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Monster Girl - Integration Program: Road to the alpha version (prologue)

Dialogues

As you guys might know, Broken & Loved has a crazy amount of dialogues, keeping track of every single sexual interaction, multiple events and even what happened the same day to display special dialogues at the end of each one.

With Monster Girl - Integration Program we are going far and beyond, keeping track of even more elements. These are all the variables (So far) that will be used for gameplay and dialogues~

Boolean is a value that only contains "true" and "false".

It may seem like a lot and too ambitious keeping track of this (And more things to come), but this is basically x1.5 more variables than what Broken & Loved had, so, this isn't something unbearable to achieve overall.

As you guys can tell, this offers a lot of replayability with a crazy amount of combinations for interactions, and even if you plan to play this game once, you'll have an unique experience (Specially with the rest of aspects shown down below).

Traits

All the traits available for Robin, all of them by choice of the player, this adds another layer to customization, all of this information not only affects dialogue, also sex scenes and gameplay. For me customization needs to be more than appearance, it should also include dialogues, background, overall, having traits.

The numbers are the amount of traits the player is able to pick from each box.

For the girls, traits are fixed to avoid complicating the game even more, however, there are some choices available for the player like their species and appearance, but also their sexual experience; Most games just made girls virgin or not by default, so, I just wanted to add another layer of background information and customization, which as you guys can tell, even experienced, they only perform one interaction and didn't go full into sex in their past.

That being said, fixed traits also allow us to make deeper characters, with detailed backstories and reasons behind what they like and who they are.

All the "Or" boxes mean the player can choose one of the traits on its respective box.

Note: The girls have customization traits but Robin doesn't, the reason its because I don't know where the put these traits, I may create a new diagram only for customization options to go in more detail.

Procedural dialogues

This game will have procedural dialogues, adding an even more replayability, even through story fixed events. This is something I had planned years ago, during the B&L development, however, this was kinda hard and complicated to pull out on Ren'Py (Can be done, but it would've prolonged the development a lot), but now on Godot, this is way easier, here is an example on how it works.

Basically creating four chunks of text for each dialogue; Two chunks for the first part and other two chunks for the second part, with four possible outcomes, all of this just for one piece of dialogue, this will make starting a new playthrough and going through the same events more appealing, instead of skipping readed events; Getting new pieces of information and dialogues.

Escenarios

The 3D maps are on the making, at the moment I want to make mom's office (Prologue) and then make the apartment.

Here there are two pieces; The hallway and mom's office, the office will remain darken until Robin steps inside, once they do, the hallways gets darken and so on, everything in isometric view like in this image.

Objects, decorations and so on, there are very little amount of polygons on these models, yet, detail enough from the camera point of view, of course, some scenes will be zoom in, and for these, the detail will be more clear, like in this scene with the chair and desk; Which the player will face for their interview. By the way, the door has an open/close animation.

What is the prologue about?

The prologue will be about the main character getting interviewed to be part of the Integration Program, the person in charge of this interview being their mom, an agent of the MG. Before stepping into the office, the player will be able to physically edit Robin (And change their name), and then, the interview will be used to established all the character traits. After the interview and exiting the offices, the player will be able to meet their assigned companion.

How much I can manage to cramp into this first build will depend on how many assets we manage to get ready, Robin and the girls could be static PNGs or fully modeled, whatever is done, we'll see what we can do for the release of this build; Late October or early November.

And from here, we will be able to start building the whole game.


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