[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]

/twgrl/ - Towergirls

Princess, I've come for you!

Catalog

8chan Bitcoin address: 1NpQaXqmCBji6gfX8UgaQEmEstvVY7U32C
The next generation of Infinity is here (discussion) (contribute)
A message from @CodeMonkeyZ, 2ch lead developer: "How Hiroyuki Nishimura will sell 4chan data"
Name
Email
Subject
Comment *
File
* = required field[▶ Show post options & limits]
Confused? See the FAQ.
Embed
(replaces files and can be used instead)
Options
dicesidesmodifier
Password (For file and post deletion.)

Allowed file types:jpg, jpeg, gif, png, webm, mp4, swf, pdf
Max filesize is 8 MB.
Max image dimensions are 10000 x 10000.
You may upload 5 per post.


If you're looking for boards similar to /twgrl/, check out /tg/ for your traditional gaming needs, /storytiem/ for some adult player-driven stories, and the cool guys at /cyoa/ for more choose-your-own-adventure charts!

File: 1427461306009.png (884.16 KB, 1900x3821, 1900:3821, 1367142741916.png)

bbd9f8 No.453

Working on this thing in Unity. If anyone can provide models or audio, that'd be great. I can do the coding and scripting. If this ever gets past the usual stage of "I have this great idea guys", I'll provide the source stuff since I don't feel right making money off this.

You have between one to four players, each controlling a knight. Maybe selectable knights will be a thing in the future, but not right now. The knights have been sent to the dragon's lair area to rescue captured princesses. You, and the other players, don't know which tower has which princess and are on a time limit before the dragon notices you and… prevents rescue of further princesses, replacing the towers with princessless dungeons.

Players have to fight your way up a tower, collecting treasure and slaying enemies, and at the top you rescue the princess.

You can then choose to leave her, reducing both your chivalry rating and relations with that country but giving you time to try a different tower, or take her back to safety. This will spawn more enemies on the way out and greatly slow you down. Once you get back to your basic kingdom, you can choose to have a proper wedding ceremony- gaining you the dowry/idol/etc prize- or you can immediately set out to rescue another princess.

If you rescue a princess a knight abandoned, you not only have half the work done for you- the monsters on the way up have been dealt with already- but the troops from their kingdom gain a bonus against the abandoning knight's units.

The four princess stats will be work as follows:
Love- Generally represents how far a princess will go out on a limb for you. Hanging out with a princess in a town, getting the dowry, and similiar will increase their love for you. High love princesses will tend to be individually quite strong, or at least possess the means to back it up like a strong honor guard. You cannot control a princess directly.
Lust is now Fertility- The higher the rating, the more likely they are to bear heirs when you perform love increasing actions. Heirs function both as backup knights, and as extra lives if/when you eventually die. You can't control them directly for the most part, either, nor can you control what stats they come out with or which gets the throne. Certain bonuses, like moth princess or rabbit princess, will allow you control over genetics or assume direct control of a single heir at will.

Wealth and Power represent how much economic and militiary aid their countries are willing to lend you, and will represent regular shipments of resources or units. High militiary will tend to be stronger early game, economics will tend to be stronger late game. You get more money by either raiding dungeons, other kingdoms, or by building economic structures. Resources will also let you build more, and more advanced, militiary units.

The goal of the game is to be the kingdom that eventually slays the Grand Dragon. An Alternate win condition will be rescuing the three dragon daughters then marrying the Grand Dragon.

Any Questions or suggestions?

24b54f No.486

>>453
So there's a timelimit period on rescuing princesses I take it?

Perhaps something very clearly stated, like divide it up into 8ths?

Basically, each of these need to take an equal amount of time so that it breaks down into 4 slots

Abandoning 2 Princesses = Rescuing a Princess = Getting One Dowry by Marriage

Getting two dowries from a princess would require a much larger wedding ceremony, taking up additional time units.

Any princesses you have rescued at the end of the time period have small marriage ceremonies with you, getting no dowries from it (so if you spend all your time units grabbing 4 princesses).

I see absolutely no reason to abandon a princess though, what advantage does it get you?

24b54f No.487

>>486
also the first princess you get should net you one dowry automatically.

bbd9f8 No.1043

>>486
That's the general idea. The time limit will be in actual minutes, but each will take roughly the same amount of time. Eight time units, with some wiggle room, was the plan. I was thinking 20 minutes each phase, with each 'action' taking about 2 minutes each. Game time limited to a hard 60 minutes, after which the dragon wakes up enough they just raze all the player kingdoms and takes the princesses back, ending the game in a loss for all, but with an opportunity four all players to band together and finish the dragon off anyway.

If you abandon a princess, you basically give up the current princess known and go for 'rerolling' a different princess by trying a different tower at the cost of the time you already spent climbing it. Any abandoned princesses are identified, so all the other players know she's in that tower. You could either go to a new tower, or if another knight abandoned a princess you like you can go for that tower.

If a lot of princesses are being abandoned, a knight could get a good advantage by just going for the abandoned ones, giving him more time for wedding ceremonies and the bonus against the knight who abandoned her at the cost of taking a princess he wouldn't otherwise want, and missing out on the loot you'd get going up the tower.

Currently, the plan is the code of chivalry will keep players from screwing each other over during this first phase because getting wrecked in the early game is never fun, but once the dragon wises up and princesses can no longer be rescued the rules will be relaxed. Being too much of an asshole will lower your chivalry rating, though, and will leave you a lot more vulnerable to certain effects like Grandfather's Sword or Angel Princess' angelic retribution.

If you defeat another knight's kingdom (making them lose), you have the option of either sending the knight and his princesses home to their kingdom alive (no additional chivalry penalty), kill/exile the knight and marry his princess(es) for a low chivalry cost, or hold the princesses for ransom for a high chivalry penalty, getting either rewards or a dowry/idol/etc… You asshole.

