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File: 1447871178988.jpg (149.47 KB, 1284x827, 1284:827, Jack-0-Nine-2_prev_01.jpg)

 No.7035

Hello folks…

The Original

Jack-o-nine-tails is a great game, however it was cursed with its engine and slav code. The author presented a great game that then evolve a lot from community contribution. And is still today active in this HF thread:

http://www.hongfire.com/forum/showthread.php/441353

Why?

The issue is, Jack is built on the QSP engine, which as very obscure engine with russian only documentation. The actual game code is plagued with several stuff hard-coded and spread all over.

There was some discussion to port the game to a different engine. While some users got excited but decide to go on different directions, I wanted to solely improve the back-end code to easy collaboration for different users without much knowledge of what they're doing.

The Remake

This is where I came in, with the aim to make a game with smart code that will need little maintenance, be effective and allow for extensive customization of the world lore itself.

After a brief research, I've found the Godot Engine, which is open-source, very flexible, powerful and gaining grounds in the development community. The game as its predecessor will be fully open-source and free. Grounds for collaboration and documentation have taken place in github.

Where?

The project repository:

https://github.com/Gfurst/Jack-o-Nine-2

HF thread for devel discussion:

http://www.hongfire.com/forum/showthread.php/447385

What now?

So far I've taking solo on this task, but this is not my objective. I welcome other to come in and take part. The developing of a new game also allow us to take a hard look at some of the features, improve or change them.

Helping can be done in lots of ways:

* if you're a good coder you can join in and take part in the base code design

* all of the "art" on the original game needs to be organized and ported

* new and better art can also be suggested (UI elements are also needed)

* if you're an artist it would be even better if you can contribute with something

* if you play a lot of the original game, most of the "lore" info can be filled in easily (through world data files)

* and finally, simple suggestion regarding gameplay and features

 No.7047

Maybe you should try showing off some of the art.


 No.7049

Consult the original developer and see if he's okay with this. Promote yourself in forums, don't just stick with boards.

Create a blog regarding development or something.

You'll probably quit in 1-2 months, but hey at least you tried.


 No.7050

Less cannibalism please


 No.7051

More degeneracy.

MY PENIS DEMANDS MORE


 No.7052

>>7047

I'm not an artist, plus the original game never used original art…

But I'll develop a system that allows users to create custom girls parts.

>>7049

The original game was open-source, plus its been modded a ton as well…

The development thread is based at HF.

>>7050

>>7051

most of the things regarding lore can be easily modded…


 No.7056

>>7052

Looking forward to you doing something with this.

How is the progress?


 No.7057

>>7056

Double-post but curious question.

Custom girl parts seems like a lot.

What did you intend with this? Custom body and all? Ability to add tattoos and such?

Or just body types with changeable face and hair?

Also, will we still have a neat combat system?


 No.7061

>>7056

its progressing slowly but steady…

I spend most time thinking and tinkering with stuff

so far all I got is system for click based navigation

working currently on getting dialog to work

>>7057

well the plan originally was to have some sort of system for custom girls generator, instead of having to rely on a gazillian pictures for each type of girl (as the original Jack does)

Fortunately I've found the game Custom Reido V (from the same guys who make Custom Maid), it has loads of customization and fetishes in 2d modular images… its the jack pot

what I aim to do is get a reliable system that will show such modular characters depending on what is randomly generated for a girl's parameters.

flexible in a way that it can show custom content for scenes if they are present, and allow for graphics sets to work side-by-side, like for example you could make a Custom maid 2 based set and work without interfering with the custom reido one.


 No.7062

>>7061

I realize its pretty hard to understand what this is about just by me rambling half-sleep…

to get a better idea I recommend checking out the github page, issues, goals and possibly the wiki


 No.7068

I'd like to see girls showing more emotion. For example, they could have a crush on you and fall in love, they could be depressed if you're cruel to them, they could have a fit of rage for some time, etc.


 No.7075

File: 1448051677547.jpg (186.06 KB, 1284x827, 1284:827, Jack-0-Nine-2_prev_05.jpg)

small update to include dialogs


 No.7081

I can code and I could contribute some. How do?


 No.7083

>>7081

>>7081

link to the github is on OP

you need godot to open the project properly, download the alpha from their page (forgot to put the link, but its on the HF thread)

the best way to contribute would be to have a github account, I add in some guidance to the wiki later.


 No.7125

This thread has ALL of my interest


 No.7168

>>7050

More cannibalism please

(Seriously, this is like the one game that has it, fuck off to the rest of everything else)


 No.7218

File: 1448810038775.webm (2.46 MB, 1280x800, 8:5, record-2015-11-28_22.41.3….webm)

so just dropping in to share this preview vid with what currently is developed.

Just showing off basic navigation and dialogs…

Currently its as good as customizable visual novel with options…

I'm curious as to people interests, there has been lots of traffic and even some clones from the repository, but no one stepped forward to help yet.


 No.7253

>>7218

Looking forward to the next


 No.7255

>>7218

open source projects start and die all the time, people will only start contributing if they see that it won't die. Right now theres not enough core functionality implemented to convince ppl of that


 No.7296

I NEED this shit


 No.7300

Just to report in:

I've been pretty busy and took a little break last couple of weeks

Now my last test is on monday, and probably vacation after, so I'll have lots of time to get things done and some more to play my unfinished games.


 No.7302

>>7300

Good to hear


 No.7380

>>7300

OP?

If so, good luck on the test, keep us up to date on progress


 No.7443

Any news?


 No.7458

Good luck OP pls dont quit like everyone else


 No.7470

It looks pretty goddamn good


 No.7481

Whazap birchees!

> already regretting

I'm still around, I did have a free week but spend most of it setting up a htpc with my new intel nuc I got…

unfortunately I also need to take one alternative test (dang missing a few point in class), and that will be it…

I already got the art from Custom Reido V waiting to be put together, its gonna be though one… in fact if anyone wants to help me… I have all the layered art but out of place, aligning it all up will surely consume lots of time


 No.7488

>>7481

I can help you out, as long as it ain't hard. I got loads of free time because of the break, but I don't know very much about coding and complicated stuff.


 No.7525

>>7488

its actually good news,

I need something relatively easy but time consuming…:

to arrange and order several layer types images to build custom girls… I have the assets but they're not aligned… you'll need to do this in gimp.

I'm gonna assume you do not know how to work git then, maybe we establish contact via the HF forum, see thread in OP.


 No.7896

Just an update on to guys,

we're back working, I've got two interested collaborators(one who already contributed a lot)

things are kinda slow with end of year, holidays and all that crap…

just to note but it seems 8ch is on progress to port to a new engine, so we'll wait till that goes on, but still casually lurking around here


 No.8093

File: 1451865156993.webm (7.17 MB, 540x360, 3:2, gly.webm)

>>7896

Hope to hear more anon.

There's plenty of lurkers waiting for something playable


 No.8167

>>8093

hope is the first step on the road to disappointment


 No.8459

>>7075

shit this is looking different, got my attention now


 No.8474

>>7896

great to hear! looking forward to it


 No.8727

>>7896

It's been a couple of weeks, any news on development?


 No.8893

bumping for news


 No.9119

aaaand it's dead, who could have guessed


 No.9299

File: 1454716783195.jpg (79.91 KB, 742x1117, 742:1117, TMPBeauHelp_505468319.jpg)

>>9119

Last commit was two days ago. Chill the fuck out.


 No.9322

File: 1454794071698.gif (285.02 KB, 1292x843, 1292:843, layersbitch.gif)

hey bitches?!

so yeah, been away for a while, mainly because of all the stuff happening on 8ch and the new engine…

Anyway, was on a rut and thanks to a fellow coder willing to help, got back into action with big progress.

mainly, he was able to code a script to extract a process the ripped layers of CRV for their proper position and depth…

with the set of images ready, I can begin coding and planning on that aspect of the game…

pic is a preview

>>8093

cheers, what crazy video is that? gonna need sauce anon…

>>9299

ouch


 No.9561

>>9322

I was betting against you, you've proven me wrong so far


 No.9615

>>9322

>porn game in Godot

godspeed, anon


 No.9628

>>9322

Well that's surprising news


 No.9649

File: 1455316098856.gif (1.14 MB, 1292x843, 1292:843, morelayers.gif)

More stuff!


 No.9653

File: 1455318882962-0.jpg (112.29 KB, 1292x843, 1292:843, Screenshot_20160212_185308.jpg)

File: 1455318882964-1.jpg (111.98 KB, 1292x843, 1292:843, Screenshot_20160212_185259.jpg)

>>9649

now here is where I would appreciate some feedback…

after finally getting the majority of the layers to show up (this is one pose only), I can analyze and cut down on the crap…

My thoughts are, given the lore of the game, much of the stuff can be cut out, and since its paperdoll game, any customization will be randomly by the game without influence of the player.

So definitely some clothes will be cut off, as well, only one color for what remains.

For example, I'm thinking of cutting these body with tan lines.


 No.9654

File: 1455319416525-0.jpg (113.93 KB, 1292x843, 1292:843, Screenshot_20160212_191929.jpg)

File: 1455319416525-1.jpg (121.15 KB, 1292x843, 1292:843, Screenshot_20160212_191835.jpg)

File: 1455319416525-2.jpg (116.06 KB, 1292x843, 1292:843, Screenshot_20160212_191754.jpg)

File: 1455319416525-3.jpg (130.12 KB, 1292x843, 1292:843, Screenshot_20160212_191752.jpg)

File: 1455319416526-4.jpg (112.68 KB, 1292x843, 1292:843, Screenshot_20160212_191627.jpg)

So which clothes should be kept? And which would be which?

Remembering the possible set of clothes normally available on the original Jack.

> secretary/office

> sports

> comfort

> lingerie

> s&m

> maid

> gladiatrix

am I missing something?


 No.9655

File: 1455319621560-0.jpg (124.89 KB, 1292x843, 1292:843, Screenshot_20160212_191551.jpg)

File: 1455319621560-1.jpg (114.97 KB, 1292x843, 1292:843, Screenshot_20160212_192117.jpg)

File: 1455319621561-2.jpg (116.46 KB, 1292x843, 1292:843, Screenshot_20160212_192208.jpg)

File: 1455319621561-3.jpg (117.13 KB, 1292x843, 1292:843, Screenshot_20160212_192644.jpg)

File: 1455319621561-4.jpg (115.82 KB, 1292x843, 1292:843, Screenshot_20160212_192701.jpg)


 No.9656

by the way,

for whom may interest, if I don't keep much around,

there is also the dongfire thread,

and a irc channel where (occasionaly) helpers show up:

@freenode ##jack2


 No.9664

File: 1455356030139-0.jpg (1.86 MB, 1066x1772, 533:886, 1446191092684.jpg)

File: 1455356030140-1.jpg (494.21 KB, 742x1050, 53:75, 1448077033700.jpg)

>>9322

Its Doctor Steel in the webm, he's pretty cool

And don't worry about the lack of responses, 8chan is going through a lot and there's a thing called silent approval.

I'll check out the dongfire thread and best of luck with this!

You're missing bridal dress.

You could also do the sundress because everyone loves a sundress.

Is there any way I can get in touch and contribute?


 No.9665

>>9664

sauce on images?

also im lurking the thread every few days praying for a release.


 No.9666

File: 1455356520698-0.jpg (Spoiler Image, 530.94 KB, 960x960, 1:1, 424ad30bf7ef5f181fb5e135a3….jpg)

File: 1455356520700-1.jpg (Spoiler Image, 554.56 KB, 575x800, 23:32, 77aa7d63a01903ecf5f720d157….jpg)

File: 1455356520700-2.jpg (Spoiler Image, 639.86 KB, 976x1300, 244:325, 89514a9cc70df1e3dd97822c5f….jpg)

File: 1455356520701-3.jpg (Spoiler Image, 246.95 KB, 1050x788, 525:394, 61_44386529_p60.jpg)

Will we still have lolis? This is important.


 No.9671

File: 1455362229687.jpeg (112.5 KB, 850x478, 425:239, image.jpeg)

>>9666

I'm Recently into pettankos, pettankos instead of lolis pls


 No.9683

>>9666

>>9671

so yeah, there isn't any in the graphic sets and I'm not a big fan of loli…

so not it will not have it on my end, someone else will need to make it…

>pettankos

what is this, flat chested? sure…

what about that short and stubby type?


 No.9684

>>9664

>Its Doctor Steel in the webm, he's pretty cool

eh? what?

> bridal dress and sundress

yeah I can't do those, unless someone offers to draw for us,

the sundress would be comfy but we'll have to do with what we have

>Is there any way I can get in touch and contribute?

this >>9656 irc channel


 No.9693

>>9683

i think it means traps


 No.9715

>>9693

It doesn't, otherwise they'd be called traps. Moron.

Pettanko are flat chested girls (who are often sensitive to this fact).


 No.9735

File: 1455487976288.jpg (48.02 KB, 500x614, 250:307, fun.jpg)

so , guys who lurk around, please help out…

upon discussion on the other chan, and playing jack again, I've came to one dreaded revelation….

even though I like the gameplay a lore a lot, I have to admit it does get repetitive, grindy, and not all fapable…

even if the game is good, if its not enough to get you aroused, there is no point being a h-game…

with that in mind I want to ask you guys about gameplay ideas, basic game flow to keep it interesting and rock hard aroused…

personally I find that the best h-games to keep me going are either:

* like cm3d, which has ton of customization and constant 3d interaction to keep you going ( but weak gameplay/lore wise)

* or h-rpg, like VH, where you follow a certain story of progression to slutness, which also keep you going on the edge,

so I've been wondering how could I add more roleplay story to the game,

I've also tried out the original slave maker, (even though its a mess) I liked a lot how the lore is put out and the random events that can happen,

please brainstorm with me, see if we can achieve something unique in h-gaming


 No.9740

>>7035

new with the game, have some problem with the system

>got game from http://www.hongfire.com/forum/showthread.php/441353

>ver. 1.7.1

does every game over/you die/you fail

means you need to manually restart from the buttons on the top left corner?

i just started playing a few times with the tutorial, when i fail and restart with the little box that pops up, everything seems fuck up, such as the start up menu

after i finally finish the tutorial, and start the game, when my slave ran and game over, the game screen goes white

is it the game's problem?


 No.9742

File: 1455503673440.jpeg (23.27 KB, 500x518, 250:259, facepalm.jpeg)

>>9740

> is it the game's problem?

no its your problem, check again this thread is for the development thread of the new game….


 No.9749

>>9742

i know this is a thread for new game development

i was just asking the people that played the original one if this was normal to have

it doesnt really effect the game, but its kinda annoying since you have to go out of fullscreen to click restart

btw, is there any self improvement for the trainer? tried the nerd character with lowest stat on everything expect for being perverted, basically cant do anything


 No.9751

>>9735

It kept me hard the first time I played the game. But it's completely normal that it loses it's effect after you train your 50th slave. This game isn't really meant as something you're supposed to fap to constantly, the focus is on management gameplay


 No.9789

File: 1455629430844.jpg (31.48 KB, 500x402, 250:201, preparetobebullied.jpg)

>>9735

alright you suckers!!!

you better start spitting out ideas!

or else its gonna be shiet!!


 No.9823

>>9789

try /v/


 No.9833

What kind of fetishes does Jack-o-nine-tails have? Does it have some good ones?


 No.9839

Original Slavemaker is pretty garbage.

If I was creating a game, I would try to incorporate as much Whoremaster's management + JoNT Slave training to make it 100% simulator game, but that's just me.

It sounds like Free Cities is the model game you're looking with added visual effects.


 No.9868

Definitely brothel management, basic rpg maybe?


 No.9975

>Game about making slaves.

>Has no Niggers.

Brah, You done went full retard.


 No.10018

First of all the slaves need some more character to them. However of course they are randomly generated, so this can get quite hard.

