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Main » Suggestion Box » Couple Ideas good shit!
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Posted on 03-29-17, 01:48 pm

 

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This is a fun concept. I like modding for fun sometimes, I might do a few things for you, if I can figure it out.



For now, some suggestions. Sorry if this is anything you've already planned or implemented. Noxico has me very excited.

Wandering through the wilderness is kind of a pain. It would be nice if there were a few guides, for example, a sign could say Ironshade: 5xNorth, 4xEast; Moonfall: 3xSouth, 0xEast; and so on. A road system would be nice too, just follow the roads from one town to the next, and it could re-use code from the dungeon tunnel finding algorithm. If you want to encourage some exploration of the wilderness, you could throw a few curveballs, towns that are not on the roads, like an elf village out in the woods, or towns that are on the roads, but not really towns, empty ghost towns, towns that are "occupied" by monsters, etc. That could also be a story-telling mechanic, go on a quest to find the secret big-boobed elf village, or liberate the town from ogres who are raping everybody senseless.

Having followers would be interesting. Like in Dwarf Fortress, maybe go to the village tavern and convince other wanderers to join your posse. I also like group sex, harem, orgy type scenes, maybe a party system would allow that. In a town, maybe your posse goes and enjoys themselves in whatever way suits them, drinking, yiffing, shopping, sulking, etc. Since you have the system to expand the rooms in your house, it makes sense to me that you should have the ability to invite people to live there or work there. Maybe convince a blacksmith or seamstress or stripper to set up shop on your own property. Could also have temporary follows, like asking someone out on a date.

Fantasy STDs could add an interesting rogue-like danger element, something kinda like a curse or a status-change. I would go with fantasy funny things, like an STD that literally shoots flame from your genitals or an STD that turns you into a frog until you bang a princess, or emo vampirism STD. There should definitely be a way to fix them, like a scroll of remove STD, or going to a healing shrine or sacrificing something to a deity. Maybe you could obtain the power to cure STDs on your own, like a garlic scented candle that cures people of emo vampirism. A status change system could also include some kinda down-time after orgasming.

It would be great to see people in town reacting differently to you depending on what you're wearing or where you've been or what you've done. For example, right now, people will give you the same speech if you are wearing plain clothing, just your underwear or streaking nude or just climaxed after masturbating in front of them. It would be natural to have some way for the NPCs to recognize your attire in some way. Also, while experimentally exploring the game, I stole from someone's wardrobe and killed them when they caught me, but continued having cordial relationships with the other person in the house. Maybe a simple way to approach that is to have certain reputations, like "thief", "murderer", "brave", "sex star", etc. Could also be some kind of a hygiene check, where if you're covered in jizz or smelly after trekking through wilderness, you might need to bathe before people will talk to you.

Would be neat to see a few more points of interest in towns. Places like taverns, markets or shops, shrines, public parks, exclusive clubs, brothels, etc. Some locations in towns might have the power to change normal attire or react to attire. For example, a town might have a beach or swimming hole where everybody wears swimwear, or a public bath where nudity is expected. Or a fancy club might require a tuxedo or elegant dress to enter. People who go to school or work might wear a special uniform, then switch to plain or sexy clothing when they finish. Taking a date to a romantic place, or just a place that they like might increase their willingness to have sex.

I think maybe the culture system is designed to address this, but I can't tell by looking at the code to what extent it is implemented yet. Anyways, there could be different kinds of towns, like an elf town full of tree houses, big castles and little hamlets, mining towns with lots of little tunnels, beach-side towns where everyone is on spring-break, Japanese-style towns with shrines and rock gardens, fooccubus towns full of brothels and sex dungeons, etc. Some towns might have different populations too, like an elf town could have only elves, or only elves, felins and ursines, or a little hamlet could have low diversity while a big castle has a high diversity. Local attire could be different too, for example, people in an elf town might wear leaf skirts and ironwood armor, while people in a japanese-style town have kimonos and yukatas, and the beach-side towns are full of swimwear and wet t-shirts.

Likewise, there could be a way to have different monsters with different equipment in different areas. Like, in a forest you could be more likely to meet dryads and centaurs using ironwood weapons and elven clothing, while in a volcanic field, you meet dragons and goblins with obsidian blades and dinosaur hide. Some monsters could have specific preferences for equipment too, like a goblin could always wear furs or skins instead of normal clothing, maybe figuring a region-appropriate form, like a forest goblin wears a bear-skin, volcano goblin wears a dinosaur-skin.

It strikes me a little odd that humanoid enemies are just wandering around in the wilderness with the animals. It would make more sense to me for them to gather around something like a campfire or a hut or a pond, with a few acting as guards and the others all in one place. Maybe there could also be a way to put certain enemies in the wilderness and others only in dungeons. I think maybe the tags are currently set up to do this, but I'm not sure yet.

