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Spanking Video Games Discussion Chat about Spanking Computer Games, Spanking Video Games and Spanking RPG's that you have developed or are making.
Tutorials, Q&A and Discussions. |
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Would the new RPG Maker MV be a good tool to make a spanking game? |
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September 24th, 2020, 09:48 PM
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#1
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Guest
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Would the new RPG Maker MV be a good tool to make a spanking game?
I've recently been playing some of the games available here (like Birthday Cards, Emilyverse, etc), and I want to make my own. I have no software skills, no coding skills, no art skills, and honestly I've only recently gotten into playing games on my PC more than my Switch and 3Ds, so my computer skills are average in general. So basically everything will be a learning experience and using the default assets, characters, and settings available to me if I were to invest in a game maker program like the one mentioned in the title.
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September 25th, 2020, 01:58 AM
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#2
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VIP Donator
aka is offline
Join Date: Dec 2007
Location: Midwest, United States
Posts: 920
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Honestly, based on your background, it might not be a bad idea to take a look at Twine first. It's free, and all you really need to know how to do to create a game is how to write in a word processor. You won't be able to make any games *like* the ones you listed (Twine is for making CYOA), but you could still make something interactive, and will give you:
1. A sense of how much effort is involved in making a game,
2. Whether you're able or willing to put in that kind of effort,
Before you shell out money for a program, only to discover making spanking games isn't the hobby you want. Meanwhile, if after making a small game in Twine, you decide that you really like making spanking games, and want to do something more ambitious, then you can shell out for RPG Maker MV to make something more ambitious.
As far as your actual question, I think the RPG Maker engines are great for making two kinds of spanking games:
1. A JRPG with spanking elements (basically something like Silkfang Respite).
2. A game where you explore the map and find spanking scenes, with perhaps a little bit of player dialogue choice thrown in (which is the format most RPG Maker spanking games follow on this site, in my experience).
If one of those are the types of spanking game you want to make, then any RPG Maker tool is going to fit your needs.
Last edited by aka; September 25th, 2020 at 02:00 AM.
Reason: Formatting got screwed up.
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September 25th, 2020, 05:39 PM
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#3
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Guest
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Quote:
Originally Posted by aka
Honestly, based on your background, it might not be a bad idea to take a look at Twine first. It's free, and all you really need to know how to do to create a game is how to write in a word processor. You won't be able to make any games *like* the ones you listed (Twine is for making CYOA), but you could still make something interactive, and will give you:
1. A sense of how much effort is involved in making a game,
2. Whether you're able or willing to put in that kind of effort,
Before you shell out money for a program, only to discover making spanking games isn't the hobby you want. Meanwhile, if after making a small game in Twine, you decide that you really like making spanking games, and want to do something more ambitious, then you can shell out for RPG Maker MV to make something more ambitious.
As far as your actual question, I think the RPG Maker engines are great for making two kinds of spanking games:
1. A JRPG with spanking elements (basically something like Silkfang Respite).
2. A game where you explore the map and find spanking scenes, with perhaps a little bit of player dialogue choice thrown in (which is the format most RPG Maker spanking games follow on this site, in my experience).
If one of those are the types of spanking game you want to make, then any RPG Maker tool is going to fit your needs.
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Thank you for your feedback. I'll look into Twine.
I'm also looking at something called Visual Novel Maker, which is looking like a good option to me right now since it's on sale.
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September 26th, 2020, 01:06 PM
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#4
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Senior Member
Blubb2 is offline
Join Date: Sep 2007
Posts: 213
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As Aka already said, another important question would be what kind of game you want to make? Since you don't have any skills at all, and have to start from the beginning anyway, you should take that into consideration. If you want to make an open world and quest based game with battles and stuff, RPG Maker is a pretty good choice, because it gives you great possibilities. If you want more of a virtual novel or even text based game, and you can live without battles, other engines are a better choice, because you can skip running around pointlessly. In the end, every engine has benefits and drawbacks.
And btw, if you are lucky, you can get the base version of RPG Maker on Steam pretty cheap, since it's on sale regularly. And for a basic game, or to test your skills and get a feeling for it, you don't need more than the base version.
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September 26th, 2020, 01:38 PM
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#5
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VIP Donator
aka is offline
Join Date: Dec 2007
Location: Midwest, United States
Posts: 920
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Quote:
Originally Posted by Blubb2
If you want more of a virtual novel or even text based game, and you can live without battles, other engines are a better choice, because you can skip running around pointlessly.
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I want to highlight this bit. Something to keep in mind when you're making your spanking game is that people's time is incredibly precious. Every minute I spend playing your game is a minute I could spend playing a mainstream game, or working on my game, or doing housework or, or, or... So if a game doesn't seem to be respecting my time, I bounce off of it real hard.