Expanding on to what is already in the base game, I think that the hidden traits was a good idea, and more should be included, though maybe not only for skills.

More dialogue would be nice, and to be quite honest I wouldn't mind if we adopted some freecities-esque stuff. What made playing that game good for me was that I felt rather attached to the slaves.

The whole modification stuff you've got is great, though my worry is that it might be a bit too easy to create the "dream slave". That kind of customisation should be included, but not so available until later on in the game.

I got a shit ton of work to do, so I'm just chucking ideas out atm. I'll still try check this thread daily, but when the weekend comes I should be able to give a little more.

I'm quite new, so I don't know if mentioning 4chan, specifically /d/ and /vg/ will get me grievously mutilated, drawn, and quartered, but maybe drop some of your progress in there and you might get some more ideas.

Just like to say a thanks for doing this, and I sincerely hope that you follow through with this. While you don't have a massive following now, as you progress they should come in time.


 No.10023

>>9975

now we have only asian slaves ,.I..


 No.10027

>>10018

>but maybe drop some of your progress in there and you might get some more ideas

I do on occasion, but they generally are full autism mode,

I did get a couple of good suggestions though


 No.10032

File: 1456170803878.png (705.67 KB, 638x600, 319:300, 란스.png)

>>10023

that better include elves


 No.10034

>>9839

>Whoremaster's management + JoNT Slave training to make it 100% simulator game

It sounds good on paper but I can't imagine the autism you'd need to manage that shit. Even with just whoremaster managing 50+ slaves without a madam is a nightmare.

There's just too much detail in JoNT to manage 50+ of them.

>>7035

There was talk earlier about adding the option of putting slaves to work for the various business owners. Instead of selling them for a sum you'd get a weekly wage from them instead.


 No.10038

I mean~ if I HAD to create a gameplay loop for example…

I'd flesh out the acquisition of girls while retaining 'Warehouse' gameplay. Most girls would operate autonomously while as many girls as desired would be 'revisited' for training.

Create urgency through scalable 'escape' mechanic and 'hostile gang' kidnapping events etc

Idk considering how popular Free Cities is, I'd imagine the autism levels are THERE, just the amount of work to create such a game would be staggering (probably?)


 No.10040

>>9975

>wanting nig nogs as sex-slaves

if there was plantations maybe


 No.10043

>>9839

> I would try to incorporate as much Whoremaster's management

you went very deep with this one, had to search to know what this is,

will take a look

>>10034

>>10038

I can tell you the following,

I'm inclined to having such alternate source of income, because the regular gameplay is just a drag to spit out slaves as fast as you can before taking a loss, and that just isn't fun

making slaves work on the pub, brothel and whatever could be fun and interesting (as well as hosting gang bangs)

I want to be able to keep on more than one slave, however this will be very limited to your capacity, for example, if your housing has space for one,

for second, you need to train your slave till the point of loyalty for her to work for you, untrained slaves will require a lots of attention (eg training, duhr!)

so it would be both a hassle and hard to keep many slaves without being a well established slaver


 No.10044

>>10043

oh and I forgot:

currently we're thinking of how to implement conditional checking to allow for random events and etc on the world data files

either if checking for a trigger or player status, the implementation isn't so simple

plus we're also checking on how to use custom script for very specific cases


 No.10065

>>10043

>because the regular gameplay is just a drag to spit out slaves as fast as you can before taking a loss

That's not entirely negative though. It's vital to keep the challenge and a fail-state when training slaves. Anyone can train any slave if they are given an infinite amount of time.

What I think is needed is moneysinks and making them mandatory. There isn't much reason to move onto the more expensive houses or raising your own life standard.

For one I think it should be mandatory to live at the highest level house to sell slaves to the highest level clients. Maybe have something similar to be able to access the quest that rewards you with magical artifacts.

I also think the schools should be more expensive so that you can't be dirt-poor and unskilled and still train slaves to an A-rank.

Could you also make the working out training repeatable after max rank? I have a problem with slaves growing fat since I can't give them a workout after I've maxed it.


 No.10074

>>10043

I understand Whoremaster's several shortcomings in gameplay. I think it had been stated that the problem is the restrictive nature of the original programming..

ANYWAYS. There's lots of ways to circumvent 'capacity restrictions'.

Originate as a COMPLETE fucking psychopath.

1. Start in the basement -> Kidnap first girl event (probably tutorial) -> Training -> Introduction to bigger facilities

Which could include: Your own bankrupt business building // Slave's former home (Increase size from 1 -> 4 then repeat) // etc

If the 'autistic levels' of detail required to keep realism is an issue, honestly I feel like many people are up to the challenge.

I'm not sure how much expansive the gameplay can truly get… so all I can say is you could introduce different ways to obtain slaves.

I mean most prostitutes are BASICALLY slaves. They won't be TOO cooperative, but they won't rat you out. Especially if there's A LOT of them in the same situation.

You know, Stockholm syndrome and such.


 No.10234

This is coming in a little late and a little wordy, but fuck it: I want this to succeed.

First off, I'm going to echo the need for memorable characters. The fact of the matter is that I don't care about anyone in JoNT. The outside NPCs are static, and exclusively revolve around the slave-making process. The game needs worthwhile stuff to happen that isn't related to slaves. And it needs fleshed-out characters that players would want to work with. Some should be there as as interesting side stories with interesting rewards. Others should alter the player's slave-making reputation. And others should affect the player's standing with various factions, who can in turn affect the player's abilities.

Now, the main gameplay loop in JoNT has a couple of basic design issues. First is the fact that everything's available from the start. Players can buy any kind of slave from the start, and can train the slaves in any direction. This destroys any sense of long-term progress. It also removes the "exoticism" of training a sexual slave. This is an easy problem to fix: start players out with fewer options. Use events and missions to unlock new resources. This also serves the purpose of adding more color to the world.

Second, there's an efficiency problem with the game's text presentation. Players have to click through so many things to train slaves, that they wind up flying through the text. You can write the most erotic scenes ever, but if they're in a sea of text, players won't get anything from it. They'll see it as being a chore, or in the way, and slam through it as fast as they can. You can fix this by streamlining the process. Let players pre-select a schedule for the day, rather than deciding how to spend each moment. Keep chores and lessons out of the text boxes unless something special has happened. If the slave is doing things on their own, let the player go do other shit, and show them report files at the end of the day. Players can choose to read a detailed report, or they can just look at the slave's grades and decide how best to punish/reward them. Add training specifically designed to break in new slaves to avoid the early disobedience/punishment festival that tends to occur.

I would say your best bet to make a better game would be to make fundamental changes. Look at games like Rance, VH, CoC, and Kyrieru's stuff. Their main gameplay hook isn't sexual in nature. They're strategy games, JRPGs, and action platformers. The sexual bits come about as a result of playing the game. You want to make the gameplay interesting? Study what other management sims are doing. And not just the text-based ones. Find out what people like about the Tycoon games, Football Manager, Harvest Moon, and so on. Look at the base management in games like Darkest Dungeon, Recettear, and XCom. See if you can't get /v/ to stop shitposting and talk about what they like and don't like about those aspects. Rip off the engaging and good bits from those, wholesale. Make that the baseline for a proper management simulation.

And don't rely so much on sex. Sex all the time gets boring as shit. Sexual training should be something a player sees as the reward, not the task. A player should train most of their slaves to be loyal and do good work. Before you train that slave to suck a mean dick, they should be a loyal maid who can cook a proper meal. Training nothing but sexual slaves should affect your reputation, affecting your available clientele. Sexual training and events should be special cases and rewards, not the rule.


 No.10235

>>10234

As for what I'd do to add roleplaying? How about this: As a tutorial mode, start the player off as a slave, envious of the power his trainer held. With a flame of passion and aspirations of power, you aim to break your chains and become a trainer yourself. To bust out, you'll need to "train" at least one fellow slave to be loyal and help aid your escape. Maybe they'll go with you and act as your first assistant. Use this section as a sort of character creation.

Once players complete (or skip) the intro, they can start catching and training slaves of their own. Your aim as a slaver is to build your reputation, while being mindful to ensure your slave brand isn't found. Bargain with other slavers to open up new channels for purchasing. Work with the locals to find new clients to sell to. Help out the shops and factions, and gain access to their distinct and exotic facilities. Maybe aspire to be the grand slaver of one of the great houses, or to be the top-ranked trainer in the guild. And just MAYBE get that damn brand off your body.

Let players (and rival NPC slavers) develop their own "style" of slave, to increase allure. Slavers could sell pure and young maids with beautiful singing voices, perfect gladiators with exotic piercings, secretaries with a penchant for butt-stuff, or subservient alchemists who need a slap on the tits to start their day. Give slavers titles based on what their output tendencies are.

If you want to get even more wild, introduce more long-term projects. Allow slavers with some special skill to train slaves as a personal spy network. Use that information to sell juicy gossip, or save someone from an assassination. Or train slaves as assassins themselves. How about an endeavor to improve the lot of slaves in general, remembering where you came from? Or a childhood friend/lover you want to rescue? Let players start up a brothel of slaves, to expedite training and build funds. In short, give players multiple goals to aim for, beyond training slaves. The training is moment-to-moment, and fuels your goals and aspirations.


 No.10675

Hey peeps, shameless bump from ??? page number

quicky update, worry not I'm still around, been crazy busy with real life, university, new car, and whatnot…

I'm get back soon and push some code,

thanks for the gameplay suggestions, me and Ballzz were figuring how code to allow stuff like that, unfortunately this implementing final gameplay stuff is still far way


 No.11379

File: 1459280438127-0.png (6.34 KB, 1280x800, 8:5, design2a.png)

File: 1459280438127-1.png (6.34 KB, 1280x800, 8:5, design2b.png)

how are these for new dimensions?


 No.11391

>>9735

I really like random events, the more the better.

Jack got really boring and repetitive for me because there really weren't any.


 No.11482

>>10675

I'm really excited from what I see so far.


 No.11684

Seems interesting enough. Might commit some shit if I bother to learn Godot.


 No.11752

doing gods work. keep it up. dont give up.


 No.11753

>>11379

looks good


 No.13151

Any update?


 No.13157

God speed anon


 No.13186

>>7035

Is there some specific way to get involved with helping? I'm a half decent coder and can write pretty well and played the hell out of the original


 No.13220

OP is dead


 No.13239

So, on the advice of this thread I downloaded and played the original game from HF. It's such a wiki game it's disgusting. I hope version 2 does better. A lot better.


 No.13692

Slaves should have procedurally generated personalities.

For example:

- Unwielding love or hatred for certain acts and significant repercussions from those actions. Maybe slaves experience some kind of crisis of personality - with significant repercussions - if you continue to push against their will.

- Personality quirks, positive and negative (similar to FC)

- Strong preference for certain gifts and garments

- Speech quirks

( The player should be able to discover these things easily, but indirectly. For example, going to a clothing store with the slave will show her liking a dress of a certain type. Going to the city the slave might see another slave and you notice that she seems disgusted… ) On the other hand, I would get rid of the aura stuff, because it's way too complicated. The important part is that those traits are clearly communicated to the player.

Once you discovered a shop or other standard interaction of some sort, it should appear on a short list and be easily reachable. There should also be a simple quest log.

Dunno if that's obvious already, but: The entire picture set for the paperdoll should be customizable per slave.

There should be a possibility to build and maintain your own little harem instead of selling every girl. The girls in the harem would interact with each other and you would feel the repercussions of that, but you can also employ any and all of them in the training of another girl. New girls would learn quicker from the other girls and do as they do.


 No.13971

>>13220

its the dang h-game developer curse…

>>13186

sure there is, check the github and hongfire thread (I got notified there)

specially with writing I'm gonna need help in the future

>>13692

agreed

and sorry for leaving the project in a semi-death state, I was really busy and still am so, and getting back to work on it is proving hard… its nearing the semester end so be looking forward to more activity then


 No.14009

>>13971

Make a patreon to get shekels to help motivate you


 No.14011

>>9654

>>9655

Does anyone have a mega with these ripped asset files?


 No.14710

>>14009

you really think that's a good idea?

>>14011

there was a link but its dead


 No.14884

Honestly, it's a mistake to try and straight copy things from other games. Free Cities falls into the same trap you described before. It's not very fappable and everything gets repetitive. I think the focus should be on more quests and random events with the player character involved. More things to break up the monotony. Forming business and social relationships with other slavers would be great. In the original game you're told there are other slavers but you hardly ever see them. It'd be neat if there were competition and taking too long training a slave could lead to someone else snatching the buyer right from under you. A strong rival and shit would be great too. Especially if down the line you could absolutely ruin them financially and take them into slavery as well.


 No.14934

>>14884

I think events have the problem that you will eventually experience them all and then you don't have any reason to reread those events. And you need more events, but creating them, just clutters things up and you get disconnected unimportant stuff hapening all the time. Slavemaker 3 is kind of in that trap.


 No.15155

someone tell me this isnt dead! it looks so good! Is there donate!? I can motivate you for finish good game!


 No.15433

>>15155

Alright, dead not yet… just on a very looong pause…

my semester is coming to an end and thus I'll have more free time to get back to it…

on donations stuff, I would very much like to receive a incentive in to give more effort… but as of right now there isn't really any playable prototype and there is also the question that I do take in active help from other people, and how to support them as well

>>14884

last when we were developing the question loomed on how to effectively have a logical check system, for which how variables and parameters have to be verified for a event to trigger

And on another subject as a whole… I thought 8ch was getting back on its knees for a while, but it seems to be back to shit again… For development discussion I suggest either the HF thread or Github,


 No.15919

>100 reply bump


 No.17769

>>15433

update?????


 No.17834

>>17769

>latest commit 4 months ago

RIP


 No.23369

any update????


 No.23755

have a look on hongfire forum - v1.7.4 is "out" ..1.7.5 in progress.


 No.23776

>>23755

I took a look around but there doesn't seem to be anything new or playable.

Got a specific link?


 No.24246


 No.24335

I always wished this game allowed for having multiple slaves


 No.24339

>>24335

It… does? Did? Always?


 No.24353

>>24339

Ehh kinda, You have your assistant and if you drop some sparks you can cryogenically freeze a slave you can also build a dungeon for 1 slave in your house. But you can really only have 1 active slave and 1 active assistant.


 No.24467

>>24353

This is what I meant, ideally you should be able to take ~10 slaves around. It's the only thing I would change on what otherwise is probably the best slaving game.


 No.24487

>>24467

Its grindy and the learning curve was annoying. Once I figured out how to make money and that happy slave = easy training it was more fun. Magic is OP as fuck in that game my only real gripe.


 No.25498

File: 705e63cf1488e76⋯.jpg (46.66 KB, 495x341, 45:31, 1459891146377.jpg)

Alright, I'm trying to get support on launching a patreon for the development

already tried chilling over at 4ch and ulmf and I'm let down no want is taking an interest in this

if anyone is wondering I've resumed development, already starting pushing out some

unfortunately will keep having to develop on spare time only

maybe some of the contributors will get back to cheer me up

the good news is I've figured some stuff up, and can actually see some sort of demo showing up eventually


 No.25499

btw, I've keeping away from the 8ch, it seems kinda broken to me right now

am I the only with issues?


 No.25586

>>25499

Are you on a mobile app? They're having problems with pics, besides that site has been working perfectly for me.


 No.25673

>>7050

I agree.

Humans aren't very efficient producers of meat; we have a huge brain that takes a HUGE portion of the energy our body produces; we have a very limited diet (pigs can eat rotten meat, shit, decaying vegetables, vomit, etc.–no human can live on that diet); we get ill easily and require a lot of physical care in general; we require a lot of shelter, which means human "farms" would take a lot of space & energy, compared to even a modest factory animal farm…. and our maturation rate is crazy slow: 17 years or so to reach full size, IF we eat well, and up to 30 if we don't (yes, in pre-enriched-flour eras, men would continue to grow throughout their 20s and into their 30s)

So in other words, in this magical world idea described by JONT, using humans for meat makes absolutely zero sense. The only way he could "justify" it was through hand-wavey bullshit and by making the slaves basically be infinite in supply but more delicate than spun glass. Seriously, humans can take months, or years, of serious abuse before they die or psychologically break to the point of uselessness. They still require relatively good physical care compared to animals, but MAN are we good at coping with stress and trauma.

