Major Project Announcement (Legend of the Psyons- an EOS Estim Full Game)
Posted: Sat May 16, 2020 6:13 pm
Hello. I am new to the community. I became interested in this site and its content during the quarantine. I especially liked the EOS teases and the estim-based games. I have a lot of extra time on my hands, a creative urge, and game programming experience, so I started a huge project about a month ago. It is now far enough along that I'd like to share my progress with the community, take feedback and perhaps get some people interested in being very early alpha testers. I'll be looking for quality over quantity. Perhaps two or three private testers in about another month or two. Once it reaches a beta stage (estimated 6 to 12 months) I'll share it with the community.
Right now, I have about 6,500 lines of code written for the core functions of the main game engine (not including all of the text lines, data, and logic on the pages themselves). I'm using EOS with extensive Javascript functions to blend into my game engine that can then take in object data for quests, enemy monsters- complete with fairly extensive AI, character personalities, shops, weapons and game items, handcrafted locations, as well as procedurally generated zones. I'm not a huge fan of Javascript, but it is fun to work outside of one's preferred programming languages every now and then. So far, it is all going remarkably smoothly. Before I state more about where I am at with the project, let me introduce the basic story premise and the design specs.
Story background (the short summary just to give you the gist): (The queen explains it a lot better in the game with a dominant flair.)
You are an ordinary guy enjoying a late night online tease and denial game. You are a very experienced TAD superstar. Suddenly, you hear a dominant female voice booming all around you. Time and space shift and you emerge into a fantasy world, in front of Queen Jenyla. The world around you looks like a cartoon come to life. (The pictures of people, places and monsters are all drawings.) You are also a cartoon-like being and your appearance is no longer your own. You are now either a warrior, rogue or a mage. The queen explains the situation to you.
You are in the world of Milovana, a medieval magical fantasy world (a lot like Dungeons and Dragons) where females reign supreme and males are kept as pets or slaves. Many magical portals flow through this land (including the one that allowed the queen to summon you). The land was recently invaded through these portals by an evil, all female species. They are beings of pure sexual energy that can manifest in the form of various monsters that appear to fit their surroundings. (For example, Psyons in a graveyard may manifest as zombies and skeletal warriors.)
The strange thing was, the females could see nothing, and yet their male servants were shouting about female monsters pouring out of the portals. The men start to become sexually crazed to the point of climax. If a male climaxed, a portal would open up near them and they were abducted by the Psyons (fate unknown). The royal female battle mages manage to erect a magical barrier around the capital city of Domitrix. The land is being savaged by these creatures and the females can not see them to confront them. Only males can see their corporeal forms but one by one, all of the males were stimulated to climax and abducted. No males remain. That is why the queen has summoned you. She needs a male to combat the Psyon scourge and one that can withstand the sexual stimulation.
The land has been saturated with the psyonic sexual energy. (You feel it as pleasurable estim signals.) The females are all immune from this stimulation. It varies by region in both type and intensity. The capital is shielded, so it is weakest there. (There will be a temple that is fully shielded if you need a break.) The queen explains that here, thought can become reality. (In theory, you emerged from the portal as the class that most suited the personality of your former persona.) Unfortunately, for you, all men think with their cocks and thus there is a very interesting conundrum. When a male takes any form of physical damage in this world, they feel it as extreme pain to their genitals. (This is provided by painful estim signals- or some other modification if you don't have an estim such as rubber band snaps.) I can confirm that this makes for a very interesting game experience and certainly makes you not want to take damage in combat. This has been perhaps the most unique game experience I have ever had. The queen and others will send you on epic quests as you explore this strange and huge world. Will you have what it takes to save the land?
The Psyons have a very unique defensive mechanism. They are able to pull images and memories from your mind. They being sexual creatures, and you being a kinky TAD fanatic, provides the Psyons with many exotic images that they use to confuse and distract you during combat. (The creatures are all drawings from art found online, but the images will be real nude female models.) These images instill sympathy and distraction. With the intense estim signals (both painful when you take damage and pleasurable otherwise) combined with these erotic images, it will take all of your TAD experience to avoid climax- which would lead to a very bad ending. (You can actually choose to toggle the nude image feature off with psyonic block if you want a more traditional game experience.)
