No.158
If you could make a bimbofication or just bimbo adult game, how would you do it?
Also post bimbo pics with all/most of your posts, I beg you.
No.159
I make text & image adventure games. I wouldn't mind making one if you can get me a good story and some images to make it happen.
No.162
>>158I hate to be that ass but what is this pic's artist??
No.163
A Dating Sim where all the available options are bimbos. With hentai scenes, obviously.
No.164
I actually had kinda-sorta started on this with RPG Maker VX Ace about a year ago, but I ended up quitting due to some problems (mainly that all of the (official DLC) tiles seemed to be a few pixels off from where they should be so nothing looked right).
It was a take on the "Bimboville" setting where the main heroine ends up with her car breaking down in the fog in the middle of nowhere, and ends up following the road to a mysterious town where everyone is a bimbo.
Your character had various attributes, like sexiness, horniness, etc, and your actions would cause these things to raise or lower. It could be talking to certain NPCs, interacting with certain objects, and even equipping items (for example, your default clothes reduce your sexiness, but your sexiness goes up if you put on say, a bikini). These attributes mainly affected what things you could do (for example, a strip club wouldn't let you in unless you were sexy enough, and you wouldn't have the option to do certain bimbo activities unless your intelligence was low enough.
Then you had an overall Bimbo Level, which was calculated based on an algorithm with your stats, and as your Bimbo Level went up, your character's appearance would progressively change to something more blonde and bouncy.
Ultimately, the goal of the game would have been to be invited to a huge orgy, where you would be fucked like the stupid slutty bimbo you are. Of course, all of this came with a huge problem - I had no nude sprites, and though I had planned to use Kisekae to design H-Scenes… I had nothing for the sprites themselves.
So yeah, haven't worked on it in forever. Here's a random screenshot though.
No.165
No.166
>>163How did they become bimbos and what are their distinct character traits / storyline diferences?
No.167
>>166Not the original poster, but here's my take on it:
Girl A: A born bimbo! A total ditzy slut who is all body, no brain. She's really easy and will do pretty much anything you ask her to. She's generic and has very little personality, but hey, what does a bimbo need a personality for?
Girl B: A heavily sheltered Catholic girl who had been home schooled all her life and has no concept of the world outside. But one day (shortly after you first meet her) she happens upon some porno mags or something, and realizes that the idea of being objectified turns her on. Of course, the very concept of being turned on is entirely new to her too. Well, you, the protagonist catch her in the act of looking at porno, and she decides to depend on you to train her to be a "true woman", as she puts it.
Girl C: A strict no-nonsense bitchy feminist girl who treats all men like shit. But the truth is, she's a "Were-Bimbo", who turns into a stupid fuckdoll whenever she gets horny. It's your job, as the protagonist, to show her that it's not bad to give in to her "dark side", and to give in to her desperate need for cock.
Girl D: A Japanese transfer student. She's actually very smart, but she speaks very little English and can't read a single word of it, so she appears to be dumb. She's attractive, but she dresses plain and isn't slutty at all. Then she gets depressed over how everyone thinks she's stupid. Your job, as the protagonist, is to show her that she doesn't need to be able to speak, and it's okay to be "dumb", and as long as she's hot and uses her body to get what she wants, she'll be happy.
No.169
>>164Sounds like it might have been more fun as a flash click and explore sort of game.
No.170
>>169Perhaps, but I don't have experience with anything like that. I do however have experience with RPG Maker.
No.184
>>170I actually prefer the RPG sort of angle, since it really gives the feeling of "building" your own Bimbo, as opposed to just "Click on this sentence to become more bimbo-ish" that flash text/story games give, like the dime a dozen novels you can find on the tfgamessite that all run in the black-background frames window.
Unless you're talking about a bimbo-focused CoC. Then that would blow any RPGMaker game out of the water.
No.187
>>184Different anon here. I've been interested in making a bimbo game, but my only real programming experience is with text adventure games. However, I did lay out a plan for something with an RPG-ish faction system–you'd do story events for different groups, and which group you picked would sort of determine what kind of bimbo you ended up as.
Figuring out gameplay that's satisfying from a narrative/fetish level but also on a gameplay level is difficult, and the reason I'm a bit wary of RPGs is that they can fall into the CoC trap where you have to spam battles to get the drops that do something interesting.
No.193
Well, going off the number one rule of H-games, the goal should never be to prevent the bimbofication. That's always stupid how you have to lose to see what you want.