Rewriting the game's premise to actually make some fucking sense would be a huge boon; if you want to keep cannibalism, it should be portrayed as an expensive deviation entertained only by the wealthiest and most degenerate slave owners.


 No.25680

>>25673

I don't that's main source of meal in the universe

instead I think its more like, if a slave is really stubborn then its better off dead and used as meat

aside from that, cannibal cultures actually make some sense, in the matter that you honer the deceased by consuming it instead of letting them rot

for some there is also he idea that when you consume their meat, you're partially consuming their soul, so in case of a cared family member, they stay with you

for me its more like a reality thing, all mater in in your body recycles every three or so months, everything is just stuff, and wasting it is just wasting it

it seems mostly gross because you can relate with your meal, which is just weird if you consider you could be eating your own leg


 No.25683

>>25673

Are there even human farms in JoNT? I was under the impression that human meat was a delicacy rather than a staple and you didn't have to worry about maturation rates since people pop out of the Fog. If enough humans appear from the Fog to be the cornerstone of a slavery industry then the figure is high enough to explain humans being butchered for consumption by residents of the city. It's also not even necessarily cannibalism since not everybody in the city is human.


 No.25698

>>25673

You're neglecting that the slaves are frequently adults on arrival, so the time to maturity is not an issue. No one is raising a slave to adulthood to then eat.

As for the rest, yes, a basic premise of the setting is that resources (including the precious mana used to keep the city from collapsing into the fog) are limited and human lives are not. The world is vicious and ugly and even if you feel compassion for some individual slave you must continue to make a profit or else you will suffer the same fate. That is the core of Jack of 9 and if you don't get that then you never understood the first thing about the game.


 No.25772

File: 7a9bb3106efd0b6⋯.gif (2.17 MB, 640x360, 16:9, snafu1.gif)

So wassup guys

all the talk about is really good, it will be really need when start to fill out content, good writers are a must

I actually some pretty good progress lately, not much in terms of progress but in terms of how to organize game code in classes and inheritance

for anyone that knows about these things, I'm even gonna implement a command queue, which is pretty cool


 No.25776

File: 31161e961dadfb3⋯.gif (1.13 MB, 640x360, 16:9, snafu2.gif)

as for other news… unfortunately still pretty busy as my classes already came back and basically pissed off my vacation

been shilling around trying to gather support, but been mostly unsuccessful

I'm figured to try and shot out an early demo once things start fitting together

only then I will start considering some more substantial support like patreon,

there is of course the risky subject that we're still using borrowed assets, and the matter that really any outside contribution is welcome

as always, let me know your opinions


 No.25777

>>25772

>>25776

oh and btw, enjoy these freshed out memes I just made


 No.25827

Frankly, I don't care about the cannibalism aspect either way. Not my fetish, but idgaf.

>>25680

Source of food, no, but I got the distinct impression that it was the main source of actual meat. Of course, I could be mistaken.

>>25698

>>25683

That still doesn't address the other huge problem: humans, especially women, are quite easy to enslave on the whole. You can't turn them into perfect little slave wife "I wuvs u so much master!" trophies without significant brainwashing, but if you just want people to work, then the trade of "You don't get stabbed and don't starve; in return you work" becomes a terrifyingly compelling offer.

If the JONT world does not rely on mechanization and electricity, then human labour is going to be EXTREMELY important in order for the society to function: most people on here probably have no idea what life is like without washing machines and circle saws and automobiles. Something as simple as cutting lumber or stone to repair buildings is a FUCKLOAD of work when you have to do it by hand, and laundry for a single household becomes a literal all-day chore (imagine spending 6+ hours of doing NOTHING but beating clothes on a rock, or scrubbing them on a wash board). To give you an idea, a "civilized" non-mechanized society requires ~5 slaves/labourers for each citizen. (Yes, there is historical data to support this.)

Combine this with the other problem I mentioned, that humans are quite resilient, and the idea that stubborn slaves "just break" and have to be killed for meat since they're pretty much worthless otherwise becomes utterly stupid and self contradictory.

>>25698

Human lives in JONT are not finite, but they are limited to the rate at which new people appear. If that rate were too high, the city would quickly become overwhelmed by intruders to the point where it would collapse completely (even unarmed and disoriented people can overwhelm an organized military in great enough numbers); you'd also run into serious, SERIOUS sanitation issues if you had to continually kill hundreds of people in order to keep them from doing this, since corpses produce lots of fun atmospheric toxins (unless you can just "toss them back into the mist" or something, but that starts to just sound contrived and stupid). That means that, as above, humans are still a resource that has to be actively managed, unless you want to either get flooded out or go extinct, depending on the average rate at which people appear.

And btw I do get it. Unlike most people here, I'm fairly well exposed to pre-20th centuries norms, where life was cheap and death was a constant companion. I also know what starvation is like first-hand. To me, the way JONT is constructed is not realistic, or compelling, or interesting, but is rather a masturbatory exercise in "3edgy5u" pseudorealism by someone who had no clue what the situation they were trying to depict would actually function like.


 No.25846

>>25827

I do agree with you on most things, but I don't think you quite get the game setting

they were mechanized and powered, advanced high tech stuff like medicine and augmentation, even cryosleep

it seems like the world as whole delved into chaos and poverty, but Rome is one of the places that still holds a resemble of civilized society, the castes, government, law, trade….

even for sources of meat, you could even have a barn in your house, where you could farm animals and monsters, even milk your slave (though that's more probably for fetish, and I don't think was properly implemented)

and even though they had power, its still believable enough people to have slaves as laborers, even your player character can barely get around without having an assistant to do chores for you

but all in all, they are all good points, I hope we can aim for deep involving setting like this for the game


 No.26180

>* if you're an artist it would be even better if you can contribute with something

Gonna need some info boss.

What EXACTLY do you need?


 No.26186

>>26180

>What EXACTLY do you need?

gee for real? that's a great offer

of course it mostly depends on what kind of artist you are

* buttons and borders, UI assets

* drawing of the image backgrounds of rome

* or to go even further draw girls and their scenes

to give something more concrete: we really could use a new initial title screen

don't know what exactly could it be, something related to the lore yet subtle, suggestions would be welcome here

for drawing our own girls, I think it would be a bit overkill to go that far already,

but for the CRV ripped assets, we really could use some improvements, like de-censoring for example


 No.26322

alright so I just pushed update on my work for the weekend,

its been a long and frustrating journey, I basically rewrote all of the game

still left to implement the world data as a class, but overall everything is looking much much in game design terms

reworked singleton that properly handles the config, logging and resource bank,

it made possible showing up a loading progress for when its needed

I'm also thinking of implementing a command system, for different parts of code to interact with the singleton through signals, instead of calling them directly

well… for most this is probably mumbo jumbo, but I hope a few can appreciate it


 No.26690

>>26322

Wait this project is still alive? Great, really looking forward to it.

And about the talks about removing "cannibalism", there is literrally no reason to remove anything from the game, i get that everyone got some fetish he cant stomach, but if we start removing everything that trigger someone, games like JONT would completely disappear.


 No.26770

Cannibalism isn't really my thing either tbh. I think if you are going to keep it in the game, it definitely needs a rework. Contradicting the crowd here, I actually would prefer it to be more prevalent, a long with other things that were just floating around in the background. Removing it completely honestly wouldn't change the game drastically, it never played much of a part in the game, it was just kinda there.


 No.26782

>>26690

realismfag here: I agree.

I don't really like the cannibalism, and I never really got into JONT due to the excessive edginess (see >>25827), but I saw enormous potential if the game could simply be rescued from the trap it had been coded into: namely, to try to grind hardship "IN YO FACE" without really understanding it.

To put it another way, if the game makes sense to someone with a good bit of world exposure and understanding of other people, it's a good game. If you have to basically learn how to game an alien system that makes no real logical sense (except for "because it's coded that way, that's why"), then you have a mess. Obviously this goes into shakier ground when you introduce sci-fi and magic elements, but it should still be about the same as, say, suddenly finding yourself there for real: the laws of economics, sociology, psychology, etc. still apply, you just have to figure out how to use these new tools/threats effectively to avoid being eaten (in this case, literally).


 No.26784

>>26770

I thought it was fairly obvious as-is; it might need to be reworked, but I really didn't think it was actually that badly done, aside from the meat prices being ludicrously cheap (which I chalked up to more of the game's artificial difficulty).

I could actually see there being a market for "famous meat", though, in the vein of the film Antiviral, if anyone has seen that….


 No.26785

>>25846

I did get it, I was just setting up a dilemma:

If high tech exists, you can grow food in factory farms; if it doesn't, human labour is way too valuable to waste.

Either way, the game's weird balancing act where you can basically permanently destroy your slaves at the drop of a hat or kill them makes almost no sense, and using things like cannibalism to lampshade the problem do it no favors.


 No.26889

>>26770

>>26784

Like anon said, I think its good as something to exists in the world, but isn't shoved in your face, so for people who utterly is disgusted by it, can be easily avoided

as for the lore I think it like a specialty type of meat, like mentioned in posts above, is not something widely available, but can be used as last resource for that slave who refuses to cooperate


 No.26894

>>26782

>but I saw enormous potential if the game could simply be rescued from the trap it had been coded into: namely, to try to grind hardship "IN YO FACE" without really understanding it

can you elaborate more on this?

I for one thought the game made big sense in terms of world experience:

put slave hopes down -> make her work for it -> give small sized prizes -> gain obedience -> with long term obedience gain devotion

give too much prizes -> slave gets spoiled -> slowly turns into a rebellious spoiled brat

beat her too much into submission -> looses every shine of a human soul inside her

this is pretty much real and known to anyone who can manipulate people, its a sad world I know

anyway, I love to see discussions developing in the thread, lets make sure to make JoN2 great again


 No.26921

The game takes place within a temporal anomaly whose dimensions are frighteningly finite. Things from all over the multiverse can, and do, find themselves sucked into this anomaly to find that there are no natural resources located within it. Only others like themselves. Others who may or may not be human, and others who will certainly be willing to do anything to satisfy their urges. Some people will naturally band together under such circumstances, providing the impetus for the major houses, and, having been brought together for opportunistic reasons, it suddenly becomes too expensive for any faction to risk upsetting a fragile status quo.

Given the existence of magic, this desire to preserve the status quo is easily facilitated. Magical items can be placed on people which may compel the wearer to act in a certain way. Strange and fantastic technologies exist to prolong one's life. There's an endless supply of fresh meat coming in through the fog to serve as useful idiots.

Naturally, as a rape game, JONT deals more with breaking down bitches than the logical consequences of its setting's premise. However, despite being needlessly edgy and failing to comprehend certain aspects of societal trends, nevertheless offers a compelling setting. In a way, it is to h-games what 40k is to tabletop (at least as far as fluff goes).

As for JONT2, I think the game would stand to benefit from having the pool of slaves widened to include non-humans. The cycle of breaking bitches could also use some tweaking so that there's a bit more variety in how they get broken. This basically boils down to the need to have better algorithms for the personality's of the girls being trained, and producing more filler events to occur over the course of the day.


 No.26929

>>26894

I agree with you. I found the game seemed to work well with that. I felt like my actions hard weight to them, and meant something. It made it feel less grindy and more of a person to person connection.

One thing I really hated however was when a slave becomes disconnected and emotionless. There isn't really anything you can do. I found it easier to dispose of the slave and start over then spend a shit ton of money making her happy again, with the chance of her slipping back. I think that is something that also needs to be looked at, a way to fix that, even if expensive.

I know I am grasp at the stars here, but it would be super nice if we could get some consistent art work. Might I suggest to OP that you make a website with categorized scenes for people to submit art? Even if it is "stolen" art that is submitted, you would be left with a emporium of imagery to use, like a mass community mod pack. Just a thought.


 No.26931

>>26894

>>26929

I just wrote up this huge dissertation on the realities of breaking someone and putting them into slavery…. but now I hesitate to post it. That kind of information shouldn't really be publicized; it's way too easy to misuse.


 No.26936

>>26931

now I'm curious….


 No.26938

>>26929

>I know I am grasp at the stars here, but it would be super nice if we could get some consistent art work

check >>9649

basically I'm using ripped assets from the game CRV

I'm using them mainly to test the paperdoll feature, instead of having generic stolen art, it allows for great consistency and at the same time variation

there is also quite a lot of sex scenes, which means you could see the actual character in the sex instead of random samestuff art (one of my main gripes with the original game)

but there is also the problem of massively ripping one game, which means KISS could get my ass

I'm also developing this with the mind of allowing custom girl sets to be added, if someone decides to come up with original art or other assets

techinically it should be too difficult to create layered out assets from the usual 3d girl maker out there, just really time consuming


 No.26940

>>26938

>techinically it should be too difficult to create layered out assets from the usual 3d girl maker out there

How impossible would it be to just straight up get 3d graphics in.

I ask mostly as a 'man-can-dream' type of deal, on a purely technical level(can it be done at all, not how likely it is to happen).


 No.26964

>>26940

>I ask mostly as a 'man-can-dream' type of deal

yes it actually can, godot actually has pretty good builtin 3d support

but like my skills in art, 3d is pretty much down the drain, so its not likely to happen

I've actually already thought about this, and either 3d or 2d animations are possible,

not pre made gifs, but actual 2d animation, like in example tutorial: http://docs.godotengine.org/en/latest/tutorials/2d/cutout_animation.html

either of those are possible bot will probably be very hard to make, let alone, make it look good, we can only dream, but its only really down far the road,


 No.27139

>>26936

Yeah, I know. That's why I hesitate. Maybe I'll remove the really dangerous bits and post it later.


 No.27285

>>27139

>>26936

>>26931

Okay, here's the edited version:

For the most part, the way FC models psychology is much closer to reality than JONT, although neither is especially accurate.

Let's say you're a man & you have a girl captive. Let's assume she can't escape, or that it's extremely risk to do so. Already, automatically, she is going to be at an ENORMOUS psychological disadvantage–and since you're male and she's not, she's also at a huge physical disadvantage. She can't hurt you nearly as much as you can hurt her, and she knows it–if she's some spoiled bitch who grew up on "badgrrl power" feminist propaganda and genuinely does not understand you're stronger, then you simply have to force her to do degrading things and/or beat her a couple times before she will obey out of fear.

At this point you have not broken her spirit, but you HAVE cowed her. She won't try to hurt you, and she won't resist you unless you force her to do something that goes against some deeply engrained value (rape, e.g., if she values chastity). At this point, you have two choices:

1. You can basically brutalize her repeatedly while keeping her alive until she completely subliminates her resistance to you. This creates a perfect stockholmed little "doll" that isn't a trustworthy servant, but will fake it convincingly.

2. You can use a variety of conditioning and reward/punishment techniques (with primary focus on deprivation, no infliction of pain) along with correct manipulation of emotional support/outlet/bonding mechanisms to reorient her value system to reflect your own. Done correctly you can get a servant who can be trusted almost completely, although they should never feel like they have power OVER you.

Note that going from #2 => #1 is extremely easy, but going the other direction is not. There are ways to do it, but they're not worth the trouble.

