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[ Spanked Hero ] - A SexScripts-powered, first-person, spanking dungeon crawler RPG |
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April 18th, 2020, 10:36 AM
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#1
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Game Developer
Banjo is offline
Join Date: Sep 2007
Location: Australia
Posts: 571
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[ Spanked Hero ] - A SexScripts-powered, first-person, spanking dungeon crawler RPG
This is a dedicated post for feedback on my SexScripts game "Spanked Hero", to keep all the posts related to that WIP game in one thread since I have started working on it again.
To learn more about SexScripts, the engine which runs this, visit the official site or read my Teacher Trouble thread.
ABOUT:
Spanked Hero is a *very* early alpha build of a "proof of concept" I undertook several years ago; an attempt to create a full-blown "old school" first-person RPG in the SexScripts engine.
There is actually not a lot of spanking content yet, rather this is a build to test the combat engine, dialog and mapping. There are some spanking scenes to find, though, and more will be added (most likely in order of fan demand; eventually, every enemy and NPC will be able to spank the player).
There is a *lot* more going on "under the hood" in this game than might first appear, most of which is intended to be "revealed" as development continues.
The most important factor is that *all* the art (and most music and sound effects) are purely placeholders and do *not* reflect the final intent. Once the game is more complete, I intend to create 100% original art to replace every asset used here, but since that will take considerable time and effort, I wanted to get this version up for testing, tweaking and scripting before starting on that mammoth task!
Unlike most SexScripts scripts, Spanked Hero is fully "stand alone" and doesn't care about any other info you add (toys, name, etc.); everything it needs, you will pick when creating your character "in game".
Note that for those who want to poke around, there is a "debug" option but please try the game "normally" first, as it will already have bugs I need found and reported, and using "debug mode" will only increase the likelyhood of causing more; it does allow you to do things like skip combat/encounters or gain unavailable skills if you want to mess around.
You can read the SexScripts forum post here for further info.
INSTALLATION:
First, download SexScripts from here or here and unzip it somewhere.
Next, pick one of the methods below to install Spanked Hero...
Method 1:
Download this package here and unzip it to your SexScripts folder.
Method 2:
Download and run my custom "easy installers" here.
Please give lots of feedback on this if you try it, from bugs to things you want to see me work on first, as this game is very much a work-in-progress but was a labour of love for a good few years before I put it on "hold".
SUPPORT ME:
If you can, your support is very much appreciated!
My Ko-Fi Page
Last edited by Banjo; April 22nd, 2020 at 09:20 AM.
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April 18th, 2020, 09:33 PM
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#2
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Gold Member
giant432 is offline
Join Date: Feb 2016
Posts: 3,888
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Yay, the game i liked so much got a new thread
As you said in your comment on another thread, im really hopping for new scenes, from the enemies and npcs, dont know which one i’d prefer since i enjoyed all of them, maybe, the captain that tells you to clean the stables
Also. I like the anime pictures, it fells fresh in games with spanking themed content, but i can see why you would add other art
In short, cant wait for new content, thank you Banjo!
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April 19th, 2020, 09:18 AM
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#3
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Senior Member
Xio is offline
Join Date: Sep 2019
Posts: 241
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This does look interesting, and I really like the special thief encounter if you pick the class - although personally the combat is far too long for my tastes. Didn’t encounter any bugs in my play through, and the prospect of a fully unique spanking game separate form other assets is alone an exciting concept.
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April 19th, 2020, 12:28 PM
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#4
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Game Developer
Banjo is offline
Join Date: Sep 2007
Location: Australia
Posts: 571
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Quote:
Originally Posted by Xio
This does look interesting, and I really like the special thief encounter if you pick the class - although personally the combat is far too long for my tastes. Didn’t encounter any bugs in my play through, and the prospect of a fully unique spanking game separate form other assets is alone an exciting concept.
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Thanks for the feedback. I do understand what you mean about combat and am happy to look at tweaking the difficulty. Are you finding it too hard to hit enemies or that you (or they) aren't doing enough damage? I do want this to be a proper "game" with a challenge, so aimed to make the combat akin to a "real" first-person RPG, but like I said, happy to tweak it, especially if it's not "fun".
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April 19th, 2020, 02:21 PM
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#5
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Senior Member
Tontomanzz is offline
Join Date: Apr 2009
Posts: 336
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Quote:
Originally Posted by Banjo
Thanks for the feedback. I do understand what you mean about combat and am happy to look at tweaking the difficulty. Are you finding it too hard to hit enemies or that you (or they) aren't doing enough damage? I do want this to be a proper "game" with a challenge, so aimed to make the combat akin to a "real" first-person RPG, but like I said, happy to tweak it, especially if it's not "fun".