Main game loop mechanic:
After selecting one of three character classes, you can navigate around a huge world. You will have many quests to complete and monsters to battle. You gain experience points primarily through quest completion and combat victory. Each time you level, you are visited by the goddess of goddesses- Milovana herself, the creator of this strange cartoon style world. She will slowly reveal secrets as you level your character. You can invest experience points to enhance some of your eight skills to make your character more powerful. (These include constitution, willpower, strength, intelligence, precision, dexterity, speed and sneak.) There is also a lot of loot with categories such as common, uncommon, rare etc. You can get loot from shops, enemy loot drops, and quest rewards. There are many weapons and gear that you can obtain to become stronger in combat. There is class specific gear such as shields and armor for the warrior and jewelry for the mage. Leveling your character so that you can explore higher level zones and complete quests makes for an exciting game loop. Deciding how to level your character will be of great importance. You need some logic if you hope to beat the game.
Main game specs and where they stand:
- Exciting combat engine with options such as selecting one of up to four attacks or one special (charge up) special attack. You can drink potions to fortify and heal. You can try to flee from combat. There is a sophisticated action point system that you must manage in turn-based combat. Combat has a distance system and weapons have range and some have ammo. The enemies all have very unique personalities and fighting styles backed by a fairly sophisticated AI. (It takes about three screens of data to create an enemy.) I currently have the first four enemies designed, 3 normal and one elite. Elites have a chance to drop better gear but are much more formidable. There will be many dozens more monsters and unique bosses eventually. The main battle engine is working remarkably well already. I'm just tweaking some of the details at this point. It even includes things like sneak attacks, damage over time impacts like bleeding or burning, special effects like concussion and being knocked prone. Weapons and gear can have all sorts of enchantments like extra crit damage, armor piercing and the like. There is a lot of combat strategy.
- Very consequential character classes, (Warrior, rogue and mage) that will greatly influence how your character develops. This will add a lot of replay value and some people will treat some classes differently. All three classes are complete. I am still tweaking class balance.
- Very extensive world to navigate. There will be a mix of custom designed locations as well as huge procedurally generated zones. I have a handful of custom town locations completed and about 2/3 of the procedural generation code with the first learning zone- the graveyard. However, it is still a lot of work to write the data for the zones. I want there to be a lot of variability and interesting things to discover even in the procedural zones. It also stitches together a variety of location text descriptions so you don't see.. "you are in a graveyard" written over and over again. So far, it is working well. The mix of hand crafted areas and sophisticated procedural generation should be the best of both worlds and increase replay value. The graveyard is about a 16 X 16 grid and some zones will be as large at 19 X 19 (361 locations).
- Text based, sophisticated mapping system that helps you track where you have been and notes unexplored directions. (You need to open the browser's console to see this as it is too much text for EOS. It also needed a font type in which all characters occupy the same amount of space.) This is all working great already and I find I already use it even though the world is still small. (I have about 1/10 of the capital city made and the first procedural zone- the graveyard.)
- Complex characters with real personalities and dispositions. I have a few characters under development. I want them to feel very fleshed out all with their own back stories, quests and so forth. They will remember both your actions and dialog choices, so acting like an ass will have real consequences (sometimes painful ones).
- Real time clock system. Even though this is turn based, time actually passes even if you are just standing there unless you pause the game inside the main menu. If you walk out of a store and then right back in again, the shopkeeper may wonder what you are doing. If the queen tells you to do something with haste... I suggest you take that as a demand and not a request. The world will change around you as you develop your relationships and start to complete quests. Supply lines will open up, some characters may even start to degrade you a little less even though you are a man. Again, I only have a few personalities about 1/2 complete as this is a crazy amount of work. Outside of combat, your character slowly regains health and actions points depending on your skill points. Just exploring a room... you could be suddenly attacked by a monster. (Although when you navigate from one location to another, you are more likely to encounter a monster compared to just standing there.)
- Theft system. Want to try to pickpocket someone or steal a weapon? You can do so, but getting caught will have very real consequences in terms of the relationship. I have this system implemented in the weapon shop and will expand it further. I think this adds a very interesting option.
- Stealth system. You can navigate the world in sneak mode (at the expense of additional action points) making encounters less probable and giving you an increased chance to make a sneak attack. This all works, but I'm still tweaking it a bit for balance.