Now onto the physical aspects: women are more physically delicate than men, but they can take a considerable amount of punishment. As long as she is given sufficient calories and nutrition (and actually consumes them), and adequate medical care, it is extremely unlikely for her to die without being exposed to extreme physical hardship. The most appallingly stupid thing about JONT was how stuff like doing housework could cause a slave to die of exhaustion. Assuming she were given at least 6 hours of sleep a night and allowed to rest when ill, there is no reasonable way that anything short of hard labor (coal mining, hauling rock, heavy construction, etc.) could realistically cause that level of exhaustion. Housework qualifies as "light labor" and is generally safe except as outlined above. Even a relatively frail woman will still survive if forced to do 10 hours of housework daily, provided she is fed, clothed, and allowed to sleep. The 1-3 hours daily of work to keep a tiny little flat clean (the starting house in JONT, whatever it's called) wouldn't even register as a health risk, although expecting one woman to maintain a 25,000 sq foot mansion probably would seriously impact her health.

Other activities in JONT are generally also light labour: dancing, calisthenics, various sexual training, administrative work, alchemy and such, cooking, yadda yadda…. if we assume each "block" of energy (IIRC it maxes around 5?) represents 2.5 hours, that's still only 12 hours of work a day. Easily survivable for all but the most pathetically frail wisps of human beings.


 No.27286

>>27285

Correction:

with primary focus on deprivation, not infliction of pain

(There will be certain conditions under which you do use pain, such as flagrant challenges to your authority, but it must be used SPARINGLY)


 No.27287

>>27285

Another note that got lost in the edit process:

If you go route #2 you have to avoid pushing her past her hard limits, since that will generally require extreme physical coercion AND send her into psychological withdrawal.

Unless, of course, you can do so in a way which causes her to view it as a form of taking ownership, i.e. that because you did it, it means you truly "own" her …


 No.27388

I just want a trainer for the new version

This game took a lot of time to finish the story mode


 No.27402

>>27388

you what?


 No.27443

>>27285

The best way to psychologically break them is… Make them do it themselves.

The reason is actually simple. If you use physical force, you create a mental shelter where they can compartmentalize things. There will be no loyalty beyond the superficial. Condition them into volunteering first, and they lose that mental shelter.

Your goal should be to disempower your subjects in their own minds.

Deprive them of a regular schedule, and consistant references for time. Also, don't allow them contact with anyone other than you until they're "on your side." Until that point, you should be the center of their world.

Also, at all times you should maintain a pleasant atmosphere, even if you have to be strict. At worst, you should come across as disappointed in them.


 No.27513

>>27402

A save editor.


 No.27723

>>27443

That's essentially rephrasing #2, except that you're wrong: physical coercion is highly potent means to gain loyalty, if applied correctly.

As I mentioned, I cut out probably 80% of that post due to having some limited ethical scruples.


 No.27724

>>27443

I should mention there are other inaccuracies in your post… what you're describing is essentially "soft stockholming" which is nowhere near as effective as you seem to think.


 No.28129

so is there an alpha yet or what


 No.28141

>>28129

It's a one-man production done by a one single normalfag who will probably act like yandere-dev should he get any amount of income for this. So no, you shouldn't expect anything from this.


 No.29799

I'm interested in writing. How can I contact you to discuss?


 No.30139

ok so let me post up on some updates

I've been pretty busy doing bunch of stuff related with game code architecture and etc

really wished someone here who can code to talk about it (or at least appreciate it), but here goes:

basically turned all world related data into custom data objects, which means I can sort of couple specific behavior with data, its pretty cool

on top of that I'm also using a prototype design for some of the optional custom data, like menus and dialogs, since they don't actually fit inheritance properly, it also means base scene data can optionally contain one or the other

so this decouples some parts of code and makes for example, a certain part of code that draws menu, only needs to handle that type of data

its also all serialized, so it means we could simply save all data as some sort of packed binary and ship just that (not really sure if it would be needed or useful)

anyway enough mambo… its been a week or so since I got do dev more things,

last week I broke with my gf of 4 years, went on a beer binge on saturday and had a light accident with my car

so right now I'm trying to pull my shit together all the while being busy with bunch of crap

been hard to prioritize but hopefully will soon get back to it

>>29799

really happy to hear that, so for you or anyone else who wants a more direct communication:

there is a lonely dev irc channel on freenode (info on the thread already),

though probably not the best place for a h-game, I hang on freenode a lot due to linux and godot channel being there


 No.30612

>>30139

So soft data as opposed to hardcoded? That levers in a potential for people to modify the world "engine" no? Either way I'm watching this with bemusement and a pinch of hope.

Good luck with life though and python… Not my favourite language at all.


 No.30654

>>30612

Geh, python. Ugh.


 No.30657

>>30612

>So soft data as opposed to hardcoded?

the opposite actually, everything is already read from soft data, what it could do is pack that data all together,

I don't know what could be the benefits here, but perhaps faster loading, since everything is ready and not needed to check, simpler sharing, since it can be just one file…

>Good luck with life though and python…

thanks already got my car fixed and feeling excited for what comes next…

but what about python? godot has its own language


 No.30662

>>30657

So basically along the lines of the pak, pk3 files and etc then, that has it's merits. Thinking of externalising any elements in particular or internalising everything then?

As for the python bit I meant pythonesque, I should know better than to post whilst doing stuff.


 No.33239

Alright so just to give quick update and bump from the depths of hgg

I'm still working and several commits since the last one on github, its just that I want get more shit at pushed at once

unfortunately I've haven't been working on this in the past weeks or more,

been crazy busy, combining bunch of life, school and other stuff I need to get done


 No.34860

>>33239

I am cautiously optimistic


 No.35683

File: 240b7a6cde5568c⋯.webm (1.78 MB, 1280x800, 8:5, sample20161009_18.06.37.webm)

Alright folks..

disaster has stricken, this tuesday I suffered from HD failure

at first I was actually hopeful of getting some data back since, there wasn't any bad sounds and I was able to actually open the drive externally and run smart test which passed…

however just about when I got a new hard drive to clone the data over the failing drive started making bad sounds signaling a motor failure

this happened just about when I had half the week for a holiday, so was looking forward to get some good time to focus on development

instead I've spent it praying for my drive trying to get it back, buying a new and then solving weird issues formatting this one, plus actually setting up everything again…

good news is I've find an old backup from january(about the time I've moved partitions around on that drive), so not all my shit was lost

but plenty of stuff I got from this past 10 months are gone,

and the major bad news is that I had weeks of development locally getting ready to push to the git server, so plenty of good work lost

also it seems that I lost some of the extra assets that I've ripped from custom Reido as well

pic related was a preview I shot just a day before the catastrophe, had it on my phone

it showcases the loading process taking place and that was basically ironed out…. sad stuff


 No.35701

>>35683

And that is why you keep making safety copies at least once a month/once a week.

Monthly saves on a USB are never a bad thing if you are making something that took much work, just so that you don't loose ALL the work of 10 months


 No.35702

>Pseudo-python language

I wish h games would stop using that pile of trash. It has so many fundamental problems when trying to handle large amounts of objects and events


 No.35788

>>35702

well you obviously don't know what godot is… read a bit before saying shit


 No.35795

>>35683

not using version control?


 No.35833

>>35795

using git, both on github and my personal server

however I had weeks of work about to merge, didn't push those


 No.35872

>>35833

That's what you get for being retarded.


 No.39717

bumpty from the dead

still stuck and lost progress, and shit out of time…

turns out being single is really consuming

at the very least I've already managed to get the ripped assets from CRV again


 No.39725

>>39717

Don't give up! Quite coincidentally I came across a couple or rather nice replies regarding your situation on a different board. Like this one, for example:

>>>/htg/3364


 No.39735

>>39725

shit son, that is really cool, good to bring up the spirits…

I've also got some other guy coming to HF to offer help

remember to point people to this thread as any support is never bad…

pretty swamped right now but willing to do stuff still


 No.40136

Any idea how close we are to having a playable build here? I get this is a slow process, just that, reading through the thread, I still haven't been able to get a feel for much of this game is actually done? Appreciate the hard work from you guys <3


 No.40237

>>40136

I was looking to get at least an early barely playable alpha this month,

as its one year already since I first started, but then the HD crash episode happened

to give an idea, I maybe was halfway or a third on the progress for the core programming… which is basically the hardest part to get right

and practically nothing of actual content, world, locations, actions,


 No.40609

>>40237

Wow that is insane! I knew this game was mildly complex, but didn't expect a remake to be so extensive. I guess that is what happens when you start from scratch. I wish I had knowledge in programing, would love to help. Your determination is well loved throughout the thread, keep on plugging away <3


 No.40692

>>40609

well besides the actual concept of the game, none of the coding can actually be re-used

i also doesn't help that I invested a lot in making sort of a framework instead of going straight out building scenes

eg: the framework allows for a much greater and easier customization of content


 No.41614

Hey man! Thought I'd just leave a few words of encouragement for you. You're doing a great job! I'm looking into the Godot engine for a project of my own. I'm not much of a programmer yet, but I'm in my first semester of a bachelors degree in computer engineering. Hopefully I'll be able to help out as soon as I feel more confident in the GDScript language.

Keep up the great work!


 No.41944

Hey folks, so I thought to create a discord server for anyone wanting to drop by and say shit

also for anyone willing to help too (pretty useful), now I know there is already a irc channel, but nobody seems to know how to use them

> https://discord.gg/TnehMsX

I have news regarding development, I've finally went to check what was the real damage I've lost with the crash.

And while it wasn't that huge amount of work, it was quite a lot of useful stuff, for and idea, I practically had solved all the coding involved in the loading of the data process and usage of data in game, where as, now I've got nothing of that…

I've already begun the painful process of doing everything up, and even though I had it all it the back of my mind, there's no way of remembering everything,

at the same time, I'm about to lose hope of ever recovering any data on the hard drive, a friend offered to help but from what he said I don't there is much chance.


 No.41955

>>41944

>I've already begun the painful process of doing everything up, and even though I had it all it the back of my mind, there's no way of remembering everything

Good luck. I ran into something similar where I lost ~6 months of work because of a VPS failure. I had backups, but they weren't quite complete and only covered one of the five components.

Didn't even bother to keep a log of what I changed somewhere. At least it taught me the importance of complete backups, I guess.


 No.42611

Ganbare, remaker-san! I believe in you!


 No.43856

How do I keep my slaves from starving?


 No.43874

File: 055897c95153ed2⋯.jpg (48.56 KB, 500x500, 1:1, tim.jpg)

>>43856

You feed them.


 No.43879

>>43856

>>43874

I needed this exchange in my life.


 No.43894

>>43874

How do I feed them?


 No.43895

Cook food or get your housekeeper to do it.


 No.43896

>>43895

I already do cook food but they always end up starving.


 No.43897

>>43896

Cook better food or cook the food better.


 No.43898

>>43897

I maxed out my cooking skill and increased the budget. I've also purchased ingredients and allowed the slaves to eat fresh food and my leftovers. Nothing seems to work.


 No.43900

>>43898

It also depends on their actions and what you give her as well. Is she doing stuff like training? Give her desserts for rewards. Also check her rules.


 No.43910

Why does the cook at Virgin's hip always refuse to buy her even though I raised the requested stats? He cites the client simply "not liking something about her" or shit like that.


 No.44280

>>35833

I mean… like… why?


 No.44293

I think that is her "refuse charm" quote. She probably needs some jewelry or makeup to make her look nicer.


 No.44401

>>44293

Nothing works. Is there a minimum beauty level that you must purchase them at initially so as not to get stuck like that?


 No.44588

>>44401

Charm has nothing to do with beauty. Beauty limits what level they can attain (i.e. C+ or D+). If I remember correctly, charm is related to style for sure and maybe exoticism. You need to get these up. If you post the exact refuse message, I can check for sure. (So can you using qgen to open jack.qsp and search for the text).


 No.44594

>>44588

"The client examines the slave and refuses without even listening to price bids. It's not about the quality of training, the client just didn't like something in her. Well, the customer has the right to be choosy.."


 No.44626

With the remake of this, will it be possible to add your own pictures in order to make the game like Slave Maker, with famous /a/v/co/ sluts as the slaves?


 No.44799

>>44626

You can already modify all existing pictures very easily by simply replacing the file with your own. The images are all common extensions. At the most you will need gimp or Photoshop so you can erase the unnecessary bits of background so the picture looks like what the game uses and not just a rectangular image block.


 No.44817

>>44799

Am I just retarded because in my copy I can't find the images anywhere?


 No.44820

>>44817

game\content\pic\girls\full

game\content\pic\girls\face


 No.44836

>>44820

Fug.

Well, the OLD version I had certainly had them archived somewhere, because I swear I tried to look before and didn't find them. Either way, I now feel silly.

Thanks anyway!


 No.45110

How the fuck do you download and play this shit?


 No.45242

>>45110

not out yet

>>7035

are you anywhere close to an alpha build or anything?


 No.45250

I play(test)ed the shit out of this game some time ago when it was being worked on QSP by the smart anons here who fixed a lot of things and introduced the barn etc

To be honest, your project seems pretty dead, which is a shame because this is the best slave trainer I have ever played. I'll lurk and see if I can make myself useful in some way.. but I think that if you want to move this shit forward ASAP (i.e. get more people on board to contribute and extend the game's functionality and possibilities), just forget about all non essential stuff like new UI, art, functionality, etc., and get the code going for a simplified version of the original game in the new engine: just market to buy slaves, clients to sell the girl, and the training system. That's the core, the rest of the pieces will all fall in place once you get that done and more people start collaborating. Godspeed anon.


 No.45252

Me agani: >>45250

Just saw the Hongfire thread. I'll download their HF Jack and see what they're up to but OP, you just NEED to get those guys on board with this if you want this shit to move forward. Have you talkted to them? These communities of anons interested in these kinda thing are so small that you really can't afford to divide and go your own way. I don't wanna questino your choice of engine (because I know jack shit about programming) but some users there suggested other options and things might move forward faster if there were more people working on the code.


 No.48113

ded tred


 No.56148

OP WHERE THE FUCK ARE YOU


 No.57716

>>45250

>>45252

>>48113

>>56148

gonna leave this up for a few days https://discord.gg/aBKuSWe

if anyone wants to join in a bug me, or support and help in some way

finally got around to pushing the crash clean up to github

the HDD crash really did a number on my motivation, but I want to get back with project soon


 No.57741

>>57716

>discord

Gross


 No.57752

how do u play this game??? what do u need to run it


 No.57753

>>57752

Since the github doesn't have any releases and the progress on this project is null, you will have to stick to the original (same game, just different engine). Check the OP for game link and install instructions.


 No.57755

>>57753

ahh ok, was unsure, lol i play the op game while ago but coudl get very far in it

well thank for the info


 No.57835

How does one get a job in this game? All the store owners keep telling me they aren't looking for workers.


 No.57839

>>57835

When they say they aren't looking for workers they're talking about slaves. You don't get a job.


 No.57840

>>57752

>how do u play this game??? what do u need to run it

first and foremost you need reading comprehension


 No.60458

>>7035

Is this dead, or are is this silently still being developed? Update OP pls (:


 No.60988

>>60458

The github page says last commit was 13 days ago

So I would assume it's not completely dead.

Just seems to be only 1 guy working on it though.


 No.61018

>>60988

So there is still hope (': I always considered JoN to be some top tier shit. I am surprised there isn't more people jumping on board to make this. Literally one of my favourites. If I wasn't I piece of shit normie with no redeemable programing knowledge, I would definitely help out :(


 No.61027

>>61018

I have a little programming experience, but the fact that this is more of an enhanced port of JoN to a different engine rather then improving upon the original (especially the combat) just makes me lose the will to actually help

Godot is capable of a lot more than the russian Quest engine JoN was originally written in


 No.61038

>>61018

> I am surprised there isn't more people jumping on board to make this.

You're making a mistake by focusing on the quality of the game. Look at the project itself.

