Update (02-Jul-2022)


Hi All, 

I haven’t been up to anything this week, because I was pretty sick. But, I’ve been thinking about some other game ideas and concepts, and I thought I might share one of them here. 

Someday, I’d like to make a sequel to Darkmorrow Arena, called Darkmorrow Bodyguard. You would play as a young woman bodyguard, who is hired by a travelling merchant. The game plays out through a series of journeys. In each journey, he tells you how much he offers for the trip, and he then pays that amount once the journey is complete. After the journey, he will propose another journey, the pay, and also what things he might expect from you. You can always turn down the offer, but then the game ends. However, each time you accept a contract, he will escalate what he expects from you, increase your pay, and also the journey will get harder. 

Like the last game, Darkmorrow Bodyguard will also have permadeath. But, I think I can give a little more control back into the player’s hand. Because you can choose when to stop taking more contracts, you can end the playthrough before you think you might not survive the next journey. The goal is to see how much money you can make, without dying. 

One concept I would like to introduce in the game is blocking. Like a typical JRPG, you would be able attack, cast a spell, block or use items during fights. But one thing that I will do different is that each turn, the game will tell you what the enemy is winding up to do. Some enemy attacks can be nerfed by blocking, so you would know when to block. Blocking will also give you a buff for 1 turn afterwards, called Focused. Initially, when you are focused, you get say 20% more Evasion and Accuracy. But, through traits on items and on your skill tree, you can extend how long Focused lasts, and what other benefits Focused gives you. For example, for a spell caster build, you might get a trait or item that gives you 20% more Fire Damage when Focused. So, Blocking becomes a tactical option to use at certain times. 

Another concept I would love to add is something like the skill tree in Path of Exile. Basically, you would have a randomized “Skill Board”, of 5 tiles by 5 tiles. Each tile has a major skill or passive bonus in the centre, and 4 minor passive bonuses around it. You start in the centre of the middle tile, with the major skill already acquired. Then, each time you level up, you apply 1 skill point to one of the 4 surrounding minor passive bonuses around it, which also lets you then later access the tile in that direction. These tiles will be mostly specialized. For example, one tile might give you bonuses when you use a sword, instead of a different weapon. Another tile might give you a spell. Another tile might reward you for using 2-handed weapons. Another might give you bonuses when fighting demons. Because the whole board is randomized, and because loot drops and journey conditions will be randomized too, I think this could create a lot of replayability. 

In terms of erotic content, I think the first journey will start off pretty civil. The main character might notice the merchant ogling her, but nothing more, no rude comments. For the second journey, the merchant might propose that he will pay the main character more than in the last journey, but in exchange, he can grope her butt over her clothes whenever he wants. It’s just a way to spice up an otherwise boring trip. You can refuse, and then the game ends. You get a score, and the playthrough is put into the archive. Or you can accept, and the second – slightly harder – journey begins. Later on, he might ask her to wear sexier clothes when they are staying at an inn, or have drinks with him and other patron, or maybe even only wearing chainmail bikinis on their trips. That’s just the start of it, and there are a lot more things that can be done. I’d also like to wrap pregnancy risk into the game. I imagine one of the late-game obligations the merchant might ask for is for the bodyguard to stop taking contraceptives. She can of course refuse, but... 

Anyway, it’s just something I was thinking about for fun. I haven’t put any of it into code. I haven’t even really designed or documented it, yet. But it’s something I’d like to do, someday. 

Get Delivery Pilot: Dreams and Debts

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(3 edits) (+2)

Hey, good to hear you got back to health !

Had flashbacks with Darkmorrow Arena, and not that fond of that experience and title :P So if I understand correctly - game ends whenever you refuse contract? Sounds a little harsh...

That doesn't sound like a lot control. What benefit does player have of ending game prematurely, over gambling and dying on the journey ? How much money you can make also doesn't sound like an interesting mechanic for me personally...

Tough to say anything about blocking without actually seeing it in the game. If you feel ambitions you might want to include time domain into turn based system - ie. each action taking time during combat, like:

- enemy needs 5 time ticks to make attack connect after executing attack move. Then your character have to make evade move to ignore damage. Evasion takes time - of course MC has to notice and, react to attack taking some time ticks.
I believe this could lead to very interesting combat opportunities like baiting enemy to attack while you can pummel them when they are exposed in attack. Also certain skills could make you move faster/notice vulnerabilities etc.