So I'd probably make the protagonist the bimbofier, building his harem. You'd have powers that let you enter a spiritual plain within a woman. Once inside you'd fulfill certain tasks that alter her physically and mentally. Most important would be burning information bridges in her mind. Knowledge, memories, common sense, critical thinking, each. Once all these are destroyed, what remains of them will band together and manifest itself as a boss. When it's all said and done you have a new stupid slut to take home.
I kind of picture it as a sectioned off Metroidvania. Much smaller in scale but there are multiple levels.
No.194
Programmer here. I'm comfortable programming 2D stuff in C++ and ActionScript 3. Probably bringing a nuke to a knife fight here, (I'm especially itching to do some random generation shenanigans) but I've been looking for the inspiration to make a bimbo game.
>>187>the reason I'm a bit wary of RPGs is that they can fall into the CoC trap where you have to spam battles to get the drops that do something interesting.The trick to finding satisfying gameplay is picking out some flaw (which you've already done), and finding some way to fix it. For instance, regarding the "CoC trap", it can be solved by having the game track what drops the player tends to use/keep vs. the ones they choose to throw away/sell. From there the game dynamically adjusts the weights of the drops, giving higher bias to the ones the player keeps, and lowering bias for the ones they toss. Unfortunately, pretty much NO RPG does this. I can see it being infeasible for MMOs due to extra space requirements in the database, but even something simple like "Don't give warrior drops to a mage" would be useful…
>>193Sounds cool. What happens when said boss does what bosses are intended to do and knocks the protagonist the fuck out?
No.195
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>>194Here's an idea. What about a "Bimbo virus" game? At the start of the game, a bimbofication virus breaks out and you, the female protagonist, gets cornered by a bunch of such bimbos. You can try and struggle, but it doesn't do any good, they kiss and fuck you and turn you into a bimbo.
So now you're a bimbo, and your objective is to bimbofy all of the non-bimbo NPCs.
No.196
>>194Ooh, I got an idea!
Bimbo Simulator
No, it wouldn't be a simulation of BEING a bimbo, it would be a simulation of TRAINING a bimbo!
First you get to pick one of a few different ordinary girls. Some of them are interested in being a bimbo, but others are less than willing.
You start with some money, and you can take loans, and you can also take candid slutty pictures of the girl and sell them for a small profit until the big money starts rolling in.
Of course, things like surgery and hardcore bimbo brainwashing cost lots of money, so you have to start small. Start with convincing them that they should wear slutty clothes, wear slutty makeup, get her hair done, get her nails done (all of which which you have to pay for) and dictate a schedule that she will have to follow (like watching mind-numbing television or reading fashion magazines).
If she's less than willing, you can coerce her (by having points in your own coercion stats) or you can use simple hypnosis techniques (like sneaking a hypnotic mp3 into her phone).
Go too fast with anything, and she'll freak out and leave you, of course.
After she's all slutted up and more than willing to spread her legs, you can get her to do amateur porn, which pays a decent amount, and eventually she can become a proper porn star, stripper, prostitute, etc, to make you more money to improve her as you see fit.
And of course, it is as YOU see fit. She won't make any changes to her body without first consulting you. You get to mold her into the bimbo slut you desire.
No.197
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>>195This is suggested quite frequently. To copy and paste from earlier, what happens when the non-bimbo NPCs do what they're intended to do and knock you the fuck out?
>>196Sounds like you want a bimbo version of Slave/Princess Maker, sans fantasy elements. What can be done gameplay-wise that sets it apart from Slave Maker?
>>195>>196I should mention, I'm seeking inspiration, not exactly direct game ideas (unless you have an entire game design document ready to go or something)
I'm more fond of little game elements that can be reused across multiple genres, that way I can be more flexible in how the game evolves.
(Example in next post)
No.198
>>197…and taken from line 64 of a big-ass .txt of game design musings:
PROCEDURAL PERSONALITY-BASED MENTAL TRANSFORMATION
Selfless/Selfish:
* Selfless girls enjoy sharing her lover with other girls and wants to help them learn how fun it is to be a bimbo.
* A selfish one instead hogs guys to herself and wants to become more of a bimbo, viewing other girls as rivals.
Outgoing/Shy:
* Outgoing: She has no trouble approaching you for sex. She will be more forceful if she really wants it.
* Shy: Shy girls will lure you to them by wearing skimpy clothes, flashing, and giving you every invitation ever. More extreme cases will want you to fuck them even without asking.
Hard worker/Lazy
* Worker bimbos work hard in sex, eagerly bouncing up and down on cocks or sucking them passionately.
* Lazy bimbos favor forms of sex where the guy does the work and they sit back and get used and facefucked.
Task-Oriented/People-Oriented
* Task-Oriented girls, retain their focus in completing tasks. They tend to love following and fulfilling orders.