Unless the game you have in mind just wouldn't work without a topdown view of a town or dungeons that you manually explore, I would encourage using Twine, Inform or a visual novel engine (though I don't like visual novel engines for text-based games either, but that's because they dedicate too much screen real estate to talking heads and backgrounds, and not enough to text for my taste).
This is actually a fundamental gripe I have with RPG Maker (and JRPG's in general). There's so much wasted time. Time spent running from building to building. Combats that always seem to have these weird delays in the attack animations.
With text based games, people can at least skim if things drag on a bit too much.
And please, if you decide to go with RPG Maker, don't make me sit there for fifteen seconds looking at a black screen, listening to sound effects. It can be a black screen, it can have sound effects, just let me page through that part quickly (toss in some placeholder text that I can page through). I personally get absolutely nothing out of a black screen with sound effects, so if I can't skip over that part quickly, I'm not going to play your game.
Of course, you won't be able to please everyone. So if the game you want to make is one that forces the player to sit through a black screen with sound effects, if you're able to get off on that, and the people you want to play your game are able to get off on that, then go for it. I can give you my thoughts, but it's your game, and you have to make one that you would want to play.
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September 27th, 2020, 05:04 AM
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#6
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Guest
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Quote:
Originally Posted by Blubb2
As Aka already said, another important question would be what kind of game you want to make? Since you don't have any skills at all, and have to start from the beginning anyway, you should take that into consideration. If you want to make an open world and quest based game with battles and stuff, RPG Maker is a pretty good choice, because it gives you great possibilities. If you want more of a virtual novel or even text based game, and you can live without battles, other engines are a better choice, because you can skip running around pointlessly. In the end, every engine has benefits and drawbacks.
And btw, if you are lucky, you can get the base version of RPG Maker on Steam pretty cheap, since it's on sale regularly. And for a basic game, or to test your skills and get a feeling for it, you don't need more than the base version.
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Thanks for your feedback. I think I want to make a game that has a good story with pretty things to look at. So it might be more in line with a visual novel of some sort.
I just can't draw or anything at all, so it feels like there might not be anything of value for a spanko outside of a black screen with spanking text, which seems boring.
---------- Post added at 10:04 PM ---------- Previous post was at 10:03 PM ----------
Quote:
Originally Posted by aka
I want to highlight this bit. Something to keep in mind when you're making your spanking game is that people's time is incredibly precious. Every minute I spend playing your game is a minute I could spend playing a mainstream game, or working on my game, or doing housework or, or, or... So if a game doesn't seem to be respecting my time, I bounce off of it real hard.
Unless the game you have in mind just wouldn't work without a topdown view of a town or dungeons that you manually explore, I would encourage using Twine, Inform or a visual novel engine (though I don't like visual novel engines for text-based games either, but that's because they dedicate too much screen real estate to talking heads and backgrounds, and not enough to text for my taste).
This is actually a fundamental gripe I have with RPG Maker (and JRPG's in general). There's so much wasted time. Time spent running from building to building. Combats that always seem to have these weird delays in the attack animations.
With text based games, people can at least skim if things drag on a bit too much.
And please, if you decide to go with RPG Maker, don't make me sit there for fifteen seconds looking at a black screen, listening to sound effects. It can be a black screen, it can have sound effects, just let me page through that part quickly (toss in some placeholder text that I can page through). I personally get absolutely nothing out of a black screen with sound effects, so if I can't skip over that part quickly, I'm not going to play your game.
Of course, you won't be able to please everyone. So if the game you want to make is one that forces the player to sit through a black screen with sound effects, if you're able to get off on that, and the people you want to play your game are able to get off on that, then go for it. I can give you my thoughts, but it's your game, and you have to make one that you would want to play.
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Yeah, I can understand not wanting to waste your time running from one place to the next. I also don't care for black screens that just have spanking sounds for 15-20 seconds. I always end up thinking "when will it end". I want to do a visual novel maker, but I can't draw or afford to hire someone to draw, so there wouldn't be any actual spanking art, which probably spoils the appeal of a visual novel.
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September 27th, 2020, 05:33 AM
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#7
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VIP Donator
aka is offline
Join Date: Dec 2007
Location: Midwest, United States
Posts: 920
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Yeah, if you can't make custom artwork, a visual novel is probably not going to be a good choice. Since you won't have your own artwork, you'll be using default assets, which will make your game look generic. The majority of the screen will be taken up by those generic, bland assets. Because the majority of the screen will be filled up with these generic, bland assets, you'll be able to display less text at once. Because you'll be able to display less text at once, it will take longer for people to read your content. Because it will take longer to read your content, you won't be able to have as much. Because you won't be able to have as much, it will be much more difficult to use words (your only resource) to tell your story. Because it will be harder to use words to tell your story, you'll probably end up with something unsatisfying.
If you use Twine on the other hand, your *entire screen* is dedicated to showing text. That means you can show much more text at once, which means you have much more room to flesh your story, characters, and spanking scenes.
