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MasterJKR
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PostPosted: Fri May 11, 2007 2:13 pm    Post subject: Comicon 2007 Reply with quote

Any chance Eadultcomics will be there?

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Ronald
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PostPosted: Sat May 12, 2007 6:05 am    Post subject: Reply with quote

Love the banner you made.

Unfortunately, we won't be able to make Comic Con 2007. We're shooting for 2008!

And GlamorCon 2007.

We're going to do a big massive change to improve EAdultComics. More updates. And more content!

We're actually looking into offering all EAdultComics.com members a complete access to EAdultGames.com - basically merging EAdultGames into EAdultComics.com with the layout change.

Which will give EAdultComics.com members things to play with and an extra layer of regular updates.

(We're working on producing more games that involve our comic characters. Such as an adventure game of some sort.)

-R
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MasterJKR
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PostPosted: Thu May 24, 2007 4:32 pm    Post subject: Reply with quote

Ah I see..

I dunno if I can make the GlamorCon this year, although looking over the guest... I wish I was going.

OMG, an adventure videogame with Eadult characters? Oh man, you gotta give an update on that soon.


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Ronald
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PostPosted: Thu May 24, 2007 5:24 pm    Post subject: Reply with quote

MasterJKR wrote:
OMG, an adventure videogame with Eadult characters? Oh man, you gotta give an update on that soon.


The hard part is figuring out a good storyline, and puzzles and quests to build the adventure game.

Think of it as leisure suit larry / king's quest type of an adventure game, with adult twist of course!

It's an ambitious project, but it is one of my dream goals to make this type of game. And it will get done! Question is when. Smile

I'll post more updates soon. My primary goal right now is making a texas holdem game for EAdultGames. (As mentioned above, revamping EAdultComics pretty soon so it will include everything on EAdultGames.)



-R
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Ronald
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PostPosted: Thu Jun 07, 2007 6:06 pm    Post subject: Reply with quote

We've been working with our artists over at Vixine.com, in developing the first adventure game prototype....

You can check updates here:
http://www.vixine.com/designyellow/update.html

and

mainly here:
http://www.vixine.com/adventure_game_demo/

Let me know what you think!

-R
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MasterJKR
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PostPosted: Fri Jul 13, 2007 7:36 pm    Post subject: Reply with quote

The demo looks nice, but I'm not too fond of furries.

Can't wait to see more!!


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Ronald
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PostPosted: Fri Jul 13, 2007 8:16 pm    Post subject: Reply with quote

I think Gigolo Dean will probably make a great adventure game.

Your thoughts?


-R
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GoodBoy
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PostPosted: Sat Jul 14, 2007 12:49 am    Post subject: Reply with quote

I always liked the icon style adventure games from the Sierra days. Once they started having just a hand that did everything, the games felt like brain dead pixel hunts.

The icons could be very interesting during sex minigames. Hand, mouth, and of course penis as an additional icon could change the current sex act. So even just using the regular engine you could build a minigame where you have to change acts regularly to keep the girl from getting bored, balanced with doing something long enough to send her over the edge. So maybe a heat meter and an excitement meter, and getting the heat meter over the top wins the minigame.

Inventory would play into it very well, like having a girl who'll only agree to sex using handcuffs.

Dean works pretty well because he always needs money. That acts as a good, easy to understand motivator, though something more intense could be added in later.

It also has the advantage of having a simpler art style than some of the other comics, which makes animation a lot easier. That alone makes me hesitant to suggest some of the other comics.

Dean isn't one of my favorite comics, though. Just a style thing.
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Ronald
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PostPosted: Tue Jul 17, 2007 12:05 am    Post subject: Reply with quote

You're absolutely right GoodBoy.

The art style of Dean makes it the best choice for the adventure game.

But also the premise. Since he is always needing money.

We're thinking of the story scenario for the first adventure for Dean to be a sci-fi convention...

Since Dean is into Sci-Fi and is excited to hear that some of his favorite hot actresses appearing at the con.... Namely, Jeri Ryan (Seven of 9) and some others.... (in blank) And it's their last appearance. They wont do any more convention appears.

Basically he really wants to go to this con and meet the hotties he's fantasized about... And this is his last chance!

But the convention is in another country. Airfares are expensive! Hotels, etc... Boils down to.... Money. Which you got it that part. He needs money.

As for icons... Well we won't be having complex interface icons. No need to have a walk icon or eye icon or take icon or talk icon really, when a mouse click on whatever object should perform the needed action. (With the exception of maybe examining. Not sure if we want to complicate the game by having 2 actions per object/npc interaction.)

However, the icon idea works with your idea of the mini-game. This definitely would work for Dean... How to please the girl and how to do the things needed to get the girl to pay you.

We didn't plan on that for the Vixine adventure game, because really Scrya is just going about performing her quests. If it makes sense to include the minigame for the Quest for Fun, we'll try to fit it in.



You can follow the development here:
http://www.eadultgames.com/forums/viewtopic.php?t=4435

We added a new NPC. And working on integrating the new backgrounds.

-R
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GoodBoy
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PostPosted: Tue Jul 17, 2007 2:44 am    Post subject: Reply with quote

Ronald wrote:
As for icons... Well we won't be having complex interface icons. No need to have a walk icon or eye icon or take icon or talk icon really, when a mouse click on whatever object should perform the needed action.