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Ah that old rng curse. If it feels long, it can be either hit chance, damage, or both. As it's total rounds you have to go through.
The problem is, if you boost one or both, combat can become much more lethal and RNG starts taking over. Combat will be quicker, but deadly with a few bad rolls. Which is not necessarily a bad thing, especially with combat lose scenes, but can be frustrating depending on the situation.
More dice rolls smoothes out distribution. Rolling 10 D6 (six sided dice) gives you a number that's going to be closer to the average of that, as opposed to rolling a D60 which has equal chance to roll a 1 , a 30, or 60.
Same with combat. Longer it goes, more likely it's to go to the person with the best stats or strategy. Just something to keep in mind.
Edit: Thinking about it, it might be a bit of a case like the Anime game you're thinking of. How much time do you want to spend building a mechanic that isn't story/spanking related. To be honest, I don't like RPGMaker games if they have the basic RPG engine combat. Unless I can fast foward. Unless there's complex enough combat (like Baldurs Gate, Pillars etc. and that's with multiple fighters), or something of the game theme involved, like clothing damage during combat for hentai rpgs, I'm pretty not much interested. Just want to be finished to see where the story goes (win or lose).
Will ponder other games who has an easy system that might be a fit.
Last edited by Tontomanzz; April 19th, 2020 at 06:40 PM.
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April 19th, 2020, 02:37 PM
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#6
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Junior Member
seraphssavior is offline
Join Date: Mar 2008
Posts: 17
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Absolutely loving the world, maps are nice and intuitive, events are a lot of fun, but I'm wondering why typing in "hut of brown, now sit down" doesn't do anything...oversight?
Joking aside, to reflect the issues with combat, I do think the player character needs the potential to do more damage, or enemies need limited Magic Points. Playing as a Rogue, unless I missed some gear to up my damage further, I was maxing out at 2 damage per attack with the fine dagger, and if an enemy had a magic heal, they could HEAL 2 damage per turn, indefinitely, creating an unwinnable scenario of back and forth, since they would always use that move when their health dropped below 4.
Didn't get to max out my gear as a Fighter, yet, but noticed the same issue, where I could out-damage them using strong attacks, but then my stamina came into play a lot more, which resulted in much more grinding than would be ideal in order to take down stronger and magical-based foes.
Only ran into one crash, so far, as a Fighter. Found the location of the caves, and wasn't sure if I had picked up a Torch yet, due to saving and loading shenanigans, so I chose to "back out" of the choice to explore, and the game crashed at that point. Couldn't replicate it after entering the cave, so it might be a one-off bug when you first go to the Caves.
DEFINITELY looking forward to more, and can't wait to see what else you have in store!
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April 19th, 2020, 02:42 PM
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#7
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Gold Member
remo1 is offline
Join Date: Jun 2008
Posts: 2,559
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I've had nothing but problems with it, even with using the installer.
The biggest one is I can't chose anything at all from the Quest Menu.
I scroll down and whether its the first one or the second one or anything if I click on it with my mouse the GAME DOES NOT MOVE FORWARD. It just keeps me in that freaking menu. I've tried hitting the ENTER key instead of a mouse key it doesn't make a difference.
So far the only thing I have been able to do with this game is 'play' your trainer. Whatever algorithm you used to make the probabilities she hits you or what choices she makes is terrible. I've played 3 games with her. The first I WON (I was honestly trying to win) and got to the "Choose your quest" in the guild and had the problem I have told you about. I thought , well , maybe I HAVE to lose to go forward in the game. So I went back, retrained, lost, and didn't even get spanked for my trouble. And of course I STILL couldn't chose a quest, and have it 'stick'...the game just refuses to let me choose a quest and go anywhere. So i restarted the game. Tried LOSING again...do you know how hard you make it to deliberately lose? I didn't use my spell but 6 times of which I hit her twice (wanted to avoid doing 3 damage to her). Mostly just that one point attack. Anyway, she has 3 attacks. She used her 'fast attack' maybe 3 times and only used her 'strong attack' once. Yes, literally played this thing for 15 minutes and got nothing but SINGLE POINT regular attacks from my supposed 'trainer'. When I WANTED TO LOSE...very frustrated at this point. So she basically had to hit me 20 times to beat me. It seems to make her miss 80 or 90 percent of the time and this is when I'm not even using DEFEND. What kind of 'trainer' is she? At least I finally got a spanking, if I can't advance the plot or anything. Anyway, worst combat system I have ever seen anywhere. Obviously her choices of tactics are entirely random. Obviously her probability to hit me is very low. Sorry Banjo, but this is one game mechanic I have to give a "Thumbs down". The game itself looks promising. Oh, I wanted to add: It is hilarious when you think about it that a freaking fighter would have so much trouble hitting a mage who is not even armored, using defensive tactics or using much or any of his magic
Last edited by remo1; April 19th, 2020 at 05:26 PM.
