Goddess Maker Mechanic: NATURAL TRANSFORMATIONS
Added 2024-11-01 09:09:41 +0000 UTCIntroduction
The “Lab of God” section of Goddess Maker is the fundamental “human-based” section of Goddess Maker, and so is the most natural when concerning the occurrence of transformations.
These natural transformations take inspiration from real-life examples, such height growth being day-to-day with slight increments influenced by nutrition and genealogy, or intelligence growth being a result of environmental pressures.
It would be straightforward to make a gameplay loop where growth is of a faster pace, but I feel much is lost with attaining immediate satisfaction, as “the journey to the reward is better than the reward”.
Especially concerning the humanization of growth, where a slower-paced simulation can really make you feel the “struggle of bearing the fruit”, as the days go past, appreciating where you are now, as opposed to before, closer to fully surpassing the human limitations, and considering all this in real time.
Nutrient-Focused Natural Body Development
Once the Coating Capsule unlocks the bodies of the player and partner characters, in the gameplay, the natural transformation of body is enabled to be exploited.
To facilitate the growth of attributes, a varying amount of nutrients must be consumed, in order for the next increment of growth to occur overnight, and then be made apparent when the player character wakes up in the morning.
These initial quick comments in reaction to the transformation having occurred, can articulate on the subjective observations like noticing that the player character’s penis has gotten bigger (or smaller) and/or feeling the size difference of becoming taller (or smaller) in comparison to the room.
And when noticing changes to the partner character’s development, these observations are occasionally commented up, especially when the circumstance is unusual (like a big growth spurt having occurred), but can be generally be deduced by the visuals.
There is a wide variety of nutrient types such as fruits, vegetables, and breads, that each possess a specific nutrient value for height growth and an additional bonus nutrient value for a different growth attribute like intelligence or beauty.
Daily Nutrient intake is split between arbitrary allotments “Breakfast”, “Lunch”, and “Dinner”:
•Breakfast is optional, but meeting the nutrient intake gives the player/partner character a positive status effect bonus for the day.
•Lunch’s nutrient intake amount reflects the additional amount needed to upgrade to the next level of size.
•Dinner’s nutrient intake amount is the required amount needed to maintain a current size, else face losing it if the nutrient amount isn’t met.
The majority of nutrient intake process is mostly automatic, only manual when the player chooses to do so, in circumstances of strategy.
Each size increment is somewhat exponential considering the amount of nutrients needed to be at a certain level of size.
Too much growth at once will cause a quick dry up the stock, causing a larger immediate retraction of growth based on the size accumulated.
While too little growth, will cause the other character to get way ahead in growth, which may be problematic if your play style is aiming to secure agency rather than yielding it.
A “Goddess Devoter” fixed play style optimization is available that customizes the “Lab of God” game section experience to hand all the big decisions to the partner character’s AI to execute (like an easy mode of sorts); however, it does lock certain route changes, so the option is not recommended.
Outside of nutrients intake, the player and partner character’s growth are also aided, deterred, or even reversed by felt emotions due to circumstantial events or by naturally occurring emotional fluctuations.
Emotional Fluctuations
One aspect of humanity is how there are subconscious transformations that the human cannot directly control, only partially influence, such as when strong emotions like sadness or lust take over the free agency of the body.
This real-life phenomenon is reflected in that the player character and partner character are influenced by their own cycle of emotions, whether one day being very horny or another day being very sad.
It’s on these days where the gameplay is altered to address these status effects, whether a positive response or an apathetic one.
On days, when inflicted with depression, as a natural response to low pleasure neurotransmitters, a negative status effect is in play where no growth can occur that day unless their mood is improved through the cheering up by the other character.
On days, when inflicted with a high libido, a status effect is in play where one’s arousal causes them to be socially awkward and/or a liability to the day’s progress.
If the player character can get through the day without experiencing sexual relief they receive a greater growth boost to their height and strength attribute; however for the partner it’s the reverse as if she isn’t sexual satisfied she receives a negative boon to her height and beauty.
For when sexual content is turned off, being horny will be substituted with being “in heat,” and the interactions will be temperature-based, rather than erotic.
Habitual Changes
As the player and partner character undergo their incremental changes, due to the slower pace, their transformations directly affect the world around them, as an expression of their updated forms.
Some examples include:
•As the partner character grows taller and bustier, her optimal cup size adapts, resulting in a need to purchase new bras, that become apparent to the player character if they visit the partner’s character’s room.
•As the partner character grows larger, her degree of fulfilling her sexual satisfaction also increases, resulting in the mass needed inside her sexual area in order to fully please her, being preferred at a ever larger size.
•As the partner character’s mass increases corresponding to her height growth, whilst the player character’s mass stays stagnant, the likelihood of feeling the partner character’s tremors while moving is increased.
•As the player or partner character’s attributes change the laboratory’s amenities incrementally accommodate the expression of the dominate user. Like if the partner character is significantly taller than the player character, then the lab’s appearance and ongoings will reflect the woman’s desires.
Natural Transformations of the Economy
Goddess Maker is set at a period of economic instability where resource scarcity and pricing fluctuate based on locally insourced conditions, that can be helped or hindered through “The Lab”’s outward agency.
This is especially important when concerning both the characters’ and surrounding facilities’ growth, as neither the nutrients nor resources in order to grow them are free.
As the “Lab of God” section’s main surrounding environment is set in a remote, but developing, rural area, at a period of time where urban areas have essentially collapsed.
Pricing is cheaper when supporting locally grown nutrients like from local farms, sold at the local grocery store, rather than importing from great distances.
However, local stock is more subjected to shortages, than the reliance of long-distance imports.
But this local versus global issue can be remedied through the forward investment from “The Lab” directed development of its surrounding areas.
So in a way, “The Lab” becomes a patriarchal entity to a developing community of industries in the surrounding area, with goods expected in return.
Other pricing fluctuation examples include:
•Increasing the local cow supply, to increase milk stock and lower milk prices, to facilitate a higher degree of breast growth.
•Production Pricing of serums, new technologies, etc. being composed of components that are sourced and priced retroactively for player convenience based on current conditional resource pricing fluctuations.
•Export Pricing of “The Lab”’s manufactured goods being subjected to external pressures of demand and outside competition.
•Autarkic Developments to be resource self-sufficient, such as building resource collecting automatons to lower production pricing, specific to the resource being subsidized.
Comments
The way I consider it, there really hasn’t been a “definitive” Ascension Game, so I feel that I should take great care towards molding it to its most ideal form. That way, a template can exist that others can obtain wisdom from, especially in the case of crafting a derivative project.
Ascension
2024-11-02 03:13:30 +0000 UTCThis game is shaping up to be the paradox type game of growth games. this level of detail is proprobably unnecessary, yet as a lover of strategy games, this added depth is much appreciated and approved.
Floridaman969
2024-11-01 18:29:45 +0000 UTCOh, this'll be fun
Danny Reyes
2024-11-01 09:45:28 +0000 UTC