And don't underestimate the power of words on the screen. Words don't have quite the POP that artwork does, but they have their own strengths.
It's easier to dive into the psychology of the spanking. It's easier to have a dialogue between spanker and spankee and demonstrate how both characters evolve over the course of the spanking. Maybe the spankee starts off bratty, and eventually becomes remorseful. Maybe the spanker starts off calm, but steadily gets angrier. Maybe it's an erotic spanking, and you can show through body language and dialogue how the spanker and spankee get more and more turned on as the spanking continues. Maybe the spankee is excited and nervous and anxious, but as the spanking goes on they relax, then safe, then warm, then horny. Heck, maybe the spanker is worried and anxious, and they grow more confident as the scene continues.
Way easier to show these kinds of progressions with text instead of artwork.
You can also pull in the sense of touch. The firm warmth of the spankers thighs against the spankees belly (or maybe the bony knees digging into their gut!), the light skip of fingertips along the peak of the spankees buttocks. The rough calluses of the spankers hand scraping across hot, welted skin. The cool wood of the hairbrush as it taps lightly against the throbbing welt it created mere seconds ago.
Touching is a *huge* part of a spanking, and text is hands down the best medium for capturing it.
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September 27th, 2020, 05:40 AM
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#8
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Guest
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Quote:
Originally Posted by aka
Yeah, if you can't make custom artwork, a visual novel is probably not going to be a good choice. Since you won't have your own artwork, you'll be using default assets, which will make your game look generic. The majority of the screen will be taken up by those generic, bland assets. Because the majority of the screen will be filled up with these generic, bland assets, you'll be able to display less text at once. Because you'll be able to display less text at once, it will take longer for people to read your content. Because it will take longer to read your content, you won't be able to have as much. Because you won't be able to have as much, it will be much more difficult to use words (your only resource) to tell your story. Because it will be harder to use words to tell your story, you'll probably end up with something unsatisfying.
If you use Twine on the other hand, your *entire screen* is dedicated to showing text. That means you can show much more text at once, which means you have much more room to flesh your story, characters, and spanking scenes.
And don't underestimate the power of words on the screen. Words don't have quite the POP that artwork does, but they have their own strengths.
It's easier to dive into the psychology of the spanking. It's easier to have a dialogue between spanker and spankee and demonstrate how both characters evolve over the course of the spanking. Maybe the spankee starts off bratty, and eventually becomes remorseful. Maybe the spanker starts off calm, but steadily gets angrier. Maybe it's an erotic spanking, and you can show through body language and dialogue how the spanker and spankee get more and more turned on as the spanking continues. Maybe the spankee is excited and nervous and anxious, but as the spanking goes on they relax, then safe, then warm, then horny. Heck, maybe the spanker is worried and anxious, and they grow more confident as the scene continues.
Way easier to show these kinds of progressions with text instead of artwork.
You can also pull in the sense of touch. The firm warmth of the spankers thighs against the spankees belly (or maybe the bony knees digging into their gut!), the light skip of fingertips along the peak of the spankees buttocks. The rough calluses of the spankers hand scraping across hot, welted skin. The cool wood of the hairbrush as it taps lightly against the throbbing welt it created mere seconds ago.
Touching is a *huge* part of a spanking, and text is hands down the best medium for capturing it.
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The only thing I don't understand about something like Twin (text only) is what's the point of that instead of just writing a short story or novel, then?
Excuse me if the question is dumb; I just don't really get it.
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September 27th, 2020, 05:46 AM
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#9
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VIP Donator
aka is offline
Join Date: Dec 2007
Location: Midwest, United States
Posts: 920
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Interaction. Twine allows you to create interactive stories. You can even incorporate gamier stuff like stats and randomized checks influenced by those stats, but they arent necessary.
A game doesnt need artwork, or maps or dungeons or sprites. At the core of it, a game boils down to one question:
What do you do now?
In a CYOA, the game presents the player a small number of choices. The player picks one of those choices, the game describes the consequences, and asks again:
What do you do now?
Stories and novels dont ask that question.
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September 27th, 2020, 05:51 AM
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#10
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Guest
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Quote:
Originally Posted by aka
Interaction. Twine allows you to create interactive stories. You can even incorporate gamier stuff like stats and randomized checks influenced by those stats, but they arent necessary.
A game doesnt need artwork, or maps or dungeons or sprites. At the core of it, a game boils down to one question:
What do you do now?
In a CYOA, the game presents the player a small number of choices. The player picks one of those choices, the game describes the consequences, and asks again:
What do you do now?
Stories and novels dont ask that question.
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I see! That makes sense.
Maybe I'll use Twine first then because if I ever wanted to use RPG Maker or a Visual Novel Maker, I could use what I build in Twine as a base to give a visual experience.
For a first project, would you have any recommendations on length? Or is the like a novel with multiple beginnings, middles, and ends (sounds kinda scary writing multiple novels in one).
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