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April 19th, 2020, 03:21 PM
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#8
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Senior Member
Blubb2 is offline
Join Date: Sep 2007
Posts: 213
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Quote:
every enemy and NPC will be able to spank the player
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So you will always be the passive part? Will those always be punishment spankings? I mean I'm gonna play it either way, just asking upfront.
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April 19th, 2020, 06:53 PM
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#9
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Immortal Commenter
Cante is offline
Join Date: Aug 2008
Location: Metropolis
Posts: 5,242
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Well, if you're looking for some genuine feedback, I got a few problems up front.
I was able to get the game installed and working fine, I have enough experience with modding games and working in files systems for this to be pretty simple so that's not a major problem as far as I'm concerned.
No, where things start is when we get into the game. Due to engine limitations, I kind of put up with the photo graphics, the stock anime character portraits, and the royalty free music without much issue.
HOWEVER, this combat system needs a major overhaul. The initial training battle was tedious, it took well over 20 rounds to complete and consisted of a lot of misses, defending attacks, and literally me and the opponent just mirroring each other's moves and having long standoffs with nothing happening. When I'm dealing a max of 3 damage against a foe with with over 15 HP and can actually avoid my attacks, then unless the fight is gonna end before that 0 HP mark, it's just gonna be a slog.
It's a training fight, and the first one you get into, it should be just enough to get you used to how combat works in the game- which doesn't really compose of much, considering how the battle system is laid out, and the limitations of the engine you're working in. Anything beyond letting us learn that just becomes a war of attrition, which kinda kills the drive to keep playing.
I don't see this as a major issue, considering you have other projects that I'm far more interested in, but if you wanted some pointers on this one, here's what I got. Based on my experience making text-based games in python, and constantly making dice/pen and paper games in my own spare time as a hobby, you you wanna take some time re-balancing your combat values. Up the damage on a successful hit, on standard fights, reduce miss/defend chances for enemies (these encounters are mostly to teach you new things, or use up your resources- potions, MP/SP, etc.), save long battles for boss encounters and make sure there's some kind of gimmick to keep that fight interesting. Standard RPG stuff like that.
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April 19th, 2020, 09:10 PM
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#10
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Game Developer
Banjo is offline
Join Date: Sep 2007
Location: Australia
Posts: 571
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Thanks, folks. Do keep in mind that for the reasons outlined, this has never been posted publicly before, and thus *needs* the testing you're doing. Indeed, one of the reasons it hadn't been posted was that I knew it had a ton of bugs and a lot of combat issues, but hadn't looked at the code in literally years. My choice was to keep it locked away and maybe one day mess with it until it was at least "beta" worthy, but the current crisis and my own health made me decided "screw it" and post it as an "alpha" build, as - even flawed - I hated to think that if anything ever happened to me, this game would never have left my own hard drive and years of work would be wasted.
I'm working on a small side-project right now for a change of pace, but when I get back to this, I will definitely start looking at some combat system tweaks. I agree that the fundamental issue right now is that a lot of fights often feel like wars of slow attrition, so letting the player hit harder is a good start, I think.
All this is why there's not a lot of juicy spanking content so far; I want to get the game part (and this *is* intended to be a game, not just a visual novel) working well enough before spending time on the "fun stuff", which is easy by comparison.
As a side note, coding this game is a lot of work, but a big part of the enjoyment factor for me was proving it *could* be done in an engine decidedly *not* designed for it. If I was better versed in something like Python, I'd be smarter taking the concepts of this and applying them to VN Maker, RenPy or something with its own pre-made battle system to base things off, but taking the time to re-do everything from scratch and learn a new engine on top of that would definitely need to be something financially sustainable.
I will say that while the combat system is flawed, anyone who thinks it's the "worst ever" hasn't played some of the impossible or infuriating games I have that got actual commercial releases!
Last edited by Banjo; April 19th, 2020 at 09:40 PM.
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