Might be a few opportunities for voyeurism. It already seems that people in town pair up with sexual partners, there might be some way to sneak near a window and watch them having sex. Might be some clues as to when they're about to do it, like "You smell a scented candle nearby", "You hear someone playing soft jazz" (or cantina music), or if they've started "You hear rhythmic thumping from [names] cabin". There could also be a camera or something that lets you take pictures or video and trade it to other people.

Might be some events that grade your ability to have sex, like cum before the other person or make someone cum X times in Y amount of time, or something like a dare, "I don't trust you yet. If [otherperson] says you're okay, then I'll trust their judgement," then later "Oh, it's you again. [otherperson] says you're a riot in the sheets, so you're okay with me."

I wouldn't mind seeing more modern or futuristic technology around. Especially if the plot is that the world used to be technological and got invaded by hellions, I'd love to find something like an empty city full of abandoned skyscrapers or a shopping mall or junkyard or follow an abandoned interstate freeway or subway line across the country. I could even get into something a bit more space-opera, with ray guns and rocket ships, with the demons being from a demon planet or a galactic collision or interdimensional rift or whatever.
Posted on 03-30-17, 11:33 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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That's a nice post you got here. Would be great if someone were to go through every point you made.

Roads and signs
Recently I attempted to replace the "generate the whole world (sans dungeons) at startup" with a more Minecraft-like "generate boards when they're first called for", which didn't work out very well. I kept the code, but there were some really weird unforeseen hurdles. Anyway, with all locations known to the system (but not the player!) I could in fact add signs. Roads, not as likely. Not based on the dungeon tunneller at least. At best I might just draw lines from one node (known town location, semi-random junction) while drawing the world as a whole, before the boards (and thus towns) are generated. Signs are much easier (and thus more likely) to implement.

Curveballs
Ghost towns, monster towns, these things are technically already possible. A monster town would just be one with a non-default culture setting, and those are technically already generated in Seradevari. Ghost towns could be produced by a script -- pick a town, remove all the inhabitants, remove the ownership tokens from items, names from furniture like beds, maybe switch the type to Wild and add a monster stock list. Story-telling towns are also covered by scripts -- they can find empty boards and place a town of any desired culture.

Followers
Something I've pondered before. Mostly in the form of an affilation token for creatures. The player'd be team 0, hostiles would be team 1, townspeople 2... Team X attacks team Y, etc. This binds into the harem-building thing that's already planned, and what the town next to your house has a carpenter for -- to add new rooms to give your harem a living space. Members of your harem would be told to go with you, switching them to a special Followers team. Having your harem/posse go out to town is another puzzle entirely -- I've already attempted to have creatures other than the player be able to cross board edges, but I can always try again, and that kind of stuff is quite important if you want the kind of dynamics to allow basically this entirely paragraph!

Afflictions
Right now, the only afflictions are cursed items (can't unequip them) and transformatives. They make a horrible combination. As for STDs, and specifically what kind, I don't know. I'd rather Noxico be kinda fake-fantasy, hence the lack of actual magic and presence of firearms and spacecats. Refractory periods, though, I'm so on board with.

Townspeople reactions
I had a thing in place for random non-blocking reactions, but it was kinda underdeveloped and currently commented out. I'm gonna assume you meant blocking dialogue. Having them identify your clothes shouldn't be too hard considering the clothes can have tokens like "sexy". I like the reputation idea, too.

Places of interest in town
Very much agreed! Dynamics would be a nightmare and a half, but things like taverns, markets, shops and parks are technically just a matter of data right now.

Cultural towns
You're quite right. The culture system is supposed to cover things like culture-specific building styles and such, but it's not quite implemented to that degree. What it does have is culture-specific inhabitants.

Biome-specific monsters
Right now, the biome data lists monsters to encounter in each particular biome. One could add biome-specific variants, or specify these details in the biome data itself, theoretically. Creatures' clothing is already a thing in that clothing is applied from lootsets. Those can be filtered to various degrees, including the creature's type (closest-matching bodyplan more like), culture, gender, name, and ID. I could add a filter key for the biome right now and allow creatures wearing, but it's 1:14 in the night and I just wanna finish this long-ass post so instead I'mma add a comment in the relevant spot for tomorrow. There.

Camping humanoids
This would fall under the purview of team dynamics, I'd guess. I suppose you're right about the tags, and I too am not quite sure. I think dungeons copy their encounter stock from the surface? ...yes, yes it does. Perhaps an (optional?) second stock list in the biome data for underground? Hmm...

