A new game/application - pre-production thoughts
Posted: Tue Jul 23, 2013 7:27 am
So I'v been thinking about making something fun recently, like Denial Mistress app I'v made a few years back. I'v been looking for a good concept to make part two. Been coming back and fortth to it idea, forgetting and re-discovering it, and I may have found out something I wanna write. The idea is - a variation of a marbles game.
Concept and suggested features:
1) You have marbles of different colors. Each color represents some kind of action. By default I'll write in only two colors: white and black, where white marble means you are allowed to cum, and black that you are denied.
2) The user can create marbles of their own colors, and add them in the basket upon creating sessions. The possibilities I thought of are as follows:
- Simply showing text. This one is for assigning instructions. The text is picked up from a list of lines you create.
- Adding or subtracting marbles from the basket. Can be used as a lucky or unlucky marbles that add good or bad marbles to the basket, thus shifting your chances of picking a marble of a certain color. (a certain limit can be set that can not be exceeded)
- Skipping periods of time - a pure punishment marble that means you can not draw tomorrow and simply have to wait a day.
- A marble that makes it so the next X marbles will be put back in the basket, so your chances stay the same for a one/few days.
A few different marbles can actually be of one color. I'm planning to do so in case you want all bad marbles to be red, for instance.
Each marble type has an archive of pictures that shown upon it's selection, as well as numbers of text lines you specify.
I may do so a marble can perform a few different actions at a time, I'm not sure.
marbles can have set properties, for example "At least 1". That means that whatever actions performed there'll always be at least one of such marble in the basket. This way you can safely put in a lot of marbles that take away, say, orgasm marbles, and still be shure that there's at least one chance to orgasm still remaining.
3)When creating a new session you are presented with a few options:
- A simple session, played untill you get your first white marble, then game over, start a new session.
- A session that lasts untill there's no white marbles left. That way you can create a basket of, say, 90 marbles, 3 of which are white, and you play untill you get all 3 of them.
- A session that will refill the basket (with an option of adding more and more marbles each time). This is a "training" type of game, that can be set pretty short at first, but getting longer and longer as you progress.
3) When creating a session you specify what marbles to put in a basket and how many (may be made random with min and max ammounts specified.
4) When creating session you choose how much time should pass between draws. Like you choose a period. You may set it to one minute, and pick up marble every time you want to masturbate, or you can set it a day, a week and so on, so you have to daily check in to see what's up. By the way I plan to add on a feature to check global internet time instead of local system time. That can not be cheated as easily.
Also I forgot one important thing:
I'm still not shure how do I do a draw of a marble. Of course there's always a possibility to create a button, you press it and a random marble is chosen.
But I also had an idea in mind where you have a button/element for each marble. It's like a set of cards lied down neatly before you face down. They are not random but pre-defined, but you can not see the color of them. Anyway the idea is to have a user actually PICK his marble. Not that it changes anything as marbles are randomly spread anyway, but there's an additional mindfuck when you try to guess which is the right one, and then get frustrated as the right one was just next to the one you picked. It's "Kinda" better than just leaving it to random, but there's a problem. What do you do if there's a few hundreds of marbles in the game? If you show all of the elements on screen there'd be too many. I didn't think of any way to actually make that work yet.
And also for my mathematical mind's point of view, it's not important which marble you choose. They are randomly shuffled. Whatever you choose you get exactly same odds on getting whatever. You could pick them one by one from left to right, top to down and it doesn't really differ from if you are randomly picking them by hand.
I'd like your feedback on that.
So, pre-production, leave your ideas if you have them.
Concept and suggested features:
1) You have marbles of different colors. Each color represents some kind of action. By default I'll write in only two colors: white and black, where white marble means you are allowed to cum, and black that you are denied.
2) The user can create marbles of their own colors, and add them in the basket upon creating sessions. The possibilities I thought of are as follows:
- Simply showing text. This one is for assigning instructions. The text is picked up from a list of lines you create.
- Adding or subtracting marbles from the basket. Can be used as a lucky or unlucky marbles that add good or bad marbles to the basket, thus shifting your chances of picking a marble of a certain color. (a certain limit can be set that can not be exceeded)
- Skipping periods of time - a pure punishment marble that means you can not draw tomorrow and simply have to wait a day.
- A marble that makes it so the next X marbles will be put back in the basket, so your chances stay the same for a one/few days.
A few different marbles can actually be of one color. I'm planning to do so in case you want all bad marbles to be red, for instance.
Each marble type has an archive of pictures that shown upon it's selection, as well as numbers of text lines you specify.
I may do so a marble can perform a few different actions at a time, I'm not sure.
marbles can have set properties, for example "At least 1". That means that whatever actions performed there'll always be at least one of such marble in the basket. This way you can safely put in a lot of marbles that take away, say, orgasm marbles, and still be shure that there's at least one chance to orgasm still remaining.
3)When creating a new session you are presented with a few options:
- A simple session, played untill you get your first white marble, then game over, start a new session.
- A session that lasts untill there's no white marbles left. That way you can create a basket of, say, 90 marbles, 3 of which are white, and you play untill you get all 3 of them.
- A session that will refill the basket (with an option of adding more and more marbles each time). This is a "training" type of game, that can be set pretty short at first, but getting longer and longer as you progress.
3) When creating a session you specify what marbles to put in a basket and how many (may be made random with min and max ammounts specified.
4) When creating session you choose how much time should pass between draws. Like you choose a period. You may set it to one minute, and pick up marble every time you want to masturbate, or you can set it a day, a week and so on, so you have to daily check in to see what's up. By the way I plan to add on a feature to check global internet time instead of local system time. That can not be cheated as easily.
Also I forgot one important thing:
I'm still not shure how do I do a draw of a marble. Of course there's always a possibility to create a button, you press it and a random marble is chosen.
But I also had an idea in mind where you have a button/element for each marble. It's like a set of cards lied down neatly before you face down. They are not random but pre-defined, but you can not see the color of them. Anyway the idea is to have a user actually PICK his marble. Not that it changes anything as marbles are randomly spread anyway, but there's an additional mindfuck when you try to guess which is the right one, and then get frustrated as the right one was just next to the one you picked. It's "Kinda" better than just leaving it to random, but there's a problem. What do you do if there's a few hundreds of marbles in the game? If you show all of the elements on screen there'd be too many. I didn't think of any way to actually make that work yet.
And also for my mathematical mind's point of view, it's not important which marble you choose. They are randomly shuffled. Whatever you choose you get exactly same odds on getting whatever. You could pick them one by one from left to right, top to down and it doesn't really differ from if you are randomly picking them by hand.
I'd like your feedback on that.
So, pre-production, leave your ideas if you have them.