Didn't play PoE so no opinion - though non-random choice of skills sound good.

Loving the chainmail bikini :D Escalating contracts sounds interesting, especially liking clothing deals, drinking and so on. Though just getting wrong contract to end your game prematurely isn't a good gameplay choice in my opinion...

(1 edit) (+2)

Alright, thanks! Yeah, maybe I need to think that one a bit further, lol. I detailed under Merdelain's comment, some more thoughts on why I chose to do it in a certain way, or what I was trying to achieve. Sorry, it became quite long winded, but I would be interested in hearing your thoughts there, as well. I wrote the reply such that if you read the first couple sentences of each paragraph, you'll get the idea of it.

(+2)

Score - why should player care about it ? I think majority are in for sexy stuff - of course taste differs for everyone therefore some might wish to end the game prematurely when certain deal don't really click with player. About MC motivation - she should do it for money obviously - but this money should also serve a purpose in the game, so that people want to earn more - not just for abitrary value at the end of the game.

Deal selection is a better system - it gives some control back to the player.

Tough to tell really - this seems like journey more important than destination type of game.

I think design itself will promote replayability. I take it will be impossible to get all deals in single playthrough - as well certain playstyles. Since relationship will be cash based - you will just need to create moneysink to make bigger payments more attractive to player (either more difficult or more humiliating)I think some sort of modular deals so that butt groping could progress from just in the wild, to public groping by merchant in city. And so on.

That approach also sounds good - as 400 coin extra for each future trip by allowing merchant to fondle her. In this case certain deals could also come at disadvantage - obviously skimpy armors would provide worse protection. Some sort of license system so that you can buy/equip X type of weapon only if you have certain license. Or maybe even clothing/armor license system in city where skimpiest one would be the cheapest(MC of course wouldn't immedietaly be able to wear them). Of course she could get harassed in the cities lowering her morale a little - which could be regained by spending cash on relax. Another money sink could be potions lasting one combat/city turn enhancing MC abilities either combat, or social. Potions of course could have side effects as well.

(+3)

Hi,

I just finished a run on Delivery Pilot on Medium. I wanted to know how the latest changes affect mid/endgame. It was surprisingly easy. I even tracked my money to check whether it was sufficient for hard mode - it was over the whole game. So maybe it is still managable in hard, but having a mission chance of 80% is a big advantage, much bigger than I expected.

About the effects of the latest changes:

- The morale drop is really painful from day 30 to 100. I had to rest once a week. From day 100 to 150, it relaxed a little bit because you get more morale from resting. I had to rest about one day in 3 weeks. After day 150, morale wasn't an issue anymore. Sometimes I took flights without cargo because the proposed missions did neither pay well nor had a good destination. These flights were sufficient as rest days in the endgame. I wonder how this morale curve will look when you add the even level obligations.

- IMHO, the officer part in the harassment probability is too much. Even in the endgame, the harassment chance was mainly determined by the officers, not by the obligations. Thus, it did not make much sense to avoid a station with many obligations.

Proposal for balancing: reduce the officer part in the harassment chance. This makes the early game easier. You might increase the obligation part, but I would wait with that until you have the transport scenes and even level obligations.

- The morning scene selection needs some weighting, higher level obligations should have a higher probability. I was walking around topless and MC was concerned about her jacket...


Darkmorrow Bodyguard:

I like some of your ideas, others not.

- Permadeath: I'm a huge fan, adds a lot of replayability for me.

- Turning down offers ends the game: what's the point in this? If both turning down an offer or failing means game over, the only option for me would be trying the mission. Of course, my highscore would always be 0 because I loose every game, but who cares? For me, I would remove the possibility of not taking a mission, and make it a "see how long you can survive" game, or make a maximum level of missions. About the H-scenes, you should give the player a choice. I think it was Fable where you could announce how you do a mission, and you could get more fame and money with riskier announcements (like "I will slay the dragon naked!"). You could do something similar here. You get an offer for a mission. The merchant offers you a bonus under certain conditions, like "you get 100 gold extra if you wear this chainmail bikini during the mission." Accepting the condition gives you the H-content, but also a disadvantage, like you cannot wear your best equipment, or you start battles with lower stamina, ... On later levels, the merchant might demand a minimum obligation and offer a higher obligation. The way to victory would be by clever deciding which missions you can do with the obligations (in order to earn money fast enough), and which better to do with your best gear.