Voyeurism
Already considered. When I get the thing to make two NPC horndogs go at eachother, which I've already forced to happen once or twice, I'll have to make sure you can enjoy watching by standing close enough. The results should appear in the message area, non-blocking, like when you're involved. This would supposedly go both ways, with particularly shameless and/or excited passersby standing and masturbating to your shenanigans.
...I should maybe look into always shadowcasting "inside" tiles or sumth.

Ability grading
Already have the groundwork laid down from the start. Those starting perks you can pick? Most of them give you a level in one or two things like "sweet talking", "kissing", or "anal play". The intent here is to have the various interactions roll against the relevant skills, which can be very arbitrary, and get perfect by practice. This is right now only implemented for weapons.

Futuristic shit
The plan is to have the game appear like a fantasy, but turn out more like a weird fantasy-esque low-scifi. Hence the allusion to nuclear power in the story ticker. Where the demons came from, or rather what the nature of Seradevari is compared to Nox, is a mystery. The felin, as canon-migrated from my Firrhna Project, are where the scifi truly comes from, and I may add a scripted area with a crashed spaceship that brought them to Nox. They are the main reason there are rayguns in the game. The modern-day clothing is just to mess with the expectation of fantasy.


And with that it's 1:33. Good night, good luck, and thank you.

I don't just program Noxico...
Posted on 03-31-17, 02:59 am

 

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Hey, neat to see such a quick reply. I've been trying to probe around with modding a little bit, I'm just a little unsure of what is or isn't yet implemented. I've got a few questions.

I wanted to try making an elf race that would appear in elf towns and wear elf gear. Making the elf bodyplan was a cinch. I expected the starting town to be generated with the starting bodyplan's culture, but it seems to always start with a human culture town. I'm not sure if all towns are human towns or if some token I haven't spotted yet is determining that. I did not at the time understand how it determines who wears what clothing. If it's the loot sets, I can play around with those a bit more and just see what happens.

I'm actually a little confused about what the seradevar culture is. Like, if I walk far enough, will I find a seradevar city, or is this a reference to the "enemies"?



Another suggestion, I have trouble telling what some of the biomes are supposed to be. In particular, I'm not sure if the white areas are supposed to be sand or snow. It would help if there was a way to do a standard rogue-like hover over a tile and get a message like "a field of grass", "a pile of snow", "a sandy dune", if you get into different dungeon types, stuff like "a natural cave wall", "a mined out rock wall", "a crystaline wall", "a vine covered wall", "an alloy corridor". I think maybe the biome thing can do that now, but I'm not sure exactly what I'm looking at.

By the way, I've noticed that sometimes the dungeon tunnel paths connect only to the corners of dungeon rooms, which makes them impossible to enter. Sometimes these areas are still accessible by a secondary path, but in one dungeon, the very first area was generated that way and it was completely unsolvable. I have done a couple random dungeon games where my method was to place the paths first, and then place a rectangle of walls, then place a smaller rectangle of room tiles. Not sure if I'm explaining well, here's a visual:



Doesn't always make the most elegant dungeons, but they are guaranteed solvable, without any complicated path checking.

I came up with a couple tricks to spice things up, since the default design naturally has no dead ends and only right angle paths. To make more interesting room-to-room paths, you can generate extra path targets, but only generate rooms on every Xth target. To get dead ends, while still being solvable, instead of pathing 1 to 2 to 3, each new room can path to a random room less than its current. So room4 paths to room(1d3), room5 paths to room(1d4), etc. If so inclined, you could use the same mathematical principle to make guaranteed solvable puzzles. For example, let's say you want to have a room that is locked, but you want to make sure the key is not behind the locked door. Just make sure that the key is in a room index less than the locked room, for example, room7 is locked, so the key has to be placed in room1,2,3,4,5 or 6.
Posted on 03-31-17, 09:18 am
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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A'ight. The town generator (DungeonGenerator.cs, class TownGenerator) uses a random culture from the target board's primary biome. This should probably be changed. Also, it only applies to the inhabitants right now, not their structures.

And yes, there are lootsets to determine who wears what:
<pre>-- Give Seradevari creatures in the wilderness a lare or small non-rare blade.
-- Doesn't matter what kind as long as it's not rare.
lootset
target: npc
type: arms
filter
board: wild
culture: seradevar
oneof
@smallweapon+blade-rareweapon
@largeweapon+blade-rareweapon</pre>


The Seradevari are the demons, though many of them have naturalized to become Noxican.

The white tiles are snow. Desert's more yellow than that. Hovering over a tile and seeing a one-line description is an excellent idea that I think is already sorta-kinda supported.

The dungeon generator thing... I like it, but I've learned not to trust explanations that make it look easy.



I don't just program Noxico...
Posted on 03-31-17, 11:43 am

 

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Posted by KawaA'ight. The town generator (DungeonGenerator.cs, class TownGenerator) uses a random culture from the target board's primary biome. This should probably be changed. Also, it only applies to the inhabitants right now, not their structures.