* People-Oriented girls enjoy socializing and making people happy. They simply enjoy cheering on and cheering up.
Can probably use this to pseudo-randomly generate girls and equivalent bimbo personas for them in a dating sim, or for some kind of simple "What kind of bimbo will you be turned into" dice roll/quiz-thing.
No.199
>>194>Sounds cool. What happens when said boss does what bosses are intended to do and knocks the protagonist the fuck out?That's what checkpoints are for!
No.200
>>198Yeah alright alright I see where you're going I think. Porn games are tougher to make than most people think. You need to make things not punishing, but also not tedious. A bimbofication dating sim is a good route to take here, but it's also an easy trap for said tediousness. I'm no expert or anything, so I'm not sure how much I can help you. Just make it a priority to not have to do fulfill the same tasks to bimbofy each girl of your growing harem.
Mind you, you could probably make the game total garbage and you'll still get praised for it since there's no actual bimbo games out there beyond RAGS stuff.
No.201
>>196I would play the SHIT out of this game.
No.204
>>199I'm generally not fond of the idea of "If the player fails, just make them try again without anything changing" as far as game design goes. It leads to getting cheesed by the same bullshit each time. Checkpoints and anything without autosave often leads to savescumming, which throws balance and difficulty completely off.
Would you complain if say, the protagonist had to make a sort of "energy investment" to enter a girl's mind that gets lost if you fail? And if you succeed, you receive something equivalent as a reward? It's sort of a gamble that should lead to a nice bit of pressure to the gameplay. The checkpoints are right after the "investment", and at the end of the level, so you go all or nothing through it all
For a more concrete example, to infiltrate a Lv. 50 Sorceress' mind, you must spend 500 PSI points, though you only have 721 on hand. If you fail, you'll have go for a lower-leveled girl to build yourself back up. If you succeed though, you steal whatever useful knowledge she has, whether it's a spell to cast fireball or a charm spell you can use on the next girl.
Not sure if something this detailed belongs here. But this is what I'm thinking when developing games.
>>200You don't have to be an expert. You just have to be picky. Find something in your favorite hentai game that you find annoying, explain to yourself why it's annoying and think of something the developer should've done instead.
I'm no expert either. I'm just consciously aware of the reasons I'm having fun in everything I do. EVERYTHING.
No.205
>>197>Sounds like you want a bimbo version of Slave/Princess Maker, sans fantasy elements. What can be done gameplay-wise that sets it apart from Slave Maker?Not the other guy, but I have also pondered about making a bimbofication SlaveMaker-like game.
My idea would basically be
You take "missions" for this shady Bimbotech-like corporation rather than Slaves. Your starting mission is just the Bimbofication of 1 clueless down-on-her luck girl, but later on, you will have to juggle as many as 4 girls (including girls who are already suspicious of you).
Missions are things like "we need this lawyer girl to quit her job within a week", in which case you have a chance to keep the girl and do whatever with her and "our new shareholder wants his highschool crush and her best friend turned into a bisexual bimbos as soon as possible", in which case you want to do it fast and can't keep the girl at all, but you can get big bucks for taking the mission. There could also be missions like "Happy Bunnies Bar in need of new Bunny Girl", in which you can just sell one of your previous bimbos.
To look what missions are available, you'd check your computer. There would be "grinding" generic, recurring missions. As well as plot progression missions, which are the ones that unlock new stuff.
No clear objective, but you'll get achievements when you max out all your stats, complete the bimbofication of 20 girls, upgrade your apartment to the maximum level and a CONGRATULATIONS card from the bosses when all achievements are complete.
You start out with very simple technology and facilities, but more will become available as you complete more missions. And their complexity will go up too. So for example, the original "Obeissance" perfume that you can "gift" to a girl simply raises her obedience to you by a fixed amount. But perfumes unlocked later might increase it by amounts dependant on her libido.
No.206
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>>205I like the idea of missions. Tiny, spammable, procedurally-generated (or user-made) mini-quests that don't call for some large over-arching plot or anything like that and can easily be given some grade that maps to some kind of reward/character advancement. Nice, lots of stuff to experiment with here. More mission ideas would be good here, so long as they're "Short 'n sweet", instead of trying to be full games.
Though the mechanics of bimbofying will still need to be solidified. They'll need to be slightly more advanced than "Press A to turn the girl into a cock-sucking slut."
Also, as part of a slightly-less related cluster of game ideas, what do you guys think about Trap Quest and Bimbo Mall Battle? At the moment, they seem to be the most popular bimbo games, though I imagine that there are aspects that are turn-offs for most of the bimbo fetishist demographic. Like the rampant amounts of futa/sissy in BMB or how the only character turned into a bimbo in Trap Quest is the player.