I've done modding work on JoNT; it's complicated and unpleasant. The codebase is full of anti-patterns and a big chunk of it is still in Cyrillic. Collaborators are flaky; I found it difficult to even get reliable *playtesters*, let alone writers or artists. Many game mechanics are needlessly complex in order to compensate for the technical limitations of the original platform (e.g. absence of floating point variables). The feature-set is unclear; some people want to delve deeper into OldHuntsman's violent+misogynistic stuff while others want a sexy harem waifu simulator (without all of the murder and cannibalism).

If you like the original game then that's even LESS of a reason to work on the project. Nobody enjoys reading a novel that they wrote; they're constantly aware of the story's shortcomings and mistakes. That goes double for game development. You know about all of the bugs and deficiencies; you know exactly how to circumvent the game's difficulty; you'll never be surprised during gameplay (unless the game glitches out or crashes spectacularly). You can take pride in a game that you've made, but it's very rare that you'll actually enjoy playing it.

It's inconceivable that anyone would be able to monetize the project. The writing and code have passed through so many hands that it would be impossible to untangle the IP, and that's *before* we even consider the stolen artwork. This project will require thousands of hours of work, and nobody will ever be compensated for the time that they spend on it. You'll never be able to add this project to your CV. You'll learn a few esoteric skills (e.g. translating Russian sex euphemisms, dealing with undocumented spaghetti code) but if you're pursuing a career in software, or games, or even PORN … then there are much more effective ways to spend your free time.

You need to answer the question of WHY a rational self-interested person ought to work on this project. Take Maverik as an example: why should he abandon Strive for Power and work on Jack 2 instead? Why should FCDev have remade JoNT, instead of just extracting some of its good ideas and then using them in Free Cities?

If you can find a good answer then you can try to convince people to get involved. If you can't then please don't complain about the lack of progress.

> If I wasn't I piece of shit normie with no redeemable programing knowledge, I would definitely help out :(

Gfurst has provided several options for non-programmers to contribute. Why aren't you doing one of those, normie?


 No.61043

>>61038

>Why should FCDev have remade JoNT, instead of just extracting some of its good ideas and then using them in Free Cities

I'm actually helping with FC-pregmod right now, I've also been messing around Godot trying to get a feel for it.

Reason why I don't help with JoNT 2 is because it is little more then an exact copy of JoNT in a better engine

it would have been better to make a more expanded setting instead of relying on every little thing in the original, though I guess the point of a remake is to stay as close to the original as possible

if it was a successor with a different setting rather than a remake I would definitely help

but just more of the same, only faster, doesn't really get me willing to devote time and effort to something that, I consider, already exists in a completed form elsewhere


 No.61056

>>61038

I have read about the complexities of the coding, as well as the sloppiness. I don't disagree with that. To reiterate how little i know about programing - the majority of the terms you mentioned meant nothing to me.

> Nobody enjoys reading a novel that they wrote

I think you raise a good point there. I can totally understand what you mean by all that. I can see the reasons people may not want to touch this.

> Don't complain about the lack of progress

Never did, I understand it is a long process, any game development is. I was just surprised to hear there was only one person working on the project. I would have expected more people to be interested in bringing it back to life. I was not complaining that people aren't interested.

> Gfurst has provided several options for non-programmers to contribute.

I made the mistake of assuming that the majority of the work consisted of coding and non-stolen art. I will take a look to see what options are available. ~Normie


 No.61090

>>10044

make a "deck of cards" where every event is shuffled in to it, then you "draw" one of the cards to have a random event happen. a function on the card can check if the event is valid and have either no event trigger or skip to the next card. most people just make a huge table and pull a random number in to that, but you're going to get a lot of repeated stuff doing that.


 No.66288

File: 08b35c6173a79da⋯.jpeg (204.18 KB, 1024x976, 64:61, hittlehappy.jpeg)

Hey people, Gfurst here

I was actually having some good progress near the end of last year, when this happened >>35683

to summarize, my HD crashed shortly after completing some good progress, stuff I hadn't yet pushed to github

not that it was super important work that can't be done again, its just that is pretty demoralizing to have redo coding work

combined with lack of time, getting used to being single again, wanting to enjoy some whatever free time with different games, I just dropped it by the sides….

Now lets try to answer to some misconceptions people had…

>enhanced port of JoN to a different engine rather then improving upon the original

>it is little more then an exact copy of JoNT in a better engine

I never said that I'd want a exact clone, all I've said is that I wanted a base game as close as the original base features, that is: a slave trainer, where you train a slave with rpg like stats and management.

That is solely to have a direction and purpose on early development, at least until something playable comes out. All of that while developing a code base and architecture that be easy to expand and work on.

For example, a node like web of navigation, going from some place to another and doing actions (this was something nearly ironed out last I worked).

Another example, a sane way to generate girl slaves, so they are actually randomized and streamlined in graphics, with the paperdoll images (so you don't have to manually work on each slave and have a gazillion images to manage).

>it would have been better to make a more expanded setting instead of relying on every little thing in the original

I personally think the setting of a post apocalyptic Rome to be pretty cool,

in regards to gameplay, as I've said my goal was to have a base game, but it easy for whoever to "mod" content into the game as they want it, (insert your loli/furry/bestiality fetish here),

I'm more worried about core gameplay elements, and I've even asked in the past, like for example how should be passage of time go by, how should you manage or schedule the day, where will the hentai content be, how to make it more arousing…

>Nobody enjoys reading a novel that they wrote; they're constantly aware of the story's shortcomings and mistakes

>It's inconceivable that anyone would be able to monetize the project

>You need to answer the question of WHY a rational self-interested person ought to work on this project

And these are the very good points why don't really motivated to work on the game, included there is not even a community drive anymore (probably jaded from other projects)

there is very little reason indeed to waste on it, and only real reward would be that of personal experience on the development of this kind of game (and its still is a good reward)


 No.66300

>>66288

>No community

There's definitely never going to be a community around this project if there's never anything released.

I get it. It can be hard, and the rewards are few, so if you're not personally convinced that this is what you want to do and you're looking for a community to cheer you on to make you work on this game, it's probably never gonna happen. Now, on the other hand, if you've found a good reason to make this for yourself, a community will eventually be born as development progresses.


 No.66502

>>66300

>>Nobody enjoys reading a novel that they wrote; they're constantly aware of the story's shortcomings and mistakes

>

>>It's inconceivable that anyone would be able to monetize the project

>

>>You need to answer the question of WHY a rational self-interested person ought to work on this project

Anon has a point. I am sure we are not anywhere near a release, but a release would probably create a hunger to get involved. OP, maybe you should get some screenshots together, highlighting some progress you have completed. I know most of the work you have done is code, but you should definitely throw some shit on this board, just to keep it alive and relevant.


 No.67178

alright faggets,

I'm pushing my willingness to get back into the project…

like every else in life, getting back to it after a long time suffers from a lot of inertia

unfortunately I still have little time to work on it, but I'll slowly back with it….

as a little I'm working on upping the Custom Reido V assets to my git server,

this is something for example someone else could help with, since its pretty much a big mess right now, I need someone to go around the images and make sense of the tagging, specially useful if this someone as played CRV himself, to give in more context

these are separated as they were from the ripped assets (something like a folder per position), all packed in gimp files, but first you do need git and git-lfs to pull from the repo:

git://189.101.21.12:9418/setCRV.git

git-lfs requires the following:

username: Jack
password: jackonine2


 No.67180

let me know if anybody manages to get that working,

hint: I know there is some issue with git-lfs asking for auth for every single file, and the fix for that is to cache the authentication

so this repo is solely for keeping the restricted images, for anyone wanting the assets by themselves too,

I'll go into details what needs to be done later, I'd also need someone that can script into gimp for automation


 No.67291

File: 10e50215cbc08a6⋯.png (111.16 KB, 1124x540, 281:135, Screenshot_20170314_022458.png)

ran into a small problem while ripping from EV017 specifically, apparently some very few files had doublewide 'w' characters, and it messed up with gimp opening the files

anyone has an idea what to do with it?


 No.67299

>>67291

>gimp fails to load files with special characters in their filename

rename the files in question?


 No.67303

>>67291

I'd assume since the rips come from a japanese game, you'd need a japanese language pack installed to read those characters


 No.67435

File: 0791cd43c8dcdcb⋯.png (105.98 KB, 1079x492, 1079:492, Screenshot_20170314_143535.png)

>>67299

>>67303

its a 'w' double wide, pretty out of place as only a few images have this, so probably a writing mistaking while they were making them

the problem is that the script reads meta data from files (such as layer depth and positioning), I cannot change these files since they're some other encoding

the system can read the double wide characters but gimp fails do load the, pic with more details


 No.67495

File: 1065cc36cbf9f5c⋯.png (684.22 KB, 1024x600, 128:75, EV040_1.png)

File: 58ab6aab8a7244f⋯.png (26.91 KB, 375x508, 375:508, Screenshot_20170314_180149.png)

firs of all, holy shit CRV had some weird shit in it, (even monsters?), I should get more into that game

now here is an example of what I meant: each image name is "tagged" with what is supposed to be with it,

so for example body0105 and body0107 are two different orc bodies, sexual is when they're actually having sex, and so forth

this has lots of possibilities, but also makes things confusing as to what each thing means,

that's why I need someone to look them over and categorize them (already did some partially), and specially if this someone has played CRV and knows the context…

Apart from that, it would really help to have someone con code python, to write and fix the scripts for automatization on gimp,

I've had another issue while importing a folder, and while these may seem silly, a simple workaround would be to continue importing even when something errors,

so here goes two simple tasks if anybody seems interested.


 No.67525


 No.67661

How does Obedience work in this?

Some slaves I just use "put them in place", maybe a few slaps here and there and they fall in line.

Some of them however just refuse to break.

I beat them into bloody pulps, they don't break.

I use all the horrible torture devices, they don't break.

I use the fear spell thingy, they don't give a shit.

I leave them in the jail for years, they come out angrier than before.

Eventually they just go insane due to no "nature" and "temperament", still having never gone over F- due to lack of obedience.


 No.69072

>>67661

You have to raise their affection, remember Maquiaveli: a good ruler (or slaver, in this case) makes himself be both feared and loved. In this sense this game might as well be called Stockholm syndrome: the game.

First use "explain position" three days in a row and start by asking of them things they won't likely refuse (like exercise if they're athletic-minded, cleaning, cooking, etc., simple things) so you don't have to punish them. In any case punishments should be light so as to not traumatize your slave. "Encourage" is very useful at the beginning you she ends the day in a good mood. Sensual rewards and other ones that show affection are a must for her to become attached to you and able to overcome her unwillingness to do sexual or other stuff. Once they start somewhat obeying I make them wear boots and spiked collar for increase in temperament.

Once you figure it out it's fairly easy. Remember to check the wiki, use items, spells, etc. Anyway, that's what I remember. It gets repetitive so sadly I became bored with this otherwise fantastic game.

It'd be great if someone were to expand on it so that e.g. the sprites represent what you make her do and wear (instead of always showing the same generic image no matter who it is you're training) and there were more things to do, quests, etc. Also revise the obedience system to allow for more uniqueness and independendance from slaves. Once they stop resisting it all becomes the same and it doesn't matter who you're training, it's just generic character with no personality and identical behaviour patterns.


 No.70250

So guys I've been playing lots of dem KISS games

you can check out and find download here >>68452

basically crv is a slave training game, and the others are as well but disguised as something else, like dating or fantasy, but premise usually follows with fluff dialog

there are some interesting concepts regarding gameplay:

1. crv for example, it all skill grind, each skill being a cg scene, and leveling up individually,

the problem here is that there is a ton of redundant skills (like sucking a dick off and sucking a dick off while pinching a nipple), and that makes for repetitive boring game most of the time

but there is a interesting mechanic in game, there are vip requests that are basically special scenes with special requirements, after the event you also get a reward/punish thing depending on wether it was successful, (though still redundant)

2. xx2 had similar design, where as dates are the special scenes and the further you unlock them, the more interesting they get

H training is also different here, as where instead of just picking a slew of skills to grind, you must pick 3 consecutive actions only, they are in terms of H progression, like kissing -> foreplay -> sex

there is no individual skill level but instead leveling happens in different major categories (lewd - pervert - service - anal)

new scenes com from the heroine progression in general,

so while playing all of these I've also been taking notes as how I could apply these points to our little slave trainer here,

and I also need to refresh my memory on how the original JoNT plays

one of my thoughts is how improving of H skills will go, same as non H, just regular training and possible level up, but instead of a lot individual skills, try to arrange them in fewer categorical ones,

the results of said skill will then appear when having sex with the slave, being it for reward or punishment, or simply busting a nut

to sex scenes will be planned by the player and how they play out will depend on skills from both the slaver and slave, and also how much they were yearning for beforehand…

I also plan on having extra scenes that can be achieved by meeting requirements and happens outside of training, like gangbands for example

jobs that slaves can take, so you could have a income without needing to sell a slave, some of these jobs can H, good or bad,

other events can just be purely H, not random per se, but unlocked when conditions meet,

this all would make for the H content to sill be arousing and be given as reward to the player, and not just simply going a grind after another.


 No.73032

Plz tell me this is not dead !


 No.73584

So, I can't start he game for some reason. Got the version from GitHun and Godot. I just can't seem to be able to press "New Game"


 No.74625

>>73032

I've been looking to get back, but its a slow process and I haven't got the time

>>73584

good job, but if right there isn't much to game at


 No.108254

>>74625

any update?


 No.109917

>>43894

don't live in the slum and make food


 No.109931

File: 9f984b805789bd2⋯.gif (369.31 KB, 500x240, 25:12, apologies.gif)

>thread still gets bump after all this time

>>108254

it's dead Jim, though and facing the prospect of getting it together again

just recently I've finished my grad course and find myself with tons of free time on hand


 No.111458

File: 7f7d77882e80ba0⋯.webm (893.91 KB, 1312x848, 82:53, output.webm)

I am not the original dev, but I played around with the project a bit.


 No.111597

>>111458

are you the dude from github?


 No.111692

>>109931

>thread still gets bump after all this time

not surprising, if something were going to get cloned into open source this would be the best choice. jo9s is the only one of these that's reasonably polished.


 No.111983

>>111458

anyway, did you manage do get the content from LFS without issue?

what you did there is pretty impressive, we should meet on discord so I can give you pointers and explain whatever


 No.111993


 No.112002

For the record, if this gets revived, I think trying to include 3D models like Gfurst seemed to want is a huge mistake.

Bigger barrier to entry than 2D art and holy fuck the faces of his models were absolutely terrifying

I'll be keeping an eye on this though, if it gets cleaned up to a workable state I might look into contributing

Side note: the LFS server is horribly slow, maybe it'd be better to use a gitgud repo for everything? Could make a LFS repo on there as well I believe if you want to keep content in a submodule.


 No.112012

>>112002

>Bigger barrier to entry than 2D art

well, the thing is that 2d art is incredibly harder and more expensive to make, not to mention getting customization options with it

>the LFS server is horribly slow

yeah its basically my home connection and I also do torrent, so….

those alternative github hosting sounds good, but needs to be something anon friendly


 No.112015

>>112012

You're right, 2D is more expensive.

It's still a mistake to use, in particular, THAT 3D art, unless you can get faces right. It looks like that'll involve, among other things, a new shader.

gitgud is anon friendly, in that you can view and clone publically viewable projects just fine, and it's already used by lots of other large projects on here (Free Cities, fc-pregmod, eragames).


 No.122577

>>111458

Are you still lurking around?

been checking the code you've put up and seems bretty good on some things,

but I would like to talk more on what you did


 No.147136

Is this still alive?


 No.147205

>>147136

>no posts in 3 months and that was a person asking "are you still around?"

Oh gee anon I don't know


 No.147584

>>7035

All the guro in it makes me sick.

Also I consider it's system overall an inferiour one to free cities format. But, if there is need for a game with pictures, there is slavemaker which also has a better system (except little to no milking/breast expansion implemented in it).