- Lots of shops with level based inventory that occasionally and randomly resets. As you defeat the Psyons, some rare items may start to show up from time to time- but the very best weapons and gear will drop off of elite monsters and unique bosses. If you sell a specially modified weapon (such as you sharpened it) you will find it stored in that shop's inventory and you can buy it back for a certain period of time- at a financial loss of course. Prices will be based on the shopkeeper's disposition towards you. Right now, I only have one shop finished- the weapons shop where you buy melee and ranged weapons (not spells). Eventually, there will be at least six shops in the city and a few others around the world. They will include: weapon shop, armor shop, magic shop, potion shop, jewellery shop, and general goods.
- Huge variety and complex weapons and spells. This is all implemented in the engine and I have about a dozen made so far. A single weapon is about one full page of data. They can also have enchantments, damage over time effects, and can apply special effects on your foe. Right now I have 11 different enchantments, five effects, and six damage over time options built into the battle engine. Many more will be added. Weapons will be leveled, but if you can manage to get one, your character can use a weapon of any level. They also have quality: common, uncommon, rare, epic, and legendary. As an example of an enchantment: a bow could be [seeking: 10] which would increase your hit roll and thus your chance to hit your foe. As an example of a DOT, a fireball has a chance to set your opponent on fire and do additional damage over some number of turns. An example of an effect would be slowed, which decreases an actors ability to control the combat distance. Combat has three ranges, close, medium and far and weapons have the same three ranges. A range of 1 is for melee, most but not al spells are 2 and bows and throwing knives and the like are 3. Many ranged weapons and some spells have ammo (that usually regenerates after combat). Damage also has types such as slashing, fire, blunt etc. Some creatures have resistances and vulnerabilities to certain damage types.
- Class based special attacks. These need to either charge outside of combat or charge by inflicting damage on your foe with normal attacks. They are powerful and each class gets its own unique special (in addition to up to 4 normal attacks). These are all functional but I need to add the code to make them level up with the character (perhaps every other level). The warrior gets a special charging bash, the rogue gets a seeking poisoned dart and the mage gets a devastating meteor storm spell.
- Complex menu system. At a click you can view your character stats, inventory, potions etc. The manual will also be at your fingertips. I have not yet written the manual. Not really looking forward to that for such a complex game.
- Game options. You can select one of three combat difficulties at game start. You have many other game options as well, some of which you can set at game time such as fast combat text mode. By default, the text will pause for dramatic effect. Example: "The zombie claws at you..." (short pause) "You are unable to dodge the blow." (short pause) (Zapping you now) ... "You take 4 points of (melee slashing) damage." Alternatively, if you want a faster combat experience, you can turn the pause off.
- Complex estim options and calibration. Obviously this is an important game component. The games I've seen on here have been great, and I certainly mean no disrespect, but I feel the calibration was just not complex enough. Punishments were often way less stimulation than the pleasure and the pleasure was often way too painful. I already implemented a very complex calibration process. However, I've had new ideas since and I plan to totally redesign this again. I am also waiting to get my BTStim elite so I can have a non filtered estim experience. I have a Sensovox and it filters audio signals (like so many other boxes) which is not optimal for online estim games. I want to have two separate calibration options for both filtered and unfiltered boxes, but I need my BTStim to test it. I ordered it over a month and a half ago and still no updates on my order nor is BigTip responding to emails. There is a notice on his site to expect delays during the quarantine and I know he has health problems, so I hope he is OK and I will try to be patient. Anyway, I don't know how long it will take to arrive. I have made my own custom sound files and may make a separate set for unfiltered boxes. The punishment strength and time depends on the amount of damage you take (and crit hits ramp up the pain) and the pleasure signals vary by zone.
One interesting issue: Because EOS has very limited account storage, I see no reasonable way to have a save game option. I would need about two orders of magnitude more storage to have even a reasonable chance of doing so. Also, the storage required would be variable, as it generates location data on the fly for the procedurally generated zones. (I may implement game option and estim calibration storage though.) The game will probably take about 10 to 30 hours to play through, so one would just have to keep the tab open and their computers on. It does have a game pause option. Not sure how people feel about this. There is one interesting potential benefit... it makes your choices feel much more impactful. There will also be a lot of replay value I hope. *** UPDATE: SEE LATER POSTS. THERE WILL BE A SAVE FEATURE! ***
So there is a summary of where I am at and where I am heading. I think it will be by far the most complex game of its type on Milovana. Again, I'll need the help of a handful of early alpha testers. If you are interested, please PM me. In another month or two, I should be able to share it privately with you to start checking for bugs and exploits and the like. Understand that content will be very limited while I'm still focused on the core engine right now.