No.222
No.227
>>222Wow sure is great having the fucking most important input in the entire fucking game, ENTER, work 10% of the time
No.232
>>206For bimbofication mechanics, I was thinking about representing the girl's mind in at least 2 aspects, one represented as "trappings" (similar to a superego) and the other as "inner desire" (similar to her id). The bimbofication process would be one where the "trappings" are destroyed and the inner desire is released (after being reshaped to your desire).
The trappings side is made up of stats like SHAME (moral/religious taboos), REGRET (negative sexual experiences), CHOICE (desire for independence), GOALS (personal objectives) and LOADS (responsibilities).
The inner/bimbo side is made up of things like her libido, positive sexual experiences, submission, sexual fantasies and her obedience (I need to come up with names for these).
The decisions the character makes to your propositions would be based around showing a conflict between the two sides and are always based on a random chance. Something like:
Chance of accepting: (A*(Libido - Shame)+B*(positive sexual experiences - Regret)+C*(submission - Choice)+D*(Obedience - Goals)+E*(sexual fantasies-Responsibilities)) %, where A, B, C, D and E change from act to act. So A and B would be important for a decision like fucking you, but irrelevant for something like watching a hypnotic movie, where E would take the biggest role. This also means that even if only one of these values is higher than its counterparts, you get a small chance of success for any related action.
There would also be some Hypnosis-related stats that change the calculation. For example, if you convince her she wants to be a Bimbo, the Goals value gets added to Obedience instead of substracted. If you make her an exhibitionist, Shame is added to Libido for the decision choices in the same way.
There would also be an Alarm/Suspicion value that raises whenever a proposition of yours fails, and once the Alarm/Suspicion fills up completely, if she doesn't have the "TRAPPED" stat (available only within installations of Bimbotech/your company), you have to "abort" the mission and disappear for a few weeks (possibly failing the mission altogether depending on what it was).
Different actions drop stats by different amounts. All sex acts drop libido a little, but raise positive sexual experiences. Different available foods, drinks, beauty care products, etc. raise/lower stats by different amounts. Once all trappings are less than half of their "inner" counterparts, the bimbofication is considered complete.
Now, the propositions available to you depend a little on the place in which you are and the items which you have available. The earliest missions would probably be done within stablished facilities of your company, but later on you would have to approach women as a salesperson or try to ask them out for business meetings and dates. You would also be allowed to upgrade your body and change your appearance for later missions.
So, for example the first mission would start out in the company's newest facility, a Spa, the woman you have to work on is looking for a job as a receptionist, she is already a bit of a bimbo, has a high obedience stat, she begins with the "trapped" stat and your options for commands are only giving her drinks and showing her around the different equipment in the facilities (aromatherapy room, slime room, isolation room, etc.). With more missions you unlock items like songs and upgrades for the existing facilities.
No.233
>>232(cont)
After you do enough missions in the Spa, you unlock other missions like Business Meetings, Dates and Conventions located in places like Restaurants, Hotels and Cabs to serve as settings for these missions. Success in enough of these places and you become the administrator of the local branch and get to missions that help unlock and upgrade other services like Media (Magazines, Book Publisher, TV Channel, Cinemas, Newspapers) that affect general stats of all future characters, Research Labs that invent new products for you, new workplaces for your girls (Brothels, Bars, Strip Clubs) and new settings for missions like Cruisers, Airlines and Prisons.
Most available commands would have drawbacks, like raising 1 "trappings" stat for each 2 "inner" stats you raise, so you could undo most of the damage you do to at least 3 stats to some extent, if the need arises for a mission (some later missions could require her to be completely mindfucked for a week, but be up for a chat with the local police for the next one). The commands that give hypnosis-based status changes would produce no status benefits at first, other than the permanent status change.
Other than these bimbofication-related stats, there could be other stat screens like:
Sexuality stat screens: Including things like the her attraction to either gender and fetishization of some other activities existing in the game (so a girl could start out, develop as a side effect or have as an objective of her mission with a fetish for the isolation room or giving blowjobs).
Side skill screens: Unlocked by having them work in the new places you unlock. You could use these to improve her skills as a waitress, maid, stripper or whore by subjecting her to hypnosis or having her work in those places.
About other games, I am not very much into accidental bimbofication. I don't care much if the bimbofied person is male or female, if it is me or somebody else, but I find it important that the person is manipulated into the role. Manipulation is the main reason why I like bimbofication and other kind of hypnosis fetishes.
