This is something I've had in the back of my mind for a very long time now--way before I even understood anything about what the monster am I. Keep telling myself 'no' but I can see the writing on the wall. Guess it's just a matter of how much I want it and how much money I want to blow on it.
So with a few reasonably "successful" games under my belt with another studio, plus with it getting harder and harder to find free time, I figure it's now or never. Been working on and off but with the release of UE5, I've finally put code down.
This will be a stealth/action first person set in the modern day with you as a vampire and the lust for power. Originally it wasn't going to be a vampire game but envisioning a female zako helplessly moaning and writhing as her body slowly falls limp under the embrace of a much stronger vampire makes me feral.
If you've ever played the Dishonored series, then you have pretty good idea. Maybe also Bloodlines 2 if that ever gets released.
Like the Dishonored series, combat will be mostly melee with both lethal and non-lethal actions, along with takedowns and vampire powers to round it out. After defeating a zako, you'll be able to take her somewhere a little more private and quieter. Or not.
Once you have a subdued zako, "interactive mode" becomes available where you can:
- Pose her body. Various presets of enticing positions or manually pose her via a basic real-time pose editor
- Strip her
- Sex her
- Photo pose mode
Now, this is where I'll run into the greatest challenge so far. 1 and 4 are relatively trivial.
Clothing removal isn't trivial. Normally, the clothing of character model is a part of the model itself so clothing literally can't be removed. Games like Skyrim have entirely different models for different armor types and just substitute them in.
But being able to strip or partially strip a zako requires all of her clothing to be separate models from one another and separate from her body. It isn't "hard to do" but it is hard to do with soft body collision at 60 FPS on a computer that anyone can presently build or buy.
Next challenge is the animations for stripping and sexing zakos. I've seen very few hand-created animations that are natural looking so those are likely a no-go. I'm familiar but never worked directly with mo-cap but most or all zako sex animations will likely be mo-capped (along with combat, takedowns, knockouts, transitions, etc.). That's gonna be a pretty penny but at least I don't have to think about it for now.
Interactive environment. If you lay a girl down on a bench, bench specific sexing positions become available. Lay her on a table, in which case, table specific positions become available. Chairs, walls, barriers and other environmental props will have their own unique sexing positions. You'll have to experiment.
Gonna try to implement as many different zako outfit themes and regions as possible. Some will but most won't be hyper sexualized. They will all be alluring; all the more reason to "get to know her." I've a very long list but the usual suspects are all here:
- Military, police, security
- Steampunk, goth
- Bandit wastelanders
- Corsets, skirts, dresses, fishnet please
- Headgear, hats, masks
- Cultural such as ninja/kunoichi, dirndl, cheongsam outfits
- Athletics: volleyball, cheerleader, yoga
- Maybe nuns
Since I don't have a Dishonored level budget, I can choose to be mediocre at
many things or be good a
one thing.
The unique selling proposition of the game is, of course, the zakos: they're the stars of the show. So it will have as many different faces and voices as I can reasonably get. While the girls are the stars of the show, they won't be the only enemies you'll encounter.
As much as I like games that have strictly female enemies, IMO it makes the game feel much less "organic" so to speak, than throwing them in along with male enemies and other types of enemies that we won't spoil for now. Non-zako enemies will be generic for reasons mentioned previously but this also allows me to add other incredibly tough enemies I have in mind.
And then mix them in interesting combinations.
For instance, you might encounter an area guarded by a squad of enemies, something like 4-5 male enemies of varying difficulty and 1 lowly female zako. And she might feel pretty good and protected and confidently march around the place.
Then you, as the player can decide to:
- sneak past the group entirely.
- gung ho head on; hold my beer.
- or....
...find a way to lure the zako somewhere. Then when the rest of the group isn't looking, pounce and drag her away into the darkness as she hopelessly struggles and attempts to scream; her squad still completely unaware she's gone missing.
I'll admit, the stealth game is probably my favorite genre of all time. Especially when you're presented with a challenge and a satisfying reward at the end. In this case, the challenge of snatching just the girl and the reward of "unwrapping" her like a nice little gift.
*sigh* The skeleton of the storyline is done. Many backstories and quests are done. The first person cam is mostly done, but I have to re-implement now using a simulated model. Really wish I had more time like I used to.
Anyways, how does it sound? Suggestions? Ideas?