 No.150512

>>147584

>>147584

>Also I consider it's system overall an inferiour one to free cities format

>there is slavemaker which also has a better system

care to describe these formats a little better?

I'm always wondering how to make a game of this type interesting and arousing to play

for me what usually does it is adventure/rpgm games where you have some kind of progression


 No.150586

>>147584

>(except little to no milking/breast expansion implemented in it).

you haven't played much slavemaker have you?


 No.150621

>>150586

I thought slave maker died? Something about the developer shitting his life in the middle of a big update. Is it still on-going?


 No.150625

stop bumping this thread for no fucking reason dumbasses


 No.152681

>>150621

you gave me an scare,, (hes an old project acquaintance)

Cmac is alive, just the common bad health thingy


 No.153367

>>152681

>common bad health

why is it that it seems like every developer of porn games gets sick every 3 days? Is there some sort of genetic predisposition of porn game makers to get sick, or do they just seem to not take care of themselves? It's a question I've had for a long time.


 No.153371

>>153367

creating a porn game curses you


 No.153386

how do i actually play this ? i downloaded the repository but what am i missing ?


 No.153479

>>153367

It's when you're a lazy piece of shit but you can't say that outright because you will lose Patreon backers so you catch 50 colds and lose 3 grandparents every year


 No.153494

>>147584

In what way is it inferior to free cities? JONT's energy (limited actions) mechanic makes player choices per turn more significant. JONT's slave model with physical stats, aural stats, mood and rules with obedience derived from multiple sources (fear/ habit/ awareness/ taming/ devotion) is far more nuanced and interesting than FC's devotion/trust scale. JONT's diligence/merit/sin modeling and direct player option of rewards/punishments (plus spoiling for too much reward / no punishment) have no parallel in FC. The angst/despair mechanic in JONT that results from abuse (and negative mood) does not exist in FC. Etc.


 No.158296

>>111458

hey anon, where did your repository go?

I remember looking at it at some point in time, but for the life of me I can't find the link


 No.158434

>>158296

Not original anon but here it is https://github.com/Gfurst/Jack-o-Nine-2.

Just curious what you want to do with it?


 No.158439

New commit in the repository after all those month of silence and it is just ip address change in configurations. :D :D


 No.158462

>>158434

not that one, the quoted anon above had a different version which he worked on

he shared the repo somewhere but its missing now

>>158439

more like D':


 No.158481

>>147584

I only play for the guro.


 No.159037

I have a announcement to make

I have moved the main development place from github to gitgud,

as some anon recommended me before, it is more friendly towards the content and also has working git-lfs backend

so now we have better speeds from anyone download the files, and more protected anon-wise

the repository is not public though, so you need at least to be logged into gitgud to access it

https://gitgud.io/JoN2/JoN2

https://gitgud.io/JoN2/setCRV

on other news I've decided to revamp the code once again, the way it is, was borderline madness,

I've already though of ways to make the code much more sensible and sane, more suited to how godot works

I've also thought about gameplay stuff and how to make the game more interesting, even if it means being different than the original

for that reason too I'm pushing more the JoN2 name, which was basically from the start, but to also give spacing from faggots looking for the original one


 No.159201

>>159037

>on other news I've decided to revamp the code once again, the way it is, was borderline madness,

So you've gone from making absolutely no progress to actually making Negative progress.

k.


 No.159227

>>159201

At least he's back, that's a plus.


 No.159455

>>158481

this guy gets it


 No.159921

if anyone interested

https://discord.gg/wRrJS2n


 No.161160

File: c4d25c07e663338⋯.png (60 KB, 733x703, 733:703, God damn.png)

Anyone got Jack-O-Nine-Tail 1.7.5 download that isn't MEGA or Google Drive? I don't want to have to pay just to download 5gb of stuff. I can't find a magnet or torrent for it anywhere.


 No.161189

>>161160

Use megadownloader, it can bypass the file size limits (and the time limits if you download a lot of shit).


 No.161270

>>161189

It's also on a blacklist of programs that cannot run on W8 or W10 without a lot of effort.


 No.161271

File: 095f371491f4c82⋯.jpg (57.2 KB, 624x480, 13:10, 1464971909310.jpg)

>>161270

You expect sympathy and assistance for running a retarded OS?


 No.161274

>>161271

Of course not, I don't even use Windows. But maybe when you're giving advice to technologically retarded people, you should keep in mind that they are almost certainly using the biggest operating system in the world.


 No.161275

>>161274

They deserve mockery, not empathy.


 No.161463

>>161189

Thanks anon. But I found a still working link on J09 wiki

http://wiki.anime-sharing.com/hgames/index.php?title=Jack-o-nine#Cheat_Engines_guides

Also, what the best way of making money quick? Do I sell D+ or C+? Do I sell them to auctions, or to contract?


 No.161472

>>161271

If you run any OS except TempleOS you're a cuck tbh.


 No.161512

>>161463

This thread is for JONT 2. There's a thread for the original game on /htg/ at https://8ch.net/htg/res/7680.html that has some info, tips and links to guides on HF thread.


 No.162979

File: b6c7251f1fa9ea0⋯.webm (2.27 MB, 1280x800, 8:5, testing-2018-02-08_18.04.….webm)

so, good news finally

I'm nearly done with this stage of development, loading and base locale scenes done

basically, the same where I was before the dreaded HDD crash

however whole code is revamped, better loading process and turning data into nodes while still keeping the plain text data makes everything a whole lot cleaner

I'm gonna post some more technical details at the thread in /agdg/ board, if anyone interested and wants to help somehow

also, since I've settled well into gitgud, I'm gonna be deleting the github project as well


 No.162984

>>162979

looks like it's coming along. thanks for the update!


 No.164387

okay posted up some more technical details if anyone is interested:

>>>/agdg/30539


 No.164395

>>162979

>>>162979

>Hard drive crashes wouldn't be an issue if people started using RAID arrays…


 No.164406

>>164395

why are you replying with empty quotes?


 No.164408

>>164406

I was not paying attention when I posted. Somehow I did that.


 No.164415

>>164408

I didn't mean the post number, I meant the quoted text, why?


 No.164516

>>162979

Sorry if this was already explained on the thread, but after reading the JONT thread on /htg/ some people were raising issues about the game not allowing to keep slaves in a meaningful way/pushing certain fetishes while outright lore-banning others like pregnancy. I was planning on playing again but after remembering the reasons why I deleted the game I lost completely all the interest in it, just too many balance issues/fetishes that are pushed for no reason and tedious gameplay that is sometimes borderline illogical. I imagine there's still ways to go to arrive there, but what is the plan as of now for JONT2? Practically same game in a new engine or a game loosely based on JONT on a new engine?


 No.164554

>>164516

>but what is the plan as of now for JONT2? Practically same game in a new engine or a game loosely based on JONT on a new engine?

its alright, at first was aiming for a very close remake, and go from there to make improvements on game and whatnot, much of the faults of the old game were underlying with its spaghetti code and that mess to manage each single slave file

since then, I've changed my mind into making a better game altogether, coupled with the stolen assets from Custom Reido V, it should also should look a lot more with that game in terms of content

basically, what I've envisioned is the paperdoll customization from KISS, coupled with a more in depth slave training from JoNT

>JONT2

for that same reason, I'm pushing more for JoN2 name, to distant itself from the original game a bit,

so in terms I'm looking to have simpler gameplay, more streamlined attributes and skills, and sex scenes as rewards, instead of just selling your slave for example, having her work on some places for money instead

thus it should be much more geared towards an hentai game, as I found the original to really lack in terms of ecchi

and as a matter of fact, I just begun reviewing today what I'm taking in terms of attributes and skills, playing the original game and reviewing design and stuff

>just too many balance issues/fetishes that are pushed for no reason and tedious gameplay that is sometimes borderline illogical

I'll have to say too, it should be much more vanilla at first (besides very lewd and S&M stuff), primarily because I'm limited to the assets in hand,

but also because I'm not here to cater to anyone's fetishes, instead I'm more geared into pushing a decent hentai game


 No.164735

which by the way, somewhat relating to the above,

regarding gameplay desgin and questions

I've started documenting player/slave stats and attributes of what they gonna have

better to have a proper plan on everything we gonna have and how they interact with each other and gameplay

and as such they're also open for discussion:

https://gitgud.io/JoN2/JoN2/wikis/player-stats


 No.164844

>>164554

> I'm not here to cater to anyone's fetishes, instead I'm more geared into pushing a decent hentai game

I love you anon. Even if you end up making another pimping shit-game, I still like you for having the heart on the right place, never change.


 No.164882

Cant find this info on the hongfire link but where in the hell do I extract the MasterNoName animation Animation pack?

already got the Oslow one and managed to exctract that since all you need to do is copy paste content folder.


 No.165681

>>164554

Just make it easy to add girl packs and the game will be a slam dunk.


 No.167887

File: 5ac9ee0607abbf7⋯.webm (956.57 KB, 1288x836, 322:209, testing-2018-03-03_13.03.….webm)

File: 291cf1b1d1a021b⋯.webm (1.78 MB, 1288x836, 322:209, testing-2018-03-03_13.06.….webm)

File: 6a85c05d150c2af⋯.webm (1.3 MB, 1288x836, 322:209, testing-2018-03-03_13.10.….webm)

hey people, make way for some news

I've been working in the past two weeks on the layered girl system, and admittedly, it was slow at first, but that's because I had to basics to python and gimp scripting

after that I sort of got the hang and improved a lot on the initial script coded by ballzz

in brief, what I've done is improve the generating script, so now at least it works for CRF as well (and fixed that unicode error I was getting)

made a function where you can input your tags and preview the image from gimp it self, so its easier to preview stuff

also a quick replace/delete function for simple batch processing of the layers, should suffice for most simple operations

and finally improve the export algorithm, now they also export every layer to the specified directory

and with all that of the above accomplished, I was able to start developing the classes for such type of data to take place

made the previewer screen as seen in the attached webm, my idea is that with this you can just check which tags you want on the scene and write it up, simple enough

but not as simple yet, as this classes just take a bunch of tags and generate images accordingly, but a lot of these tags are character related while others are just based per scene

still its a big step forwards, with this I was able to finally categorize all of them tags, start applying some of the process and move to develop something else

to note as well, there seems to be quite a few inconsistencies even from the original KISS stuff, so manual touches will still be required


 No.167891

>>167887

Looking good!


 No.168025

>>167887

Excellent work, anon. Keep this up and this game will become the shining gem of /hgg/.


 No.168520

File: c04513ca8939c2c⋯.jpg (48.75 KB, 960x780, 16:13, tg.jpg)

>>167887

>This is still being worked on

Oh, sweet. I liked the original, and if the sex scenes are all modular (wouldn't that take quite a bit of art work?) then it should be even better.


 No.168523

>>167887

Wow, that's a great system.


 No.168524

I'm really new here, how do I run this now? I've got the repository and godot downloaded but I can't figure out how to run the files.


 No.168533

>>168524

> how do I run this now?

you just don't, the source is for development and the game is far from demo stage

>>168520

> wouldn't that take quite a bit of art work?

it would, this why I used steal art


 No.171152

>>168533

>it would, this why I used steal art

Tbh I support this as long as you're upfront about this and cover your ass. Sex games are already a niche market, actually good ones are far and few between and the modern market often results in development hell.

The biggest problem I had with vanilla and some of the mods was the formula they used to calculate success on sales and competitions. It would be great if this got fixed.

Freaking slavs love their RNG.


 No.171202

File: ac10fc968c9295e⋯.webm (6.28 MB, 1920x1012, 480:253, preview-2018-03-12_18.21.….webm)

File: 2be7b3c3a119edc⋯.png (140.61 KB, 560x600, 14:15, OV005.png)

File: 8832d0b61ac048c⋯.png (124.96 KB, 560x600, 14:15, OV002.png)

File: 88de1c7bc42b983⋯.png (521.29 KB, 800x600, 4:3, EX008.png)

File: 9d8e2134771dbd4⋯.png (581.44 KB, 800x600, 4:3, EX015.png)

so here I come with another small update

still been working on the gimp script, and for some reason I was really curious about the CRF artwork

and now after some work finally I'm happy to say the script is in a final stage ready for production,

importing from CRF presented me with some issues that ended up making the more much more robust and flexible

it can import recursively into directories and from several scenes at once (giving a prefix filter)

this was important because of how the CRF were structured together, and because of how the cosmestic add-ons were presented

its more robust in a sense that now the script checks for groups and layers so it wont duplicate them,

it wont break if there a missing file, instead just logging the occurrence and moving on,

I've also added a lot a of decent processing functions, for checking tags, previewing the image, finding errors and such

I've also solved the "multitag" issue, where something like BstABC could represent either BstA BstB or BstC, these are exported properly

so it also gives a lot more of feedback and will make batch operations quite a breeze

with that done I was able to review the CRF assets (and the original CRV as well), quite better, and I have to say I'm intrigued

for the anon that suggested it earlier, I'd like ask you to share more on what that game was about, and what scenes did it have

for one thing, while CRV is about making a sex slave at a modern school, CRF is about a fantasy setting and turning princesses into slaves

both have a younger and older slave counterpart, however the difference in CRF is smaller and they seemed to have the same scenes

so the discrepancies between the two are smaller, and while CRV had pretty good training scenes is was quite lacking elsewhere

in comparison the combined gimp files for CRF is 2.4 GB, while CRV is 1.8 and larger in resolution, so there definitely is something more there

and finally, CRF had a succubus heroine MC, with customization, scenes for herself and som scenes with her and the slave

so it does open a new possibility of being interesting in the context of the game, either by being a custom type assistant, or the slaver himself

read the story of female slaver having to make do and rise from irrelevancy

overall its been a slow couple of weeks, as usual I will see to post more details in the other board


 No.171222

>>171202

Wow, that's a lot of awesome work! The art sucks though.


 No.171284

>>171222

I think the art is fine for something randomly generated. It works for Jack-o-Nine because not all of the slaves are gona be good looking.


 No.171335

File: 2dd5da16082638d⋯.jpg (14.66 KB, 300x300, 1:1, 2dd.jpg)

>>171202

jfc I was hoping for just some updates and small additions, but you're full on creating a Build-a-Bitch Workshop. Fuckin' sweet my man.


 No.172173

File: cffc62e2f8dd5e3⋯.webm (1.76 MB, 1288x836, 322:209, preview-2018-03-16_15.50.….webm)

File: dfdce062cb874f3⋯.png (141.4 KB, 1024x800, 32:25, preview.png)

File: cd9b541c3e6e147⋯.webm (3.5 MB, 1288x836, 322:209, preview-2018-03-16_16.03.….webm)

File: 16423d89810feaf⋯.png (725.44 KB, 1024x800, 32:25, preview2.png)

made some cool breakthrough today….

revamped the loading process, now textures are only created when needed, images are stored on memory only, there is still no compression in that manner, but from quick tests its much better

also got the layers to render on its own viewport, which will solve potential problems down the line, and also has this neat feature saving its screen capture

the bad news is that I had spent a lot of time checking out the CRF assets this last week,

and even though I've made some great improvements to the exporting script, there are still a lot of inconsistencies with the tags in each set

it may be the case that the tags used for the images are not directly linked with their name (the unreadable garbage in bin files)

what this means is that batch processing is unlikely to occur, sets need to be check 1 by 1 making corrections and whatnot,

there isn't a catchall regular expression to find which tags are useful or not, there is no real pattern that works

so meanwhile I've added a ignored tags that won't be included in the exported meta


 No.179247

>>172173

IT'S BEEN OVER 2 YEARS AND YOU'VE MADE 0 PROGRESS. FUCK YOOOOOOUUUUU!!!!!!!!!!!!!


 No.179253

>>179247

Where did OP touch you on the doll?


 No.179328

>>179247

>waaah the game developer that is making a game as a hobby and for free and that has no obligation to the rest of us isn't fulfilling my personal deadline for his project >:(


 No.179347

>>179328

Maybe he doesn't have long to live and wanted to see the game before dying, I can't blame him if that's the case, and he really seems to be suffering a terminal case of faggotry.