If I were to contribute to a dungeon crawler or RPG type of game, I'd probably prefer to flavor it more with monstergirl breeding than body/mind modification.
No.234
>>227The latest release happens to be an unstable release, it's currently going through public testing, but in a few days there should be a patch making it vastly superior. One of my favourite games.
No.251
>>233An interesting mechanic, but this is starting to lean towards more "full game" than "tiny spammable missions". You have everything very tightly coupled to this mechanic, when ideally a mission would probably have its own individual mechanics that require you to simply bimbofy a girl (regardless of the method to to so) and determine a ranking for the mission based on how much of a bimbo she is.
As far as the trappings/inner desire thing goes, it miiight work out, but basing a game solely around NPC interactions sounds iffy. I mean dating sims do it all the time, but I think there may be some other mechanics we're possibly missing out on.
For instance, I can assign an AI to each girl that will use an algorithm to make its way to a given goal, such as attempting to maximize a certain variable (money). From there it examines a list of actions it can take to get to that goal, and chooses the one that seems to be best. This is where the mind control element comes in: The player can cast "compulsion" to add a slight chance that they will try to maximize a different variable (sluttiness), or use a "Forced gullibility" to tempt them into choosing an action not at all related to their goal, or some other method of mind control that messes with the AI.
No.252
>>251>>251Well, I think having very similar mechanics for each mission makes it much easier for the player to understand what to do everytime without needing to tutorial him through anything. You could have special mechanics for some locations (and thus missions), but they'd be more the exception than the rule and they would all probably use the same variables.
The way I was thinking about it, missions change the goals and limitations more than the gameplay itself, so you could have missions with girls who are allergic to cosmetics, missions where you can't repeat the same action twice, missions where you have to keep one "trappings" stat up and just about any twist that the engine allows. Note that this idea is also based on the sort of thing I think I'd be able to do. A Slave Maker-like game in flash would probably be pretty simple for me, but I don't think I'd ever be able to program anything that requires Artificial Intelligence.
That said, I really love your idea for the AI that is trying to reach a certain goal and the player uses mind control powers to fuck with its decisions and would love to see it polished more. I can actually imagine several ways in which that could work. For example:
Some abstract sort of turn-based "settlers of Calan" game where you are playing in a "mindscape" against the AI. Could work with some other resource collecting games, like card games or Risk-esque games.
Some kind of reverse dungeon crawler that represents either a real dungeon or "mindscape dungeon" that you build to defeat AI invaders.
A MasterPC sort of story where the main character finds a Sims-esque sort of game involving a group of girls that closely resembles a sorority near him.
No.255
>>252Yeah, similar mechanics for missions are good, I want them as generalized as possible to make adding new missions easier. Especially if they involve things like turning a guy into a bimbo, or things that require traveling to places far from the facility.
Be it through magic or a chemical collection, the player should probably be mobile, capable of bimbofying any one at any time at any place, something where the player can just walk up to an NPC and get to work. (with the exception of the general public getting in the way of things, but hey, every game needs obstacles)
No.263
>>255Oh. I had imagined the story being set up almost exclusively on a single city, but now that you mention it, being a "Bimbofication James Bond" sort of character, taking trips around the world wouldn't be a bad idea and it could lead to more fun mechanics, like having to select what equipment you can take to each mission rather than just mindlessly upgrading your facilities according to your income.
No.267
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>>263'k. So far our favored concepts are:
* Small missions to allow for user-made or procedural content.
* Give a girl an AI and give the player the ability to mess with it.
We don't have a particular plot device for bimbofication yet, but I sort of just thought of something interesting earlier that can make use of the whole mindscape thing:Inception. The entire movie's about planting an idea in someone's mind. Though I think it would be good for the mechanics to be less confusing than the movie.
* A mission to bimbofy a girl would take place as they sleep. The player would take care of the mental aspects from within the dream, with some kind of soft time limit based on when the girl wakes up. The number of attempts until she's "perfect" may vary, but each dream will leave her just a little sluttier, more submissive, and eager to please.
* Physical bimbofication occurs outside the dream. Sleepwalking's a common thing. It's probably not too far-fetched to have her sleep-taking-breast-expansion-pills. Or if we err more towards the magical side of things, the protagonist could probably be slowly expanding their breasts IRL while manipulating the girl's dream. Magic would lead to a nice "extraction" system for plot's sake, just in case the mission failed and the girl woke up.
* Experimental concept, but maybe the dreamscape could be influenced by player actions or whatever things the girl interacts with IRL. Sort of like passively building the level you're about to play, but not having full control over how it turns out. Each time she dreams, it'd be a bit different based on her real-life experiences… until you start meddling with it.
