NokiMo
Purpur
Purpur

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It's here!

Hi, took me like five times the amount of time I expected, but I made it.

So, to start:

Porn Game Philosophy, by Purpur.

Porn sells, and everyone knows that, that's why there are tons porn game of cash-grabs out there, but ignoring them, and the nutaku-core ultra monetize monsters, there are a couple of issues a lot of porn games stumble upon.

The first is implementation, a lot of the time the porn aspects of the game feels disconnected or glued on top of a game that otherwise have nothing to do with them. This happens more often on survival and/or shooter like games, but it can happen to anyone.

And the second is basically the complete opposite, forgetting to add the "game" part to the "porn game", or just creating a mindless grindfest and call that the "game" part, and at that point, what does making a porn game adds to juicy content? Nothing in my opinion at least.

Think on all those japanese games where you just want to jump to the gallery section because you know, just by the look of it, that the game part would be a boring mess.

And the fact that the dialogue/descriptions are often just "bread... bread... bread...", "ah! Ah! ah! AH!" and "schulp... shuck... shuiiiiks" doesn't give much reason to the text boxes to exist, or to the game themselves.

When it comes to the first issue, I think I've avoided it making the lewd content an aspect of the main story itself, and making the game progression follow a logical line at the same time as the relationships with the characters do the same.

As for the second issue, I try dealing with it by just making the game fun.

But obviously that's easier said than done.

Poke-to-mon is fun, that's why even as grown ups we keep looking for ways to consume more of it. but, even when it's fun, that doesn't mean it isn't flawed.

The games, from the start, have had a weird obsession of making the adventure/main story easy (to a ridiculous degree at times) and at the same time making the game mechanics complex and unnecessarily obtuse.

Hidden abilities, nature, effort values, breeding moves, eugenics, why the fuck does the games have eugenics!?

Either way, for a game to be fun it haves to challenge the player to a certain degree, too easy and it become dull and boring, too hard and it becomes frustrating and boring.

Even thou the games have the tools to make fun and challenging fights, in practice this are rare to see and often rely more on a level gap than taking advantage of the mechanics, at the same time, in roomhacks/fangames you usually stumble upon fights were the enemy have many more tools than you (maxed IV/EV when you rarely would have chance to increase them, endgame strong moves on early fights, etc.).

Game balancing is hard, and one of the biggest problems with it is the tunnel vision one as a dev then to develop, in general I tried making the fights fair and handing the player as many tools as possible while trying not to overwhelm with them.

Even with my biggest efforts my success at that seems to have been limited, as I've seen some complaints about Sayoko's fight in the past, but I hope experience helps me improve on this regard.

Now.

What's new on v0.5.

To begin with, let's divide this on four parts: game balancing, new zones, new scenes and various.

Game balancing

To deal with poke-to-mon weird balancing decisions a lot of the changes made in this update deal with this problem.

As you are most probably aware, there are already available tools to deal with EVs and nature in the game, and with this new update there also comes a way to increase the IVs of your party.

As a balancing tool all this tools come with a price, I know some of you will feel compelled to grind money to max out all your team right now, but keep it mind that the idea is for you to slowly do it as you progress on the story, and to be able to quickly do it to new mons in the late game.

One think I haven't added, and that I don't pan on adding are manual editors to IVs and EVs, this kind of tools makes the mons feels more like machines than anything else, and even thou competitive players try their best to convince you of the opposite, the whole point of pokemon is for them to be your friends and partners, not interchangeable drones.

And talking about new mons.

For some reason GF loves to add mid af mons at the same time of literal nukes.

I'm not, and never has been, a competitive player, but it isn't hard to notice that Ledian and Urshifu aren't playing on equal terms.

This disparity isn't limited to the competitive play, and it also affects the adventure, specially in my situation, where I want to make more challenging fights.

That's why I tried boosting a lot of mons, increasing some stats, expanding their move pool, changing, tweaking and adding new abilities, and in the case of some of them, having new items planed for them (think of something like Marowak's Thick Club).

My idea here is not to make everyone a competitive power house, or a monstrous sweeper, but to give them some new life and, when possible, make them feel more unique, delving into their own uniqueness.

Here's a list of all the aforementioned changes.

As a rule of thumb:

One issue I stumble upon is that mons (up to gen 8) use their latest move pool available (up to gen 8) when a lot of moves started to get deleted or limited, I thought of re-adding every removed move, but I ultimately gave up on the idea as that by itself would take me a few weeks, so unless someone is willing to take the bullet on that I'll have to leave them as is.

When it comes to regional forms I stumble upon a new problem, to be able to make them exist in the same page of the dex, the game checks on location variables to generate and evolve them.

Messing with the mechanic I ultimately decided that it was kind of not worth the trouble, and just added the regional form as new species. That way is easier to generate and control them, and in case one of them need a change I don't risk breaking the original when editing the new one.

And it also allow me to let mons like Cubone and Pikachu to evolve into the regional evolutions anywhere, and talking about evolution

In case a mon can evolve into it's regular evolution or a regional variant, now the regular form works the same way as before and the regional works by using a Estrange Souvenir, you can only get one on v0.5, but you'll be able to get more on the future.

Next on the list:

New zones

1 new route, with some secondary zones to explore, or a direct route if you're only interested on following the main story.

1 new extra zone, important for future events.

1 new cave are, with an exterior zone and two underground floors to explore at the moment, but it will expand more in the future.

New scenes

As you probably know by looking at the previous posts, there are only three new scenes.

Sayoko's and one unposted (but mentioned) scenes were ultimately moved to v0.6 due to my constant time issues...

The first scene/event, the one were you capture Mawile, sadly ended up being a little rough around the edges, I can spend some long time talking why, but to keep it short...

To make the game (and what most poke-to-mon fangame does) I use Pokemon Essentials, a modification of RPGMakerXP, and as you may supposes by the name it's really old.

As an old engine everything in the game function around the game framerate, that's usually not an issue, as by it's nature, most of the event made in the engine are really simple.

But when you try to make something a little more complex you stumble upon some problems, in the case of this scene the problem I had was that I couldn't control when the player model would end up being after some time, so ultimately I ended up having to force it on one position at certain point of the event, you'll probably notice it when it happens...

Other than that everything should be working fine, one thing thou, when I tried adding the Braixen's animation to the gallery it would play, but the game freezes while playing it ad infinitum, so sadly I couldn't add it to the gallery, it's not a big issue as you can still rewatch it by replaying the event, but I'll have to find a way to deal with the issue in the future.

Various

The limited animations of the in combat moves is a big issue I have to deal with at some point, the problem is that as just one person working in the game, it will take time and be a slow change, probably just a couple of moves by update.

I've mentioned my intention to change/create new tile sets, this is something I still want to do, but I can't anything more that building until having a finished tile set, otherwise things would look awfully jarring.

I tried making some small side stories to the random trainers, to make the world feel more live in, it's still a experimental idea, but probably can be fun to expand on it in the future.

Following on the idea of the balancing changes, having a balanced team and not just relying on Braixen or other mon would probably be the best.

The same way as the last two story events required you two have Braixen with you, I want to add story sections were you are forced to use/not use certain lewdmons, or limit the number of lewdmons you can take with you.

Next update will be focused almost exclusively on new scenes, so expect more new art.

I want to have it by April, but I have enough experience by now to know that things usually don't go as one expect...

To finish I want to thank you from the bottom of my heart for the support and patience and apology for the constant delays and issues.

Mon's changes

Comments

We are so back

RoyalTfrii

Congrats on the update! also it was an interesting read, good job

Hyper


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