XaiJu
nakedfighter3d
nakedfighter3d

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Future plans on game development

Anyway, maybe it's time to share with Producers and Mentors my thoughts regarding the future update. I'm not happy with the way the gameplay works for the Solo & Multiplayer play modes. Despite, 70% of the players playing alone there is basically no gameplay for solo players at all.

We basically have a good character editor and a fancy animation player instead of the actual game.  According to my statistics, 90% of people who download the demo run it once, create a character, start a "quick fight", lose a couple of times, delete the game, and never run it again. Can't blame them. Even for me "fight calculation" is a black box that doing "something" and sometimes you win. And yeah, even if you understand how to tweak stats to win more - "quick fight" becomes really boring after just a couple of runs.  

tldr, I like how the Virtual Playground evolves but I hate the current Solo/MP fight in general. I have a plan:

I have plenty of ideas, but I don't really have a detailed plan of how exactly the new fighting will work, so I will be happy to collect all the ideas, even the weirdest ones from you in the first place. Tell me about good examples of games you like, tell me what you hate, feel free to give me everything!

Comments

With the 3-3 concept I mean contest consisting of 3 1-on-1 fights however the fighters belong to teams and their wins add to a team score and not only an individual score. Overall, I think the biggest issue would be to have a game mode whereby the character can gain skills / points for winning fights. That way, it matters if you win or lose. The way it is set-up now, there is really no point whether to win or lose and then the game becomes boring very quickly. Once, there is a mechanic where the player can level-up his fighter you can add the possibility to add / recruit new faighjter for the stable and this is what may open the door for the 3-3 contest. So, see it more as a progression in the level-up concept of the game. Let the fights stay as 1-1 fights as right now.

Frank Baum

Yay, thank you so much for the detailed input!!! It gave me a lot of stuff to think about and consider. The library sorting part is precisely my thoughts on how to address the current issues and some of the things you mentioned were totally out of my scope, like 3 on 3, etc teaming. I was still thinking about the game as a strictly 1 on 1 concept but there is no need to be like that. Team fights are a great concept and I would like to include it in the prototyping.

Sam3DX

I have a couple of thoughts on this. First, I am not surprised that the multiplayer mode wasn't used often. This isn't the kind of game that I would want to play with some random dude on the internet. I also agree that the fight mechanics are complicated to a point where I don't really follow anymore what to do to accomplish what. Your game also covers different kinks that are not going to be of interest to the entire audience. That adds to the complexity from an individual perspective. On the other hand: you have great 3D models with great customizing options and you have some great animations. If I could dream up a game that would fit my tastes the best based on the stuff you have, I would ask for the following: Provide a filter to filter the moves that you have in the game by gender of combination: F-F, M-F and M-M. I personally like F-F stuff. I can see that some straight guys will like M-F stuff as well. M-M stuff is for a different audience all together. If you could set a filter by which I could just chose according to gender pairing that would make the customizing of the fight much easier for me. Furthermore, "group" the moves into sexual moves and fight moves. Playing the game with fight moves is different from playing the game with sex moves. I understand that I can pre-select the moves when setting up fights, but at times that didn't work so well and it is frustrating to skroll up and down an entire list of moves to check which ones you want to play with and which ones you don't. If that is not so easy to implement or if you think this is not appealing to anybody other than me, then just allow for a selection of moves to be grouped and saved to be used in different scenarios. To the fight dynamics: I like the approach of a turn based fight. Fighter a makes a move, then Fighter B and so on. How about this, though, allow the choices to be more of a back and forth. I mean by this: it isn't only fighter A making a choice and then deliver something to Fighter B but rather Fighter A chosing a move and then an exchange happens. Here, the outcome of the exchange could depend on the calculations that you may have already implemented (taking the different characteristics . such as endurance, strength and so on into consideration). This would also mean, that - again just dreaming! - there would be several variants for different actions rather than a ton of different moves. So, a "crotch attack" could lead to an actual crotch attack, a defended crotch attack or even a counterattack. Something along these lines. Then besides the fights themselves, allow there to be some sort of evolution of the character. Let's say, I create a character and then I play with that character, if I am successful, I gain some experience that I can apply to the character to make it stronger. Or, if the character successfully uses a certain move, it gains experience with that move making it more likely to apply this move again against the next opponent. Like this, the player would basically try to develop his character into whatever specialist character he choses. The game would provide random opponents (as it does right now) but with the option of allowing the player to chose the preferred kink that he wants to pursue (for example: I can chose to only do F-F stuff, if I like or only fighting or only sex fighting stuff, if I like). With little extra, this could be turned into some sort of story mode where the player is for example in a fight gym trying to become the best fighter or in a dojo with the same goal. The player character then has to start at the bottom and fight his way up, he choses his talents and his opponents wisely, he will progress, else, he loses too much and is kicked out of the gym or the dojo. Finally, one could also think about expanding the story into team events: when the player wins enough fights he gets to pick another fighter to join his team (he can then customize that fighter again). Eventually the fights become team events. And it could be something as "easy" as 3 on 3 or 5 on 5. The team that scores the most wins is the winner. One last thing - as an idea - the winner of a fight gets to chose a "submission" move. So far so good. How about giving the submission moves some benefits (you chose move A, it improves this characterist, you chose move B, it improves a different characterist). WIth changes like these, the choices that are there have consequences (other than chosing the preferred animation) and the game gains in depth. Well, this has become quite an article. I hope you can find something useful in it and if not, I could at least put may dream game into words.

Frank Baum

Sounds good, you know where to find me! <3

Sam3DX

Oooh! I have a couple thoughts, but I need a bit to think them over if they're realistic! I'll let you know in the producer's channel!

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