 No.179349

>>172173

Amazing simply amazing.


 No.179491

>>172173

Really great basic set of options for the engine. I think the community will fill in a lot of the girl and scene data, so the sooner you can get working events and gameplay out the better. Looking forward to your work!


 No.179509

>>179328

>for free

i guarantee he would have made a patreon if he ever got close to finishing it.

>>179253

>>179347

let this thread die already, you're obviously never going to finish even an alpha build. your thread is literally a waste of space on the catalog until you actually start making real progress.


 No.179539

>>179509

Well sure if he gets close to finishing it and he actually puts up a patreon, then you still can't complain. It'd be your stupidity if you invest in the game while knowing the developer works at their own pace and not yours.


 No.179549

>>179247

Same but ill bump


 No.180711

>>179539

>works at their own pace

>works

>pace

L O L


 No.180958

I honestly think that what OP is doing is a dead end. Stealing "paper-doll" assets from another game is not in any way better than reusing images from original game. What problem does it solve? Users were pretty satisfied with original having stolen graphics, so it weren't images that were appealing, it was gameplay (which is implemented at 0% it seems).

The single pro for paper-doll graphics is just better visual feedback. But amount of cons is huge:

1. It is still unoriginal art, people who played CRV will see it all over again.

2. Nobody will be making graphics packs for this game. It already took OP two years to extract and process CRV assets, nobody in their mind will be wasting time on that.

3. Nobody will think about making original art for this game, see p.2.

4. OP is drastically restricting gameplay variety by using such hard to modify art - what is not included in CRV cannot be included in final game (insert your favorite fetish here).

5. OP has spend so much time on not really significant part of the game and who knows how much more time he will need.

6. Paper-doll assests potentially make the game logic more complex as now different emotions and clothing need to be addressed and displayed. Also it unnecessarily increase amount of bugs in graphic engine.

7. Ripping all visuals from a SINGLE game really can attract attention of owners and copyrighters.

Even using the 3d models was a better idea, since it is more flexible.


 No.181264

>>180958

> What problem does it solve? Users were pretty satisfied with original having stolen graphics

the problem was that random images of different girls and scenes didn't really convey what was happening, and there was a lot of repeated images

not to mention the problem with manually managing the huge amount of images and "slaves",

if you ever check the files of the original, basically every single slave is manually done, which is managing nightmare

> so it weren't images that were appealing, it was gameplay

yeah the basic gameplay design was a problem, because it was repetitive, even though interesting and challenging at first it quickly bores after an hour or two,

and the biggest issue, I didn't really find it arousing, which is problematic for a h-game

> It already took OP two years to extract and process CRV assets

> Ripping all visuals from a SINGLE game really can attract attention of owners and copyrighters

this is not true, I just went dead after the HDD crash and kinda lost enthusiasm,

and just to prove a point, I've switch to the CRF assets in this year, I've improved my tools for automation and they're basically ready to use with some minor fixes

you have a point about the copyright issue, its a real problem, which brings me to the next point:

don't forget that I'm doing this as a hobby, so real life, money, social, well being, comes first,

I would indeed like for it to become a income source, but as well as others mentioned in this thread, I don't to rely to something like patreon, I don't want to (and can't) charge for the game,

I aim for it to be fully free and open-source, but how can one get income to work full time on something like that?

> Nobody will think about making original art for this game,

this is false, you fail to see the point of the paperdoll system,

for example to uncensor all of the original art, you only need to draw small pieces of art, the penises and vaginas respectively, only once for each scene

the only challenge there is to keep it reasonably close enough art style, the same could be done for adding new stuff, only really creating new scenes would be a problem

> Even using the 3d models was a better idea, since it is more flexible.

using 3d is indeed a reliable option and something I did consider, that's even more possibility with godot3

however I am not a graphical designer and that would need to be done with someone else


 No.181341

>>181264

> the problem was that random images of different girls and scenes didn't really convey what was happening,

Yes, paper-doll mechanic increases visual feedback, sure. But still, those images were not that random. After all, they either were edited (heads cut off) or/and manually assigned, so several slave's properties matched (age, hair color…). Yes you do not see exactly the slave you are training, but it is still similar enough to leave your imagination fly.

> and there was a lot of repeated images not to mention the problem with manually managing the huge amount of images and "slaves", if you ever check the files of the original, basically every single slave is manually done, which is managing nightmare

I actually checked original game files some time ago and was surprised that all images related to actions were hardcoded. But paper-doll mechanic does not solve this particular issue. Assigning comprehensive tags to already existing images and creating sophisticated engine that matches tags with slave properties and selects proper images at random is a solution. And a cheaper one than paper-doll engine.

Question is how to assign tags to images. In original they were kind of saved in the file name, but this is really not a good option. Another option is to create JSON file(s) that will match filenames with tags. Or use image metadata, if it is even possible.

> yeah the basic gameplay design was a problem, because it was repetitive, even though interesting and challenging at first it quickly bores after an hour or two,

Paper-doll mechanic does not solve this issue. Any game will become repetitive after some time. Even if it is AAA project with millions of dollars and man hours shovelled into it. Repetitiveness was a consequence of that there were no main quest line, no progress, everything was available from the start and final goal was not really desired. Just a sandbox.

> and the biggest issue, I didn't really find it arousing, which is problematic for a h-game

Actually, I do not think that Jack o nine is a h-game. It is a game with erotic/hentai elements. Gameplay does not circle around sex. Compare it to what Zone Archive does/did. Flash games with only sex and nothing more.

Also I was pretty frustrated with 1.7.x version poking hentai gifs in my face with every action. Slave is cooking/cleaning? Why not show some unnecessary hentai images, right?

> this is not true, I just went dead after the HDD crash and kinda lost enthusiasm,

Totally understandable. Anybody would loose enthusiasm after so much time. But my point was that anybody with image editor and straight hands could do a visual pack in short time period. Now you need to find a game that has suiting assets, rip them off, arrange and import. Also, how will you solve the issue, when you have one piece of clothing that matches only to bodies from single game, but not from the different one? You will have to include only restricted universal set of clothes that can be found in both games. What if you will want to include 3rd game? You will have to modify existing set of clothes. Point is that this mechanic is extremely inflexible to cheap changes.

> and just to prove a point, I've switch to the CRF assets in this year

Well, we had one game, now we have two games from same developers. An improvement right? Question is, how much universal your engine is? I am sure that CRx authors use same engine for their games to cut dev costs. So asset's mechanics should be pretty similar. Even if you are not restricted just to CRV, you are restricted to games of that series. (I might be wrong with this point)

> don't forget that I'm doing this as a hobby, so real life, money, social, well being, comes first,

Pff, you do not need to repeat obvious things. But people who will improve the future game will also do that as a hobby, they will be in the same position as you are. Do you want them to waste their time needlessly? Author of original was in the same position as you, thats why he went for the cheapest option he could. Per his blog he received close to none fundings if any and even was prosecuted by russian police for creating extremist content (russian laws are harsh).

> this is false, you fail to see the point of the paperdoll system,

We will need an actual artist to solve this argument. What is easier? Draw or modify existing paperdoll assets so they do not break anything or create few new images to introduce new fetish. After all, players of original game expected images to not be precise.

> however I am not a graphical designer and that would need to be done with someone else

No news from Lamoli? Did he drop this project?


 No.181570

>>181341

>But paper-doll mechanic does not solve this particular issue.

how doesn't it solve that issue?

let me explain there are two type of tags, attributed and situational, the first are related to your slave (boob, hair, face, clothes) the other are situational (how many dildos, what fluids are appearing, expressions)

in this system you still need to assign situational tags to specific scenes, buts that's half the effort already.

>Assigning comprehensive tags to already existing images and creating sophisticated engine that matches tags with slave properties and selects proper images at random is a solution. And a cheaper one than paper-doll engine.

literally false, since you would still have to go manually to each of the gazillion available images and write them manually, not to mention implement a complex match making algorithm that picks fitting results at random…. (and they would still just be random images)

>Paper-doll mechanic does not solve this issue. Any game will become repetitive after some time.

no it does not, but I am going to change the core gameplay to be more fun, and I was just giving another reason why I'm developing the game in the first place.

>Actually, I do not think that Jack o nine is a h-game. It is a game with erotic/hentai elements. Gameplay does not circle around sex. Compare it to what Zone Archive does/did. Flash games with only sex and nothing more.

but an h-game doesn't necessarily needs to be a nukige, just take a look old KISS games themselves, or h-rpgs, and other management simulations and whatnot,

however if it fails at its main goal of being arousing, then its just a bad eroge

>No news from Lamoli? Did he drop this project?

good call back, he did disappear too, though what he was suggesting was more like 3d in 2d, not actual 3d rendering in game

and keep in mind too, that for something like this you modular 3d models that respond to a ton of parameters, akin to what we see in big games like CM3D2 and Honey Select, which is far from trivial


 No.181587

Op taking year long naps?


 No.181759

>>181570

part 1

> how doesn't it solve that issue?

Terrible phrasing from my side. What I ment was, that paper-doll mechanics primary goal is to make visual feedback as precise as possible with different emotions, haircuts, clothing, etc. Variativity of visuals is just a consequence of that, not primary goal, because pure variativity can be achieved by cheaper, less challenging means.

Also I wanted to ask about how CRV(F) assets are structured. From webms I can see only coded names like codeA, codeB etc. Can any meaningfull text be extracted from these automatically? I mean, if player enters shop with clothes for example, he most likely will need some textual confirmation on clothes names to select what he want to buy/preview. Same might be needed for slave stats like skin color/race, physique, boob size etc. So there has to be a relation: human-readable name <-> tag for assets. Also there has to be an option to translate those names to different languages. If human readable names cannot be extracted/assigned automatically to tags/assets, you will have to process all image pieces manually. Now, how many image pieces are in the CRV alone? In original JoNT there are cca 3500 images just for slave avatar/full body and scenes, sex and torture. All images have meaningfull names, for example for scene it is scene-name_hair-color_body-type which can be relatively easy autotranslated into basic tags with meaningfull names.

Next for a modder if he wants to add several new images, he will have to assign tags to all new images manually which is hard work. But unless you have a tool that can automatically sort out names for paper-doll assest for at least different CRx game, not talking about different game series completely, it will be a nightmare to process all little image pieces manually. Also number of tags for paper-doll approach will be larger than for classical approach.

> literally false, since you would still have to go manually to each of the gazillion available images and write them manually

As I mentioned earlier it can be easily automated for basic tags: for full body images - hair-color_hair-length_eye-color, for scenes - scene-name_hair-color_body-type, for sex sex-type_hair-color_hair-length_body-type, etc. Unfortunately I do not see body-type (loli, milf…) in full body image names, but it has to be stored somewhere. If there will be a need for more complex tags - yes it has to be done manually. Question is, do you really need more tags?


 No.181761

>>181570

part 2

> not to mention implement a complex match making algorithm that picks fitting results at random

Imagine you have a file with many (file-name,tags) records -> file-name : {tag-name1 : tag-value, tag-name2 : tag-value}. It can be read and transformed into (tag-name/value, file-names) pairs -> "tag-name1:tag-value1" : [file-name1, file-name2,..] once at application startup. Next you have a slave with collection of pairs (tag-name,tag-value). Assign possible file-names to each tag-name/value. Now you have slave with pairs (tag-name/value, set-of-fitting-file-names-to-this-tag). Now make intersection of all set-of-fitting-file-names-to-this-tag sets and you will recieve set of file-names that satisfy all tags. Now randomly select an image from the set, so player does not see same single image every time. Not really a complex algorithm.

> (and they would still just be random images)

By random I did not mean images out of context, they will be matched byt tags, but not hardcoded like in the original. Is it really that hard to turn on your imagination and imagine that this raped woman with matching hair color and body type in the gif you see is the slave you are training?

> no it does not, but I am going to change the core gameplay to be more fun, and I was just giving another reason why I'm developing the game in the first place.

It is very known fact that game lives longer because of community and modders (see Skyrim). It is not in your or anyone else competence to make a game that will live for ages. Yes, more fun, more people will be playing on start. But without modders it will die pretty quickly. And by introducing paper-doll mechanics you are making modder's life harder for reasons I already mentioned - modder will have to find a game with fitting paper-doll assets, extract them and arrange instead of going straight to gelbooru and cutting images with gimp; modder will have to potentially manually arrange all paper-doll image pieces; modder will be restricted by assets he can find - no exotic fetishes.

> but an h-game doesn't necessarily needs to be a nukige,…

>>9751

This guy explained it better than me. For my taste original JoNT was enough arousing, sometimes even being annoying with all h-elements. If I would be making JoNT remake, I would concentrate on making good slave management game rather than good eroge, since there are plenty of just good eroge.

> though what he was suggesting was more like 3d in 2d, not actual 3d rendering in game

So like making a gif/webm with animation separately and importing into a game instead of directly rendering 3d character with some background? Sad…


 No.182685

>>181761

>>181759

well, let me try to explain something, because you seem to be thinking way to much in the context that the original game seemed to do things

so for a moment try to forget everything that you knew about the way that game worked and let me explain what I did with the assets

first of all I wanted to figure out a way to use CRV assets because of their modular nature, they have literally thousands of little images, when layered and put together form an image,

all separated into different scenes (or poses more likely), so that a single set can compose numerous variations right

each image was accompanied by a binary file, containing its meta data, like name, positioning in the set, layer depth, and some gibberish which was probably the tags themselves

first challenge was able to read from that binary and be able to decode and get positioning and layering from it, which I was only able to do with the help of a ballzz, who offered a hand

without it, it would required to manually position and find layer for each image which would be beyond impossible

but it was that same script that I've worked on this year, to adapt, improve, and make it work with CRF, as seen in this webm here >>171202

luckily each image is sort of named with the expected tags it has, so when exporting all the images back the script also writes meaningful metadata that the game can read (name parsing is done with regex)

so the code component of my game that displays this image, takes a list of tags, filters the layers from image set and displays the image properly, as seen here >>172173

this component is only responsible for displaying images, there are two kinds of tags, attributes and situational,

attributes coming from the slave data itself and her attributes, and situational depending on which scene or where in the scene it happens, for example, before/after penetration, crying, ejaculation or not

it is not a system that is hard if you want to add tiny bit of modding, like decensoring, or adding a piece of clothing, but it will be pretty hard making wholesome new scenes indeed,

since it requires drawing for all body variation, every accessory, every piece of clothe, and etc, and not to mention hard to nail art style looking the same

its still better than adding a image of insert your fetish here and claiming it has insert your fetish here as well… and as I've said before, I'm developing to cater to anyone's fetish

and with modding regard, there will be plenty of chance of adding content, non imagery content that is, that is because I'm developing the game in a scene concept oriented way

because originally the game was just about training and selling slaves, but I'm aiming for scenes to play out, for example after you sell a slave, like a reward kinda system

since scenes can be easily written in my system it opens possibility for a lot of modding, and not to mention CRF has ton of scenes, that it will be more than plenty initially (briefly over 60 thousands individual images)(over 2,3GB in gimp files)

>So like making a gif/webm with animation separately and importing into a game instead of directly rendering 3d character with some background? Sad…

it was more like exporting the rendering into modular layered paperdoll, so you could just compose a scene/pose and render every single variation automatically

it wasn't that easy to do either, fully rendering in the game itself would be better indeed


 No.199969

Is this an open-source project

or is OP dead and all content lost


 No.200056

>>199969

https://gitgud.io/JoN2

Last commit was two months ago. Not sure if the repo's been moved since then.


 No.200314

Dead project, stop bumping it ; )


 No.200943

>>200314

It's sad, too, since JoN was such a good game.