- Level/Battle system: sounds fun to me.

(+1)

Great, thanks! I’m glad to hear how it went in medium. Also, sounds like morale cost is roughly where it should be. Let’s see how it goes with future scenes, and we can rebalance later if needed. Speaking of, as you suggest, for the next build I can tone down the officer contribution to the harassment chance. Let’s see how that feels. I liked that you sometimes flew to other stations without missions, to take a better potential opportunity and recover some morale that way. That’s exactly the behavior I was hoping for! Lastly, I agree with you that the morning scene selection system can be better. I’ll put it on my to do list, but it might come a bit later.

In regards to why should the player turn down the offer in Darkmorrow Arena, I think I might need some more thinking on this. The main problem I am trying to solve is that the character should not want to take on the deal. In her head, it should be a dilemma between making more money but not degrading herself too much. I want to then present that same question to the player, but of course the equation is different for the player. They want to see the main character in lewd or humiliating situations, or maybe transform her from a proud warrior to a submissive slut. To deal with that, I thought I might propose that if the player chooses to continue and take a deal, then they might risk a bad end to the game or your score.

That might not be the best set up, though. Maybe a better way to do it is for the merchant to offer the bodyguard 3 deals. Each deal will present different kinds of monsters, different payouts, and also different obligations for the main character. The player then must choose one of these 3 deals, and the other 2 get discarded. This could represent the main character thinking about what she is willing to do, sexually and in terms of mortal danger. But, it could also represent what obligations the player might want to pursue and what challenges they are willing to take.

This brings up another conundrum for me. I really want to include permadeath, and a sense of “maybe you as the player want to stop, before the combat challenge gets too out of control”. I’m not really sure how I want to do that. In archive, it might say if the character survived or not. Or, I might set the score to 0 if she didn’t survive. I was also thinking of using different endings. For example, if she lost against goblins, maybe the ending in the archive states that she became a goblin baby maker for the rest of her life. But if she quit with over 10,000 coins, the ending might say that she finished her life as a bodyguard and retired as a proud shop owner.

It might be better to remove permadeath, altogether. But like you said, I want to keep it, to encourage replayability. I like your fable idea too, of offering extra (and sexy) challenges. But, I don’t think that is exactly what I want to achieve. I think what I want to focus on is a gradual but permanent growth in the relationship between the merchant and the bodyguard. I don’t just want the merchant to be able to grope her butt for this one trip. I want to normalize it afterwards, so that he can then do it all the time, and it becomes a normal thing in her life. That way, they might have started off very professional, but by the end, she might have become his sex slave, and she was accepting of each marginal step along the way. At the same time, I want to also pressure the player to quit early, maybe because the battles are getting harder (or any other reason). But if the player perseveres anyway, then they should be rewarded with a deeper, more trusting, sexier relationship between the two characters.

But, maybe the Fable approach is the right way to do it. Maybe the merchant says something like, "I'll offer you 800 coins for the trip, but also 400 coins extra for this trip and every future trip, if you let me grope your butt whenever I want, from now on." Then the player can choose to just take the 800 coin deal, or the 1,200 coin deal, and unlock some sexy scenes for the rest of the game. But, doesn't it feel kind of weird, that I'm double rewarding the player in one choice, and offering them nothing in the other deal? Each deal then needs some kind of punishment for the player, themself. Maybe it needs to come down to multiple proposals, and the player choosing whichever is best for them. I'll give it some more thought.

(+2)

No matter which approach you choose, either permanent obligations or obligations for one journey - the tricky part will be that the obligations get you a disadvantage. Either your morale is low and you get -1 on all your dice rolls, or you are tired because you had to work on the merchant all night - start fights with half stamina, or you have to wear some armor that looks good but does not give good protection. Ideally, taking no obligations will let you lose over time because you have no money for gear, healer, or whatever. Taking all obligations will also let you lose because the fights get too hard. So taking the obligations is not a double win in terms of money and sexiness, because you will not make it to the really sexy stuff. You have to find the right balance when to take the obligations.

Overall, I think the approach might work, but it will be really hard to find good disadvantages for the obligations, and even harder to balance the whole system.

(+1)

Yeah, I think you're exactly right.