* The dreamscape/mindscape/whatever could be like a metroidvania as
>>193 suggested, I suppose. But I think missions should be short, sweet, to the point. No more than probably 5 minutes. Maybe even less. Metroidvanias don't generally fit the "short" mission, but I haven't played many, so there could be some I'm missing out on. I AM fond of 2D platformers, though. Should probably explore these options a bit more. We need more than just burning "information bridges".
No.268
>>267Maybe:
The story could be something like the What Dreams May Come story from the Sympathetic Devil (
http://www.mcstories.com/WhatDreamsTheSympatheticDevil/WhatDreamsTheSympatheticDevil1.html), where you are working for a demon and he gives you rewards for your victories.
Locations are generated through some kind of algorithm like a roguelike/dungeon crawler game (probably a bit harder to do in a 2d platform game, though).
The girls' job, as well as the item you give to the girl to start the "inception" alters the logarithm, changing complexity of the layout, monsters spawned, etc.
All locations are rich in sexualized imagery. Lots of pink and cream forming phallic, wet shapes. Kinda like:
http://vimeo.com/38729007Missions upgrade your damage/health/speed/item carrying capacity after each victory.
Girls and the creatures/obstacles that dwell in their minds have certain elemental attributes and are vulnerable to opposite elements.
The player generated content would be mostly about creating new monsters, bosses and animations.
No.270
>>268(cot)
Maybe enemies could represent responsabilities and repression. Things like clothing monsters (flying panties being the most basic), office objects, money, feminist icons and maybe children, in case they are married. Most enemies would probably levitate for the sake of easier animation, I imagine.
In order to have different things to do other than destroy neuron connections, you could have some "rescue missions", where you have to reach a certain NPC before they are destroyed by enemies or maybe there could be Items that you need to place/activate in certain locations of the girl's subconscious and alter the outcome. So for example, if you place the effigy of a cat or rabbit inside some area of her brain that represents her identity, she adopts a catgirl or bunnygirl persona. If you spray a special white potion around the area that represents the girls sexual or food tastes, she acquires a taste for semen.
I am not sure about what the interaction with the character outside the dreamscape would be like, though.
No.272
>>268* Story details: The story was enjoyable, but that type of detail is one best determined by other game elements. Doesn't seem to immediately add anything to the gameplay, and may impose more design restrictions than enhancements.
* Procedurally generated levels are nice and all, but it's easy to overestimate what can be done with it. Altering complexity for a linear platformer is a lot easier than altering it for say, a Metroidvania or Zelda-like. Really, the dreamscape doesn't necessarily HAVE to be a metroidvania. Could be some kind of territory-control building game for all I know. 2D platforming's something I'm good at, but certain designs won't be good here.
* I hope you know good 3D artists if you want visuals like those.
* Probably can't have a level-up system or similar repeated stat upgrades here unless it's temporary. Having infinitely many missions, there eventually comes a point where you have the best shit and you curbstomp everything because it's not a challenge.
As far as permanent stat modification goes, it would be better for them be trade-offs ("Gain more attack power, but lose speed") than straight-up upgrades.
* Elemental attributes go similarly hand-in-hand with the upgrades, they're more for combat than anything.
* Player-generated monsters/bosses will need to be a mod-only kind of deal. I'm not going to deal with people bitching at me over nerfing their stuff because I don't share their fetish for one-hit KOs. It's sounding more and more like missions will lean towards a beat-em-up too, so decisions have to be made on just what kind of genre this game should actually be.
No.273
>>270* Yeaaah no. Not quite fond of enemies as random junk. (let alone children). How would money attack someone for instance? I'll skip out on the feminist icons as monsters thing too because that just leads to arguments which leads to pretty much every bimbo thread on /d/ turning to shit on a consistent basis. It'd be better to have actual monsters here. Just generic little shadowy slime-demons or whatever looks like NO one should have it in their head, let alone a bimbo.
* Rescue missions sound kind of… "eh". It could be my reflexive rejection of "escort missions", but rescue strikes me as less of "building a bimbo" and more of "maintaining" one. I'm pretty certain none of us want to have DE-bimbofication.
* The option to turn the girl into a catgirl or bunnygirl is something I'd like in there, but the mechanics of that sounds like they should just go hand-in-hand with modifying her dream instead of adding an additional requirement of finding a specific location.
Let's back out of this "Dreamscape" concept for now. It's interesting, but not quite the kind of thing that I can apply to whatever genre of game. Over-detailing stuff like this also hinders exploration of other concepts that might be better.
Also, I'm probably going to have to work out some efficient way of getting opinions on fetishes for this thing.
