostitution houses to buy from. They sell mostly male prostitutes, but some of them have specialty services, such as beastiality and futa. Likewise, sex shop items can be brought with you into an appointment with a prostitute, which will spur unique dialogue and maybe even a unique CG. Sex shop items serve no other purpose other than to be used in the whorehouses, at this time.

Finally, I plan to take a concept from a Star Ocean game I played a while ago. Since the party is quite large, and some events in towns and cities are dependant on individual interaction, the character in the first slot of your party will be the character you control in the towns. All other characters will disperse in the town when you enter and leave your party for the time being; the only character left will be that one character in the top slot. I'll attempt to make this changeable in the Formations tab, or at least see how that will work. I'll probably need a script or two. By default, this top character will be Toma. You can travel through the town and see the sprites of your other characters in the town itself. You can also talk to them. Whether you will get special events or not is to be implemented.

Monday, November 17, 2014

MaMagicka -- The Three Magic Heroines

It's been a while actually drawing the sprites, but here we are -- the final three heroines of MaMagicka, the magic classes.


Thursday, November 6, 2014

MaMagicka -- The Three Combat Heroines

Today I'll be introducing the three combat heroines of MaMagicka. Also known as the three with the smallest chests. Below the cut:


MaMagicka -- The Races

Since we got the countries down in the last entry, I figure this time we might want to go over the races in particular. They're all quite different and you can clearly see where some of them interconnect/branch off from each other. Just remember that if it's got a good bust, it's a magic class, and if it doesn't, it's a combat class.