Ah, okay. But currently I don't see any relationship between biomes and cultures, except for the seradevar in the nether biome, so maybe it's defaulting to human.



I just now tried out some lootsets. Filtering for either the culture or the bodyplan resulted in a mix of the default clothing types and the new clothing types. Obviously, I can work around that with careful planning, but it would be nice to have some kind of priority system. Maybe a percentage priority, creature meeting this condition has XX% chance of wearing this outfit instead of the default.

I saw that the human culture has the line "costume:casual" but I don't see the term "casual" appear in any other file.



The dungeon generator thing... I like it, but I've learned not to trust explanations that make it look easy.


I can dig up some source code for it if you want. All of my work so far is in AS3, which is basically JavaScript. Here's an example of it in action: http://www.newgrounds.com/dump/item/b68f028552708b2c5f344a501214305f

Posted on 03-31-17, 03:24 pm (revision 1)
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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The costume token is a leftover that isn't actually used. A final token in a lootset prevents more from applying, so for example the lootset for Urta (she of Corruption of Champions, included with permission) has one and that prevents more lootsets of the same type from being applied after it gives her an Urta-specific outfit.

I should check if things still work out in the right order.

It wasn't! Urta would spawn in either her own kit or a generic sundress, but no more! I also added biomes as a lootset filter, as described.

I don't just program Noxico...
Posted on 03-31-17, 05:29 pm

 

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Random world building algorithms got me thinking, how would you feel about 3D towns? (like dwarf fortress 3D, not 3D graphics) I feel like simply giving houses an upstairs and basement would be simple enough, just add the relevant floors to their building codes. Moving on to something that generates a town in 3D could be more troublesome, but more fun. Stuff like a dwarf fortress central shaft with magma furnaces at the lowest levels, an elven tree city high off the ground, a medieval castle with multi-story walls, a high-rise apartment building or megamall.
Posted on 03-31-17, 05:59 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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I've considered dorf-style 3D early on. To be honest, I'm not sure, be it of the concept in general or if it's worth the no doubt impressive difficulty.

I don't just program Noxico...
Posted on 04-01-17, 10:43 pm

 

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Well, if it's a worry, I think it only has to be as difficult as you choose to make it. A multi-level town can basically be a 2-board town, just one board is above or below instead of north, south, east or west.

This definitely feels like a project that a lot of people will want to mod themselves and use to make their own erotic worlds. There should at least be a way for people to muscle through it.

Speaking of which, you should totally make a thread for Noxico on the LoK forum. The people there are always very eager to help bring projects to completion. https://legendofkrystal.com/forum/viewforum.php?f=35
Posted on 04-02-17, 05:51 am
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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Much like the tastiness of food, the more you say words like "basically" and "just", the harder it turns out to be. I'll consider the LoK forum, though.

I don't just program Noxico...
Posted on 04-02-17, 10:52 pm (revision 2)

 

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So I'm stilling kinda approaching some custom cultures, and I'm wondering about vendors. Can you control what vendors show up in what towns? I've successfully added new shop types and changed existing merchandise, but if I make something like a dwarven weapon shop and an elven weaponshop, can I make it so that they only show up in dwarven or elven towns?

Also, what program do you use that reads the "-- #region" tags. I've been looking at these with Notepad, and the bulky files are a little confusing.



EDIT: Just had an interesting encounter. I used the debug to have sex with a vendor and took off all her clothes. Then I bought the clothes I had taken off of her, since they were no longer equipped. "Haha! It worked! Now she'll have to carry on naked," I think to myself, but then she shouts "Stop! Thief!" etc. and comes after me. I try to engage her in trade again, but when I try to sell something to her, it just shouts "Stop! Thief!" again. Eventually I just drop the clothes and she gives up with her clothing on the ground near where she stands. Clearly not the natural response going on there.
Posted on 04-03-17, 07:10 am (revision 1)
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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You can't have culture-specific shops yet and nothing is tailored to edit TML.

More interestingly, those clothes are marked as the vendor's property. When you went and bought things from her, the game confused the clothes for her sales stock, which I think is not marked, and thus sold you items that are.

A solution come to mind.
1. Sell only items marked as sellable. As such, add such a mark to all items generated for that purpose.
2. Remove sellable token when you buy something, put a sellable token back when you sell something.

Edit: this is now implemented and tested.

I don't just program Noxico...
Posted on 04-04-17, 01:36 am

 

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Maybe instead of putting a cultural shop in a cultural town, could one have a shop pick its stock from the local culture?
Posted on 04-04-17, 10:24 am
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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A matter of lootset filters, I'd figure.

I don't just program Noxico...
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