No.274
>>273I imagined money would be represented by coins that just roll down your path. But yeah, I was thinking of mindscapes ala Madoka's witch zones, but those are difficult to design and I might have strayed too much into random junk territory.
With rescue, I meant more like just finding a person hidden somewhere and they are instantly saved when you touch them, rather than requiring you to take them to X place. Kinda like any rescue mission in a Mystery Dungeon games (although these also sometimes have escort missions). Although, I guess it will be considerably more awkward in a 2d plataformer than in a roguelike.
This particular board seems kinda inactive. You might want to make another discussion elsewhere if you want to get more opinions. Hypnotics Colective, Legend of Crystal or Futanari Palace have active adult game development boards where you could find more imput.
No.277
>>274Well if the mindscapes are like the witch zones in Madoka Magicka, those are much more appealing. Those were less "random junk", and more "full-throttle acid trip". Most of the witches and familiars and whatnot they fought in there didn't resemble anything you'd typically find in the real world, so they have much more appeal design-wise as monsters, IMO. Too bad my forte is coding rather than art.
Rescue done in that fashion sounds fine, but I suppose I'm more hung up on the concept of "what happens when you fail the mission". I'm pretty certain none of us want a DE-bimbofication. The game "Spanner-Chan the Assault Engineer" by Gunner-L/Milktank has rescues done in a similar fashion where you casually show up and everything's cool without going into detail what happens if you fail that particular level. (Probably just endless milking and fucking anyway). I found that game to be enjoyable for its action elements alone, so it's implied that rescues done in such a way don't detract from the gameplay. A bit of work has to be done to make them add stuff, they're really only serving as goals.
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No.279
>>278Two youtube people with femininity-focused channels, with similar personalities, meeting to do a video because a bunch of people requested it.
Girl on right is Trisha Paytas AKA blndsundoll4mj (youtube channel)
https://www.youtube.com/user/blndsundoll4mj/videosShe was a stripper who turned to acting and other things later on.
Girl on the left is…. Gregory Lazzarato. Obviously started out as a guy, but bimbified to become a model/stripper/showgirl/whore, her 'pimp'/agent is Scott Fisher.
https://www.youtube.com/user/GregoryGORGEOUS/videosAfter getting breast implants and FFS (facial feminization surgery) she started using her stage name Gigi Gorgeous full time, and later changed her legal name to Gigi Lazzarato.
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No.286
Something pretty simple to make that just ocurred to me is that you could have some kind of monopoly-like bimbofication game, with a just a few twists:
Sex is a currency that you can use on other players (not the bank, though).
Event cards are more like "Traps". Before a player makes a dice roll, all other players can set a Trap. If the roll resulted in something that met the requirements of activation, then the card is activated and the turn player suffers whatever effects the card says. If the roll resulted in something else, then the card is lost.
Traps have gameplay, physical and mental effects combined.
Mental effects contain three values: goals, memory and planning. For both NPCs and the player, decrease in planning skill results in random choices being made ocassionally. For NPCs and the player, decrease in memory result in ocassionally missing to activate traps. For NPCs, change in Goals means they are more likely to activate traps that get them sex. For the player, it results in a minor change in the requirements you have to win the game.
For example:
Carrot
Trigger: Victim fell on a green property space.
Effects:
Victim gains bunny tail. If Victim has bunny tail, Victim gains bunny ears.
Victim's objective switches 5 degrees towards SEX.
Victim recovers 5 planning.
Actions:
If the roll was 3 or less, the victim loses any property bought this turn.
If victim has "bunny ears" or "bunny tail", he/she must perform oral sex on a player of their choice and skip their next roll.
Properties would also gain effects as they are upgraded. Such as "this property counts as any color for traps set by its owner", or "if a victim falls on this property, the owner can activate an additional trap after the first one".
First release could have 1 male player vs 3 female players, but later ones could have whatever.
No.287
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>>286That sounds more like making a simulation of inviting a girl over to play a game that turns either you or her into a slut. From what it sounds like the sex doesn't occur within the actual gameplay, but somewhere between. Kind of like:
Real Life <-Real you is here
Programmed Game <-Digital you is here. Sex occurs here…
Monopoly Bimbo Game <-But the sex should *probably* occur in here.
If the sex occurs outside of the actual gameplay, you might as well be making some kind of sex game for couples that like to do bimbo roleplay, and you sure as hell don't need a programmer for a tabletop game. Busty Barbarian Bimbos seems to be doing well on that front, though they could stand to integrate more fetish elements:
https://www.kickstarter.com/projects/burrowowl/busty-barbarian-bimbosThe trap cards give me half of an idea, though. Procedurally generated rules that generate the gameplay for me. Probably a bigger concept for general game development, but I'm probably going to see if I can do something with it.
