Noxico


Combat ideas

In Dwarf Fortress Adventure Mode, combat is done mostly turn-based, Rogue-like. You got your sword, you got your target. Press against the target and you hit him with your sword. It might get stuck in your target, in which case pressing against him again without either of you leaving your current positions means you get to twist the sword around inside of your target. Yay. You can also throw stuff like darts and other people.

In Megazeux, combat is done real-time. By default you only have a gun. Hold space and press a direction to fire a fast-moving but easily dodged projectile. The gun is also an automatic. Several sword engines have been made that replace the unlimited-range gun with a close-range sword (duh) that usually does damage in a two or three tile strip perpendicular to the player. That is, if you face north, the sword strikes the tiles from northwest to northeast.

In Corruption of Champions, combat is strictly turn-based, like the average RPG. You pick an action, the opponent picks an action, and whoever’s faster gets to do his thing first.

For Noxico, which has (MZX-style) realtime movement and exploration, I was thinking of going MZX-style with the combat, too. Most weapons would be close-range, with bigger blades having more range (imagine a BFS reaching some three tiles far and a simple knife only one tile). Guns would still be more or less unlimited in range, but instantly hit – there’s no visible bullet. The further the target, the higher chance of not getting hit, and maybe if you do get hit, it won’t be as effective if it’s from far away. And if that’s not enough, just make guns relatively rare.

What do you think?

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Clothing Start

Started on the new clothing system, which involves randomly selected, predefined sets of clothes (read: costumes). Each creature type can define one or more costume to wear, and one is picked at generation, adding the constituent parts to the character’s inventory. This includes gender checks and the fact that googirls and nagas technically can’t wear pants. That’s why there’s only a lacy bra in this screenshot and no panties to go with it: I’ve been using a naga for testing. She’s called Legend Spewblossom and her name is stored in three separate parts so you can do DF style translations like “En Icmishibbi”, “Olzul Kazatzöslu”, or “Gomath Gamlatâtrid”.

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Creature suggestions box

There’s a handful of creatures implemented or planned, several of which playable from the start:

  • Humans
  • Imps
  • Goblins
  • Bee girls
  • Naga
  • Foocubi
  • Cat people (non-furry, full furry planned)
  • Fox people (same deal)
  • Little Ponies (really more of a testing creature but who knows?)
  • Goo girls
  • Google girls (same as goo girls, but special and hard to find)

Anything you think should be added?

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So what IS Noxico anyway?

Noxico is an erotic role playing game, taking a little from Corruption of Champions, a little from Megazeux, and a little from Dwarf Fortress.

Specifically, several data structures, the overall “faked text mode” asthetic, and several smaller details are inspired by Dwarf Fortress (with special attention to Adventurer mode), but it takes the realtime aspect and other details from Megazeux, which leaves the porn bits to CoC.

The game’s overworld is split up into screen-sized, randomly generated boards, no scrolling, based on a handful of general styles – think biomes – and containing towns based on less random process, and dungeon entrances. It won’t be very big, I reckon…

The dungeons, and I use the term in the gaming sense, are more like those in the average Roguelike (there goes another two hours of your life, haha), and are fully randomized once on startup. Considering the locations of their entrances on the overworld, things are bound to get a little non-euclidian…

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