 No.205253

Might as well talk about Jack o Nine here, though. Is there any way to speed up the early game grind of training D-rank slaves?


 No.205952

Hey guys, could anyone with the game files upload isabela's "full" GIF file for me? Mine got corrupted somehow. Thanks!


 No.205975

File: bae0fb8eb6f5757⋯.gif (101.73 KB, 795x596, 795:596, isabela.gif)

>>205952

Brainlet here, what do you mean by full? I only have the original version, are you playing the HF mod?


 No.206086

>>205975

No, this is exactly what I needed!

THANK YOU SO MUCH!


 No.206322

>>205253

>Might as well talk about Jack o Nine here

might not, there is a ded thread over at /htg/


 No.251351

>>9735

Still around? Is this project still going? Is it worth commenting or am I just blogposting here?

Personally the only grindy part for me was the sexual skills.

You had to train four-five skills, like anal, sex, fisting, and anal fisting, to level up a single type of sexual skill (penetration), which still counted only as one skill towards raising the quality of the slave.

So training anything B and above is a fucking grind of clicking around, while the other days you could get up useful skills relatively easy, or teach obedience in various ways, and reward her in various ways too.

My second suggestion is that requests of the clients were not picky enough. Girls had qualities like "Accustomed to pain" "Impervious to luxury" "Introverted" and so on. Some of these made training easier, while others made it simply more difficult, adding no value to them. So the smartest thing was to discard these slaves. However if some clients were to ask for traits like this in specific, they would be worth keeping around. Like Uncle Bo who said "he likes them a little spoiled"

One of the more interesting assignments I remember was when a general asked for a playmate for his son. Someone who is good at it but still virgin, someone who is educated and smart so she could teach him, and know how to handle him, and have etiquette so these things would rub off of his son as they grow up, and they could potentially be a couple by that time.

As addendum to clients not being picky enough; it was more profitable to train up a girl to C or something and just auction her instead of make a B-grade maid or something and sell her to a resident in the quarters.

Finally as someone mentioned random occurrences; they are great.

This is a management game; the goal is to achieve goals, make plans, try to follow them, and finally to use opportunities, versus balance issues. Random occurrences provide the last two.

Also some changes that would be great but I can see why implementing them could be problematic:

>Train/own more than one slave at the same time (at least two)

>Have the treatment of one slave affect the other ("I don't wanna be punished like that/ I want a reward like that" etc)

>Have them escape if they are too resourseful/strong vs your defenses. Either disappear if not branded (it's a thing in the game), or need to be picked up at "lost and found" with sparks, making this an undesirable outcome.

>Maybe have pets as a defense option

>Design your brand (in text is enough)


 No.251355

>>251351

Oh and I'm sure if you could give a dick to your assistant (maybe trough potions so there is more incentive in keeping a laboratory, or temporarily by paying sparks to someone?) would play into the fetishes of some people, but more importantly it would allow you to teach sex techniques without using the character's energy, or hard to train expertise.


 No.251572

Can anybody explain to me why porn developers always fry their hard drives?

I used my old one for literally over a decade and I only replaced it because it eventually got pretty small for modern shit.

What the fuck are you worthless retards doing with your hardware?


 No.251578

>>251572

This is something I have wondered about as well. I suppose maybe it is only noticeable because we are watching? Like, it happens all the time but usually to random fags so nobody cares, but when it happens to somebody developing something we are watching it is noticed?

Or, more likely, it's a way to excuse being lazy and abandoning a project.


 No.251600

>>251572

I think it may be related to the debilitating diseases they always seem to come down with.


 No.251616

File: dade559a0646be8⋯.gif (212 KB, 1380x1602, 230:267, 1509465263472.gif)


 No.251640

File: 67a20473d5ff945⋯.jpg (95.16 KB, 720x710, 72:71, 1.jpg)

>>251572

Porn devs probably just love the 3TB seagate hard drives.


 No.251646

>>251640

They are just so dang affordable.


 No.252012

File: bb218043ed5db53⋯.webm (2.1 MB, 640x358, 320:179, come_on_let's_work.webm)

dev here, I keep waiting for this thread to die but it amazes that till this day people somehow manage to bump it up

>>251351

thanks for the feedback, things like these are what prop my interest up,

I did actually write up some notes since I was moving into character attributes and skills

> regarding sexual skills

I planned a whole revamp, I'm OCD when it comes to balance, so I thought up 3 main skill categories - applied - social - sexual

regarding sexual I would like to reduce it down, have it less redundant as possible while still keeping complexity, and while at that change the training method, since a quick scene you have to grind a lot just wouldn't be fun

this is a common issue that comes with games from the kind (like KISS games), and its not so easy to solve,

one of the things I thought was having you be able to do sexual training once per day, so get pick up a act or routine and plays it out like a sex scene, the difference here is that each act may increase more than one skill,

> regarding traits

I also started writing down traits, and the hard part here is like you said, making it so its something meaningful in gameplay and not just a stat to make the game harder/easier

this along with attributes and sex skills, is the kind of thing I need push out and get feedback with experienced people in the genre, though not as important early on in development

> regarding client requirements

another whole point that sums up together with the above, I would change so that you don't necessarily just sell your slave and done with it

I think the game would benefit great for having your slave perform jobs and scenarios, for example, after you reach certain skill requirements, you unlock a scene for your slave to work at the pub or in a brothel,

effectively gaining bonus shekels, also further increasing her skill in sexual areas, unlock more content and more importantly, having actual VN like sex scene playing, since the point is to be an erotic game

at the same time there should be actual selling of the slave too, so in some sense you train her up but still get rewarded with shekels and specific scenes, but have that slave no more

> regarding multiple slaves and balance

I see no problems with being able to have multiple slaves, in fact I even plan to break that distinction between assistant and slave, both are the same except you trust one to do chores for you, so a assistant could do things including sexually training other slaves

there is little point in discussing balance yet, since there isn't an actual game its just theory crafting, and its NOT the same as the previous game, so it would be pointless, even though we can and should take it as a basis


 No.252017

File: f2bc3fcb974b943⋯.webm (1023.37 KB, 600x325, 24:13, convenience.webm)

>>251572

> why porn developers always fry their hard drives?

well hard drive just die eventually, they are mechanical spinning wells, all mechanical parts are bound to fail eventually

and FYI, the failure happened last year, precisely around 1 year I think, and even though it set me back a lot, I did recover and done some progress this year

but to give you context, I brought that hard drive when I built my first PC, I think around 2005, so give or take it would been more than 15 yo, not only was it older, but had older technology

>>251578

>Or, more likely, it's a way to excuse being lazy and abandoning a project.

granted, but I didn't actually use it as excuse or anything

I said openly that rewards for me devoting time to project are pretty diminishing, with the sole exception of personal gratification of having made something to proud of

and its like I was charging a patreon either so you can't put me down with the usual shitpost


 No.253425

>>252012

>dev here, I keep waiting for this thread to die but it amazes that till this day people somehow manage to bump it up

I mean it is a great fucking concept. The original Jack-o was a brilliant idea, long before Akabur have popularized slave trainers with his stuff.

>I think the game would benefit great for having your slave perform jobs and scenarios, for example, after you reach certain skill requirements, you unlock a scene for your slave to work at the pub or in a brothel,

That would indeed be great, but I got this feeling that it hugely increases the already ambitious scope of the project.


 No.253460

Git down?


 No.253489

>>252012

Legends don't die. We are waiting in hopes of a comeback.


 No.253593

>>253489

Yeah I was literally playing my like 7th playthrough just yesterday. I love this game, and with expanded slave sets, media files, and maybe some ability to expand quests or events… it could just be the BEST.


 No.253695

>>253425

>long before Akabur have popularized slave trainers with his stuff

slave training is nothing new and Akabur stuff doesn't even come close (though I like his art style)

as usual the nips did it better, check out princess maker and following KISS 2d games


 No.253701

>>251572

I used to think it was bullshit but I had to recently replace a single hdd two times, the third time it died I just returned it.


 No.253801

>>252012

Oh my Lord Jesus, this thread is still alive??? Miraculous!!!

Your discord channel is silent, last commit on gitgud is half a year old. Last act of necromancy was performed here in this thread. Tell me dev, will you move your project forward (without anyone's help naturally, since nobody bothered to join you seriously during all this time). It is fine if you gave up long time ago, just give the last lurkers here your definitive answer.

This thread will not die without you acknowledging you will not continue your duty anymore, there always will be people full of hope and dreams.


 No.253813

>>253801

>>253801

This. I remember Princess Trainer's thread was around from conception to golden edition. We'll never let you die until you admit you want to.


 No.254198

>>253801

definitely not giving up yet, because I still think its a good idea, but don't get your hopes up either, though I appreciate the encouragement

on another note, I just saw someone requested for joining in the gitgud group, I didn't see because I rarely enter that e-mail account

so if you're still around please state your intentions


 No.254212

>>254198

You dun goofed now. I'm not gonna give up on your ass till 2025


 No.256443

>>254198

Do you have something committed on local? Or everything is already on gitgud? Is there any work done for the last 6 months? Not trying to accuse you of anything, just asking.


 No.258156

>>256443

I actually do have something, not local but other branch, didn't do anything for 6 months though


 No.258163

Can you marry personal assistants and have them bear your babies? If not, I'm sticking to the autism that is Free Cities.


 No.258284

>>258163

No and no. There's no marriage; either abortion or sterilization are mandatory (pregnant slaves are kidnapped by the Church).


 No.258671

>>258284

>pregnant slaves are kidnapped by the Church

Because they're trying to figure out why all children in Rome are stillborn. If you want a kid you pay the fog raiders to grab you a toddler to raise as your own.


 No.259151

>>251572

the terrible colds they keep getting infect their hard drives


 No.271747

>>258671

iirc, they are confescated not kidnapped. The Slave Owner gets reimbursed. The Vatican gets the childrens so there won't end up stillborn, because they are the only ones who know how to stop that. The President of the Serpsis house have been keeping the pregnant members of his harem and been trying to figure out how to produce legitimate heirs.


 No.271858

>>252012

Keep working you lazy nigger.


 No.271860

>>253695

Ivan-san still popularized them, anon, no need to dispute the obvious.


 No.271921

>>271747

tl;dr: shitty lazy dev tacked on some extra special "lore" avoid dealing with birth and tracking relations.

It would be a really good game if it wasn't coded by a 3edgy5u tryhard faggot who had a ten-foot woody for gorn.


 No.272451

>>271858

just a quick heads up, but things have been hectic lately

I have to study for some big application test this end of year,

and brazillian elections are just around the corner and been proving to be quite troublesome times


 No.273526

>>272451

Don't worry, the right man will win and degenerate homosexuals will be put up against a wall.


 No.274227

>>273526

The right man won.


 No.274597


 No.274612

>>274597

Sorry monkeyboy, I'm white.


 No.274802

>>274612

>Sorry monkeyboy, I'm white.

That's what they all say.


 No.283034

>>9119

>>9299

I'm replying to you niggers from 2018. What is death?


 No.284447

File: 520705953a44a22⋯.png (82.55 KB, 719x676, 719:676, this isn't even my final f….png)

>>251572

>What the fuck are you worthless retards doing with your hardware?

Nothing degenerate, I assure you.


 No.284717

This gotta be the slowest project ever considering it's only a mod yet no demo in 3 years.


 No.285572

Can't believe it's been over 3 years and there's been no progress. Actually, I can. Fuck this thread.


 No.287107

>>252017

>>252012

Why don't you just change the lore and setting a bit and make a patreon page about this project? It is basically a new game anyway. I would certainly contribute and I'm sure some others would, too. Maybe a little cash flow would motivate you a bit more to continue working on this.


 No.287149

>>287107

Seriously thinking about this, it would help indeed, problem is that using ripped graphics from a Nipponese company, and I don't see a way to contour that tragedy.

I'm also not sure about getting enough support, and i know the hatred and dislike patreon as the next guy around here. But I'm having real life troubles, just lost a relationship specially because of this subject, money and jobs.


 No.287238

>>287107

How exactly changing lore of a game will help with patreon? But even if this project will be launched there, it will receive zero support, because there were nothing playable delivered for 3 years since the beginning of development. Author lost enough credibility to not receive any financial support.


 No.287252

>>251572

It's a shitty excuse for why they haven't done anything. Any dev worth a damn uses version control and commits to it every few hours while working.


 No.287344

>>287149

It's a porn game. Any half ass dev can make one and get paid huge amounts of money.

>>287252

Yeah, most porn devs are amateurs.


 No.287584

>>287344

How much original jont author got paid? How much FC author got paid? I do not think porn devs get paid any amount of money that is considered at least "normal".


 No.287940

>>287344

>Any half ass dev can make one and get paid huge amounts of money.

90% of the patreon devs earn less than $1000.


 No.288439

>>287344

Devs did use not get loads of income in the earlier days not so much anymore.

>>287940

Even anything close to that amount would be great for me, since my country has a fucked up economy and receiving in dollars would convert to a lot.

>>287584

Yep and that's the thing, what's the reward of devoting large amounts of time for something you can't sell or get recognized in any way? Such is the reason these games were abandoned but continued to live long after through the community.

In any case, this actually might seem like an alternative, I would had to charge monthly solely for my work, and keep releasing the game for free, even then I could see copyright problems eventually coming up. But it's either that or keep living in basement with barely any money to scrape by. So I have to focus right now.


 No.291234

Is there a mirror for the original?

Mega wants me to give them a real email and download their shit client

"file too big for browser" my ass


 No.291360

File: e952a1097d509bc⋯.png (325.99 KB, 600x739, 600:739, (you) - the book.png)

>>288439

>what's the reward of devoting large amounts of time for something you can't sell

same reason you climb a mountain, father a child or work towards the continuation of western civilization, because its fucking fun and you feel awesome after finishing it.

try to accomplish something for once faggot.


 No.302397

File: d23f35ec3b7649c⋯.png (98.99 KB, 867x433, 867:433, ClipboardImage.png)

Reminder that Fag95 scum lurks these threads. This is the kind of public this shit game attracts.


 No.308105

>>291234

I have V1.76 of the original. I put it on my seedbox. You can grab the torrent here: https://mega nz/#!ywhAnYwL!tbasfBI_tvlmRWpenVfg5McBi-ZwJcHcb_HdFnMMEQU


 No.331083

>>302397

What is the point to be where you don't like, are you retarded? Fuck out of thread.


 No.331084

>>287344

>get paid huge amounts of money

>amateurs


 No.348256

This game is gold but the fact you can't impregnate and own several slaves at the same time it's shit.

I mean yeah you can impregnate them, but the church will take them from you if they reach late stage pregnancy…


 No.348274

>>331084

Amateur is a measure of skill, not paycheck.


 No.348288

Weren't these guys supposed to make a new game? Where did that end up? And I don't mean that dragon one, I mean one related to this game.


 No.348306

>>348288

Search for oldhuntsman on patreon. Its coming along really slowly


 No.348365

>>348274

It isn't. Amateur and professional is contingent on whether you do something for a living or not.


 No.348407

>>43896

See my earlier posts … this game really isn't worth playing right now.

Too much edgy fagginess and not enough actual realism.

I think my fave part about food dynamics is that "cooked poorly" can make a slave starve like that actually matters - especially when you're feeding them literal dog food, probably cold.

>broke-ass slave owner

>one cheapo slave I bought

>feeding her dog food because it's all I can afford

>trying to open bag of dry food

>critical dex failure, food all over

>sweep it up and throw it away instead of making her eat it off the floor

>surprised when she starves

That's about how I picture the logic behind this game at the moment.

If the PC is that dumb, then I don't want to play it on principle, otherwise it's just bad game design.


 No.348409

>>348407

And for anyone playing the home game, it's worth mentioning that a disturbingly high number of old folks on fixed incomes actually do eat canned pet food for years without dying of starvation.

If a 70 year old can live on dog food, a 25 year old slave can too.




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