Right now, I have about 6,500 lines of code written for the core functions of the main game engine (not including all of the text lines, data, and logic on the pages themselves). I'm using EOS with extensive Javascript functions to blend into my game engine that can then take in object data for quests, enemy monsters- complete with fairly extensive AI, character personalities, shops, weapons and game items, handcrafted locations, as well as procedurally generated zones. I'm not a huge fan of Javascript, but it is fun to work outside of one's preferred programming languages every now and then. So far, it is all going remarkably smoothly. Before I state more about where I am at with the project, let me introduce the basic story premise and the design specs.
Story background (the short summary just to give you the gist): (The queen explains it a lot better in the game with a dominant flair.)
You are an ordinary guy enjoying a late night online tease and denial game. You are a very experienced TAD superstar. Suddenly, you hear a dominant female voice booming all around you. Time and space shift and you emerge into a fantasy world, in front of Queen Jenyla. The world around you looks like a cartoon come to life. (The pictures of people, places and monsters are all drawings.) You are also a cartoon-like being and your appearance is no longer your own. You are now either a warrior, rogue or a mage. The queen explains the situation to you.
You are in the world of Milovana, a medieval magical fantasy world (a lot like Dungeons and Dragons) where females reign supreme and males are kept as pets or slaves. Many magical portals flow through this land (including the one that allowed the queen to summon you). The land was recently invaded through these portals by an evil, all female species. They are beings of pure sexual energy that can manifest in the form of various monsters that appear to fit their surroundings. (For example, Psyons in a graveyard may manifest as zombies and skeletal warriors.)
The strange thing was, the females could see nothing, and yet their male servants were shouting about female monsters pouring out of the portals. The men start to become sexually crazed to the point of climax. If a male climaxed, a portal would open up near them and they were abducted by the Psyons (fate unknown). The royal female battle mages manage to erect a magical barrier around the capital city of Domitrix. The land is being savaged by these creatures and the females can not see them to confront them. Only males can see their corporeal forms but one by one, all of the males were stimulated to climax and abducted. No males remain. That is why the queen has summoned you. She needs a male to combat the Psyon scourge and one that can withstand the sexual stimulation.
The land has been saturated with the psyonic sexual energy. (You feel it as pleasurable estim signals.) The females are all immune from this stimulation. It varies by region in both type and intensity. The capital is shielded, so it is weakest there. (There will be a temple that is fully shielded if you need a break.) The queen explains that here, thought can become reality. (In theory, you emerged from the portal as the class that most suited the personality of your former persona.) Unfortunately, for you, all men think with their cocks and thus there is a very interesting conundrum. When a male takes any form of physical damage in this world, they feel it as extreme pain to their genitals. (This is provided by painful estim signals- or some other modification if you don't have an estim such as rubber band snaps.) I can confirm that this makes for a very interesting game experience and certainly makes you not want to take damage in combat. This has been perhaps the most unique game experience I have ever had. The queen and others will send you on epic quests as you explore this strange and huge world. Will you have what it takes to save the land?
The Psyons have a very unique defensive mechanism. They are able to pull images and memories from your mind. They being sexual creatures, and you being a kinky TAD fanatic, provides the Psyons with many exotic images that they use to confuse and distract you during combat. (The creatures are all drawings from art found online, but the images will be real nude female models.) These images instill sympathy and distraction. With the intense estim signals (both painful when you take damage and pleasurable otherwise) combined with these erotic images, it will take all of your TAD experience to avoid climax- which would lead to a very bad ending. (You can actually choose to toggle the nude image feature off with psyonic block if you want a more traditional game experience.)