Well, I suppose it's a matter of taste. I prefer being able to do more than one thing to an object. When there are multiple options for every item, there's more feeling of choice.

When you only have one option, the game becomes a simple matter of seeing an interesting thing and clicking on it. Even if the right action is obvious (you were told to take the flower, so you use the hand before anything else), having the ability to do something else gives a feeling of choice. That makes you feel a little more clever when you do the right thing. Games are all about interesting choices, so only having one action on each thing can streamline all the fun right out of a game.

More choices also allows for more comedy. One of the great things about the old Space Quest games was looking at every object, whether you needed to or not. They could fit a lot of little jokes into the descriptions.

For the Dean story that you outlined, it sounds like you've got a good start. I'd brake it up into segments, though. If there's just a big dollar amount that you spend the whole game inching towards, that could make the player feel like he's working very slowly towards something that is far away for most of the game.

It'd probably be good to have smaller goals along the way. Like the first girls is just to get the money for the Con ticket. Then he's working towards the hotel fee. Then the big expense is the airplane ticket, but by now he's managed to work his way up to some better paying clients. Perhaps he did some things to up his reputation along the way. So maybe some puzzles and girls are to get money for something, but others are just to increase his reputation enough to get to the higher paying clients.

The progression to bigger clients (or something else that shows progress) is important. It's like how RPGs always pit you against bigger monsters as you play the game. The monsters hit harder, but you have more health, so nothing *really* changed. But that illusion of growth is very important, it makes it feel like the character is better at the end than when he started.
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Ronald
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PostPosted: Tue Jul 17, 2007 2:52 am    Post subject: Reply with quote

I like your suggestions on working your way up. Maybe we might have a meter, that says, "dollars" earned.

And a check list of what he's covered so far...

But yeah I got some twists and turns for the game, so can't reveal the spoilers. Smile


But yes- you're right about the choice thing on objects. I think the default for clicking on things of interest might just be 'look' command, unless they select the take icon object...

But the problem with such 'options' is that people will be on a click fest to just try all the combinations on things... which becomes some what tedious...

Hmmm....

I'll have to think about your suggestion some more to see if it will work with adding more 'icon' options for each object/npc they interact.

Hmmm.... thinking....


The default mouse clicking will just be a 'look' - unless they specifically select 'take' / 'use' / 'chat' i think those could be the options.


-R
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Ronald
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PostPosted: Tue Jul 17, 2007 2:56 am    Post subject: Reply with quote

Well all of the above applies true for an 'adventure game'


I'm not sure if they really apply for an RPG game....
(Final Fantasy, Golden Sun, Zelda, etc.)

most RPG games i've seen, you just click on something and pick up the object. or click on something to talk to the npc right away.... the core of the game is really the character leveling, and combat.....

in cases of the hand held type of games, there is no clicking (no mouse), just move over or touch something and get a dialogue box popup for NPC.


usually adventure games aren't that complex so they have to add in that extra click fest as a hidden layer to make you do stuff. and do puzzles.

GigoloDean is going to be a true adventure game similar to the text based style before... graphical adventure... which the icons action thing would work for sure....


Vixine is going to be more on the RPG style... with alittle adventure element. Since she will eventually have 2 more party members join her... which will be seen in combat. or when the story has a turning point that has her friends walk out of her body.... (typical RPG style. you control the party leader and the others are hidden inside her body sorta).



-R
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Ronald
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PostPosted: Tue Jul 17, 2007 5:27 am    Post subject: Reply with quote

I thought about it some more....

What actions could possibly be available for objects and NPC...

Usually just 2 things... Look and Activate (take).

You can't really talk to an NPC if you're not standing next to them.

So Look should always be defaulted. And if you stand near the NPC and click on them, it can be talk.

Same goes with objects. If you're not near the object, you can look all your want... And if you stand next to the object, you can take it. I think that would still give you the look and also activate command in one click.

What do you think.



Well.... the only thing I can think of is from the old days of text command adventure game is... typing in things like

Kiss the girl. Talk to the girl. Back then you'd have to type and guess what commands would be accepted.... I think some later games, it just gave you a popup choice box. When the commands are not 'common'

The user interface gets cluttered with useless icons that wont apply. Such as kissing, pinch ass, etc...



-R
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GoodBoy
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PostPosted: Tue Jul 17, 2007 11:28 am    Post subject: Reply with quote

Ronald wrote:
You can't really talk to an NPC if you're not standing next to them.


That was usually handled by making the player's character walk up to the other character before he starts talking. Same thing on taking something, if the player clicks on the item from across the screen, the player's character walks across the screen before taking the object.

The main way you keep the choices from seeming tedious is by building good puzzles. The player needs clues as to what he should be doing. If he has those, then he can figure out what actions to take instead of just trying everything. A lot of ameteur adventure games I've seen weren't very good about this and the games became click fests even when there was only one action per item.

You're right that the icons shouldn't include a bunch of useless stuff like pinch ass, that's way too specific. The old Sierra games had a hand, an eye, walking, an ear and a nose. The ear and the nose (looking and listening) were hardly used. So really they had touching, walking, examining, and inventory. Even though you can't "take" a girl, the hand icon can also mean "touch", which could be very funny if you don't have permission yet.
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