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I want a game with forced and slow bimbofication and lots of sex. I have already played Slavemaker, and I don't think that this kind of game is good for this fetish. Because most of the time you will stuck with a character, which is neither original version, nor bimbo you want.
Bimbofication being end goal does not work for me, because if the game ends when you finish turning girl into bimbo, you miss out on all sex and fun that happens afterwards. If you have to juggle girls this is not an issue, but I like it going one at a time
And so I had an idea of game which is probably is very hard and time consuming but as a dream game it works perfectly.
My dream bimbofication game is a fighting game.
In this game there are two subsets of characters, "rapists" and "victims". Rapists are aliens, monsters, and just powerful men or women, which will turn victims into bimbos. They are very resilent, but they don't have real attack power. Instead they have several special sexual attacks, which can be easily dodged, blocked and cant be spammed.
Victims are usual female fighters (or male, if you want MtF bimbofication) characters. Their moves are normal - long combos, special moves, etc.
Both "rapists" and "victims" have a health bar, however "victim" health bar is decreased only by landing sexual attacks.
The goal of victims is to defend themselves and beat their rapist. They must excel at all their moves because rapist will use any opening and can take much more hits then victim.
They can win by waiting out, but each landing sexual attack will add time or even reset the timer.
The goal for "rapists" should be controlling your opponent with precise counters and slowly turning them into a bimbo by landing several sexual attacks (by which I mean kissing, groping, masturbating, fucking. No hypnosis, injections, machines, shit like that. Victim still turns into a bimbo, lets say, by magic).
No.394
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Each successful sexual attack will slowly cripple victim and turn them partially into a bimbo. So here is where the fun part starts. Sexual attacks target head, upper body, lower body. Each landed attack has different effect which depends on which part is targeted.
Lets say rapist targets lower body only, then landing sexual attacks will look like this:
1st attack - clothes get ripped off (victim speed decreases)
2nd attack - pants get ripped off, rapists fingers victim (then by parring kicks rapist can execute next sexual attack)
3rd attack - victim is penetrated but does not cum, partial hip expansion, butt expansion. Upper body remains the same. (Victim cant jump, decreased speed, recovery time after kicks, blocked kicks turn into sex)
4th attack - victim has passionate sex with rapist, cums several times. Full hip expansion, butt expansion. Fishnet stockings, high heel platform sandals appear. (Victim partially loses control of her lower body - it will randomly refuse player input or do the opposite of input. If victim player tries to kick, character will lift her leg in a slow sensual way and spread her pussy with fingers)
5th and last attack - victim has slow and sensual sex with rapist, acts entirely on her own, grinds her hips, cums many times and kisses rapist in the end. Victim player loses control completely. Victim removes her clothes, and gives a titfuck to rapist. Close up shot - her boobs expand. Victim gives blowjob and gets make-up and bimbo lips. End of round.
No.395
If rapist targets upper body, he will grope her tits, then suck on them, then force a titjob, then get a full titfuck with dick sucking. Breast expansion on 3rd-4th attack, after 4th attack, If player tries to punch, victim will suck on her tits, masturbate, and spread her pussy. 5th will be titjob and normal sex, then blowjob, finishing bimbofication.
Targeting head is the hardest, unless victim gives an opening. It will go like this - kiss, kiss with masturbation or deep kiss, forced short blowjob,good blowjob with a bit of deepthroat, deepthroat with lots of licking and slurping. 3rd attack gives long hair and heavy make-up. 4th will give bimbo lips and sometimes she will suck on her fingers. No more special moves, combos after this. Fast input of several commands will make victim head spin and she will drool and suck on her finger.
Finally, you can play as both victims and rapists. Victims should be able to turn into different bimbos depending on rapist. You can customize appearance of original victims, rapists and bimbos, also change final boob size, ass size, clothes and make up of bimbos.
You can play as rapist versus rapist, each sex attack results in temporary turning enemy into bimbo fully. By winning you can chose to turn enemy into bimbo or turn them into a victim character and fight them again.
You can also play as victim versus victim, where one of the special moves will be a sex attack, or, as a different mode, stage will be filled with several "hazards" ranging from tentacle monsters outside of the stage to a small magical lipstick inside stage, for example. Falling into the same trap several times should also have different effects. Finally, if you get turned into a bimbo completely, this time you will have several seconds before you lose control. If you manage to touch your opponent, you will seduce them, turn them into bimbo too and get a draw.
Inspired by the likes of fairy fighting.
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