Main game loop mechanic:
After selecting one of three character classes, you can navigate around a huge world. You will have many quests to complete and monsters to battle. You gain experience points primarily through quest completion and combat victory. Each time you level, you are visited by the goddess of goddesses- Milovana herself, the creator of this strange cartoon style world. She will slowly reveal secrets as you level your character. You can invest experience points to enhance some of your eight skills to make your character more powerful. (These include constitution, willpower, strength, intelligence, precision, dexterity, speed and sneak.) There is also a lot of loot with categories such as common, uncommon, rare etc. You can get loot from shops, enemy loot drops, and quest rewards. There are many weapons and gear that you can obtain to become stronger in combat. There is class specific gear such as shields and armor for the warrior and jewelry for the mage. Leveling your character so that you can explore higher level zones and complete quests makes for an exciting game loop. Deciding how to level your character will be of great importance. You need some logic if you hope to beat the game.
Main game specs and where they stand:
- Exciting combat engine with options such as selecting one of up to four attacks or one special (charge up) special attack. You can drink potions to fortify and heal. You can try to flee from combat. There is a sophisticated action point system that you must manage in turn-based combat. Combat has a distance system and weapons have range and some have ammo. The enemies all have very unique personalities and fighting styles backed by a fairly sophisticated AI. (It takes about three screens of data to create an enemy.) I currently have the first four enemies designed, 3 normal and one elite. Elites have a chance to drop better gear but are much more formidable. There will be many dozens more monsters and unique bosses eventually. The main battle engine is working remarkably well already. I'm just tweaking some of the details at this point. It even includes things like sneak attacks, damage over time impacts like bleeding or burning, special effects like concussion and being knocked prone. Weapons and gear can have all sorts of enchantments like extra crit damage, armor piercing and the like. There is a lot of combat strategy.
- Very consequential character classes, (Warrior, rogue and mage) that will greatly influence how your character develops. This will add a lot of replay value and some people will treat some classes differently. All three classes are complete. I am still tweaking class balance.
- Very extensive world to navigate. There will be a mix of custom designed locations as well as huge procedurally generated zones. I have a handful of custom town locations completed and about 2/3 of the procedural generation code with the first learning zone- the graveyard. However, it is still a lot of work to write the data for the zones. I want there to be a lot of variability and interesting things to discover even in the procedural zones. It also stitches together a variety of location text descriptions so you don't see.. "you are in a graveyard" written over and over again. So far, it is working well. The mix of hand crafted areas and sophisticated procedural generation should be the best of both worlds and increase replay value. The graveyard is about a 16 X 16 grid and some zones will be as large at 19 X 19 (361 locations).
- Text based, sophisticated mapping system that helps you track where you have been and notes unexplored directions. (You need to open the browser's console to see this as it is too much text for EOS. It also needed a font type in which all characters occupy the same amount of space.) This is all working great already and I find I already use it even though the world is still small. (I have about 1/10 of the capital city made and the first procedural zone- the graveyard.)
- Complex characters with real personalities and dispositions. I have a few characters under development. I want them to feel very fleshed out all with their own back stories, quests and so forth. They will remember both your actions and dialog choices, so acting like an ass will have real consequences (sometimes painful ones).
- Real time clock system. Even though this is turn based, time actually passes even if you are just standing there unless you pause the game inside the main menu. If you walk out of a store and then right back in again, the shopkeeper may wonder what you are doing. If the queen tells you to do something with haste... I suggest you take that as a demand and not a request. The world will change around you as you develop your relationships and start to complete quests. Supply lines will open up, some characters may even start to degrade you a little less even though you are a man. Again, I only have a few personalities about 1/2 complete as this is a crazy amount of work. Outside of combat, your character slowly regains health and actions points depending on your skill points. Just exploring a room... you could be suddenly attacked by a monster. (Although when you navigate from one location to another, you are more likely to encounter a monster compared to just standing there.)
- Theft system. Want to try to pickpocket someone or steal a weapon? You can do so, but getting caught will have very real consequences in terms of the relationship. I have this system implemented in the weapon shop and will expand it further. I think this adds a very interesting option.
- Stealth system. You can navigate the world in sneak mode (at the expense of additional action points) making encounters less probable and giving you an increased chance to make a sneak attack. This all works, but I'm still tweaking it a bit for balance.
- Lots of shops with level based inventory that occasionally and randomly resets. As you defeat the Psyons, some rare items may start to show up from time to time- but the very best weapons and gear will drop off of elite monsters and unique bosses. If you sell a specially modified weapon (such as you sharpened it) you will find it stored in that shop's inventory and you can buy it back for a certain period of time- at a financial loss of course. Prices will be based on the shopkeeper's disposition towards you. Right now, I only have one shop finished- the weapons shop where you buy melee and ranged weapons (not spells). Eventually, there will be at least six shops in the city and a few others around the world. They will include: weapon shop, armor shop, magic shop, potion shop, jewellery shop, and general goods.