5edcf5 No.1044

>>1043
Damn I really wish I could provide some help to this. I am afraid all of my model training is in maya, not something I can do for a simplier game like this.

bbd9f8 No.1046

>>1044

Unity natively supports maya models, at least.

http://docs.unity3d.com/Manual/HOWTO-ImportObjectMaya.html

It wouldn't be hard to put together some simpler models, but I'd prefer you wait until I at least have an alpha before you do so.

5edcf5 No.1047

>>1046
Alright. I will be honest it has been awhile since I have made actual models, most of my work with maya is with animation with minor touch ups to models if I need to fix it for animation purposes.

However that does not mean I can't make models anymore.

A 2d side scroller like teriria may be better, but I can see what I can do.

bbd9f8 No.1049

>>1047
No pressure. Like every internet project, this has a high chance of nothing worthwhile being actually produced, and I'd hate for somebody to waste effort because of my failure.

That said, if the project does fall through I'll say right now that anyone else is free to take it over in that event. Not that I'm arrogant enough to think anyone would at this point.

24b54f No.1088

>>1043
You shouldn't have a random chance of grabbing a princess. That makes no sense given the roots of this.

Also it punishes you later in the game. It's not like you're rolling for a mechanically 'better' princess here. It's all taste and style.

bbd9f8 No.1090

>>1088

You have a guaranteed chance of getting *A* princess, or prince if that's what you'd like. They'll all be balanced, but you'll have to adapt the style of princess you're handed. Otherwise you'd just have people always going for their favorites or meta-optimal princess, and you can't have everyone always fighting over the same ones.

Besides, this has it's roots in the "PRINCESS, I'VE COME FOR YOU!" gag meme series, or is at least strongly tied with it, I think it's highly appropriate.

24b54f No.1094

>>1090
ehn… still not feeling it honestly. But hey, you're the designer and presumably programmer. Your call at the end of the day.

bbd9f8 No.1096

>>1094

I'll probably have it be a toggleable option anyway, or have them all pre-identified in single player mode, but it's mostly just what I feel is a conceit for making multiplayer smoother. I want to keep matches to about an hour tops.

Not dragging out gameplay, and also removing all the creepier elements is my two main goals. That's kind of my biggest misgiving about this project in general. I was a fan of the first rendition, but then those undertones became overtones and yeahhh. Hopefully I can make something without everyone focusing on the sexy origins too much.

bbd9f8 No.1171

Things I still need to figure out:

Meta-Game progress. Maybe you unlock the next set of princesses once you've successfully rescued each princess at least once over each of your winning playthroughs?

At the very least, I like the idea of having heirs you've produced be available for the next game(s) until they're used, instead of starting with the basic balanced knight.


What to do with Knights who don't rescue any princess. Immediate loss? Turn them into wandering knights or wizards? Let them go after lair princesses?

On a related issue, How to handle Lair Princesses at all. And Generals vs Princes for those who want a guy in their life.

Going to have options for the player knight to be male/female, and wether you want to rescue princes (or generals?) or princesses.

c4253a No.1207

>>1171
well how are you going to be choosing who you save in the first place. Considering you have 3d models and its an rts, wouldn't they be laid upon a physical map?

I imagine there would be a set of scenes that would take place:
world map
dungeon map
kingdom map

In the kingdom map you could choose to venture to find a general or choose from the remaining princesses, you could manage stats and hire individuals to expand on certain mechanics in the game.

The world map is then divided into two different types, one of them being your men going towards a location not described on the other world map that includes the other players in the game. When you men go on a quest to potentially find the princess or general they must meet the challenges of the location they have to travel through. But you don't have it on a the multiplayer world map because then you would have to choose to find a princess on the world map and not in your kingdom like what you are describing. In the world map you choose your actions towards other players of the game.

In the dungeon you are now going through a preset type of maze, being tower, lair or other, where you have to go through and fight the monsters within. Here you can find your princess by chance, like you are describing, or you can find items that improve power or wealth in some way.

5edcf5 No.1215

>>1171
There is a dungeon game sorta like this actually. Where you go into a dungeon and then if you die your kid takes over. Can't think of the name of it right now though

ea81ab No.1258

>>1215
Rogue Legacy

bbd9f8 No.1363

File: 1427617109996.gif (5.53 KB, 428x414, 214:207, simplemap.gif)

How I was going to arrange it would be something like this- please forgive the art, I'm a programmer not an artist- Each tower would have a short few-floors of easy combat, so going up and back down with a princess takes about four-five minutes including travel time to and from your castle.

Each player starts with their castle, which has automatic defenses a single knight couldn't hope to breach, and their knight who starts at said castle. When you get to a tower, you go inside to start the rescuing process.

Once a tower was entered, you couldn't go in until the knight inside it leaves, either because he rescued the princess, abandoned her, or (somehow) got defeated.

The dragon's lair is in the center, and contains much nastier monsters you either need some serious levels and gear, or a substantial army, to defeat. It could contain the stronger lair princesses if I wanted to go that route

Messing with the other knights and their army in the lair is generally permitted and encouraged, but it contains substantial treasure and artifacts that will benefit whoever goes in first. Also any knight or army has to fight gatekeepers each time they actually want to enter the lair.

The general gameplay flow should go-
First 20 minutes, towers.
Middle 20 minutes, smaller monster caves and standalone dungeons.
Last 20 minutes, exploring and conquering the dragon's lair.



[Return][Go to top][Catalog][Post a Reply]
Delete Post [ ]
[]
[ home / board list / faq / random / create / bans / search / manage / irc ] [ ]