- Huge variety and complex weapons and spells. This is all implemented in the engine and I have about a dozen made so far. A single weapon is about one full page of data. They can also have enchantments, damage over time effects, and can apply special effects on your foe. Right now I have 11 different enchantments, five effects, and six damage over time options built into the battle engine. Many more will be added. Weapons will be leveled, but if you can manage to get one, your character can use a weapon of any level. They also have quality: common, uncommon, rare, epic, and legendary. As an example of an enchantment: a bow could be [seeking: 10] which would increase your hit roll and thus your chance to hit your foe. As an example of a DOT, a fireball has a chance to set your opponent on fire and do additional damage over some number of turns. An example of an effect would be slowed, which decreases an actors ability to control the combat distance. Combat has three ranges, close, medium and far and weapons have the same three ranges. A range of 1 is for melee, most but not al spells are 2 and bows and throwing knives and the like are 3. Many ranged weapons and some spells have ammo (that usually regenerates after combat). Damage also has types such as slashing, fire, blunt etc. Some creatures have resistances and vulnerabilities to certain damage types.
- Class based special attacks. These need to either charge outside of combat or charge by inflicting damage on your foe with normal attacks. They are powerful and each class gets its own unique special (in addition to up to 4 normal attacks). These are all functional but I need to add the code to make them level up with the character (perhaps every other level). The warrior gets a special charging bash, the rogue gets a seeking poisoned dart and the mage gets a devastating meteor storm spell.
- Complex menu system. At a click you can view your character stats, inventory, potions etc. The manual will also be at your fingertips. I have not yet written the manual. Not really looking forward to that for such a complex game.
- Game options. You can select one of three combat difficulties at game start. You have many other game options as well, some of which you can set at game time such as fast combat text mode. By default, the text will pause for dramatic effect. Example: "The zombie claws at you..." (short pause) "You are unable to dodge the blow." (short pause) (Zapping you now) ... "You take 4 points of (melee slashing) damage." Alternatively, if you want a faster combat experience, you can turn the pause off.
- Complex estim options and calibration. Obviously this is an important game component. The games I've seen on here have been great, and I certainly mean no disrespect, but I feel the calibration was just not complex enough. Punishments were often way less stimulation than the pleasure and the pleasure was often way too painful. I already implemented a very complex calibration process. However, I've had new ideas since and I plan to totally redesign this again. I am also waiting to get my BTStim elite so I can have a non filtered estim experience. I have a Sensovox and it filters audio signals (like so many other boxes) which is not optimal for online estim games. I want to have two separate calibration options for both filtered and unfiltered boxes, but I need my BTStim to test it. I ordered it over a month and a half ago and still no updates on my order nor is BigTip responding to emails. There is a notice on his site to expect delays during the quarantine and I know he has health problems, so I hope he is OK and I will try to be patient. Anyway, I don't know how long it will take to arrive. I have made my own custom sound files and may make a separate set for unfiltered boxes. The punishment strength and time depends on the amount of damage you take (and crit hits ramp up the pain) and the pleasure signals vary by zone.
One interesting issue: Because EOS has very limited account storage, I see no reasonable way to have a save game option. I would need about two orders of magnitude more storage to have even a reasonable chance of doing so. Also, the storage required would be variable, as it generates location data on the fly for the procedurally generated zones. (I may implement game option and estim calibration storage though.) The game will probably take about 10 to 30 hours to play through, so one would just have to keep the tab open and their computers on. It does have a game pause option. Not sure how people feel about this. There is one interesting potential benefit... it makes your choices feel much more impactful. There will also be a lot of replay value I hope. *** UPDATE: SEE LATER POSTS. THERE WILL BE A SAVE FEATURE! ***
So there is a summary of where I am at and where I am heading. I think it will be by far the most complex game of its type on Milovana. Again, I'll need the help of a handful of early alpha testers. If you are interested, please PM me. In another month or two, I should be able to share it privately with you to start checking for bugs and exploits and the like. Understand that content will be very limited while I'm still focused on the core engine right now.