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Despair Labyrinth (RPG Maker VX game) - Version 0.09 - Updated 4/18/12

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  • Despair Labyrinth (RPG Maker VX game) - Version 0.09 - Updated 4/18/12

    Hello all, I've lurked the forums for a long while now but finally decided to make an account after working on my own RPG Maker VX game.

    It's called...
    "Despair Labyrinth: Ransom of Elynsor".
    The premise is that a kingdom has had its princess kidnapped by a prominent guild of bandits known for their involvement in the sex trade. With her life, among other things, at stake, the crown puts up a 100 million gold reward to the first adventurer who successfully brings her back safely.
    This game has multiple characters (with the potential for more), and you basically start off able to select a female adventurer of several choices, each with their own ambitions and desires. Your quest is to fight your way through the Despair Labyrinth and find the Princess, and then bring her out safely. Basically, it's Game Over Rape with a lot of forced sex and eventual bondage, group, etc.
    Current characters on the roster:
    Emilia (Warrior)
    Rhiannon (Berserker)
    Irine (Priest)
    Cesca (Thief)
    Thyme (Sage)
    Lanie (Magician)
    Sairyn (Martial Artist)
    Asella (Paladin)

    Keep in mind this is a relatively early form of the game; having pretty much little to no experience with RPGVX, I've only put a little bit of time into it thus far but will continue to work on it.

    Attached are some sample screenshots of the gameplay.

    Again, if you do not have RPG Maker VX, you can at least download the RTP, or run-time package which should allow you to play the game here:
    http://dl.degica.com/trial/enterbrai...vx_rtp102e.zip


    What's new in 0.09 (Updated April 18, 2012):
    ~Added 'speed text' function: Hold 'down' on the arrow keys to quick-skip through text; it will stop at the next available choice when used on cutscenes or H-scenes.
    ~Added "Load" feature: You can now load a saved game from the character menu.
    ~Several new areas: Guest Rooms, Division Library, Rogues' Division Officers' Lounge (with side rooms), Treasure Room (Cesca exclusive), and several hallways
    ~Wealth of information from books in the small library, located at the east hallway of the lounge, and books in the larger library to the far north. Consider this introductory lore for the world of Despair Labyrinth.
    ~Added several cutscenes:
    -Unique Thyme/Irine interactions. If playing as Thyme, you will encounter Irine in the 'rest area' located north of the Syndicate Officers' Lounge. If playing as Irine, you will encounter Thyme in the Division Library.
    -Unique Thyme flashback and background; automatically triggered after walking further into the Division Library
    ~Exclusive action / puzzle mini-game for Cesca with item reward, located in the new area after the Officers' Lounge
    ~Exclusive fetch quest / dating-game for Lanie with H-scene reward; located in the first Syndicate Bar.

    7 new H-scenes total!
    ~Added 2 'generic' H-scenes:
    -Talk to the NPC at the northeast corner of the Officers' Lounge. Low Purity (< 50) required.
    -Talk to the wine bottle sitting on the counter of the bar in the Barracks (old room with all the sleeping bandits). Low Purity (< 50) required.
    ~Added 5 character-specific H-scenes:
    -Cesca, by losing to enemies in the treasure room
    -Lanie, by 'winning' at the end of the quest
    -Irine, by default after entering the Guest Rooms
    -Thyme, by default after walking into the Division Library
    -Asella, by defeating Rhiannon in their encounter cutscene while having low Purity and the Dominatrix Outfit in your inventory

    Also fixed some combat stuff:
    -Updated Charming Wink to affect two random enemies instead of all of them
    -Deadly Venom now counts as a Physical Attack.
    -Concentrate now doubles Spirit for the next several rounds instead of one
    -Gave Pierce and Bash their proper elements (Piercing and Blow, respectively)
    -Nerfed Quadra Curse to have a 75% chance to end after 3 turns--it's real nasty, even then
    -Divine Barrier now has a 90% chance to end after 4 turns
    -Updated the descriptions on some items and skills

    DOWNLOAD-LINK:
    Mediafire:
    http://www.mediafire.com/?c31yjk49y5q6kvh
    4shared:
    http://www.4shared.com/rar/SAG9FxMJ/DLaby009.html?

    ~~~~~
    Updated last patch:
    -Added 'light' indicators to passages without doors and at the ends of hallways, for an easier time navigating
    -'Handheld Mirror' item added, which allows you to check your Purity when used from the menu.
    (To acquire it, go to the bedroom right beneath Xanrud's torture room in the east part of the Chambers, and open the small red box next to the bed)
    -Gallery Mode added; can be accessed via the Title screen menu. Unfortunately, your existing saves will not work to show the scenes that you've already seen; this requires a completely new game / save file as I had to install switches within each H-scene, which need to be hit in order to unlock them in the gallery mode. Game Over H-scenes are also included without you needing to save afterwards--simply seeing a scene will unlock it in the case for these particular events.
    -The Chambers have been divided into two parts, East and West, to reduce lag.
    -4 new maps added
    -1 new enemy type and 1 miniboss added
    -3 new cutscenes (non-H) added
    7 new H-scenes in all (of which have far more CG's than those from previous patches);
    -4 character-specific H-scenes; Emilia, Rhiannon, Asella and Sairyn
    -3 generic H-scenes
    -CG OVERHAUL! These were only for the low-res images (which is most of them up to the Wolfram cutscene). I've redone the images for the starting bandit (both scenes), slime, maid, dominatrix (first scene), plant monster, vine-laced abomination, gargoyle, guard pikeman, twins (first scene), and sailors. No more ridiculous pixelation, plus some images made a bit better.
    -Added another image to the first Twins scene when you tell them to cum inside.
    -Added 'special' images to the first Twins scene for Rhiannon, Emilia and Asella. Emilia's occurs when you choose to finish them by hand, Asella's can be seen when you choose to have them cum inside, and Rhiannon's happens beforehand regardless of choice made. These are small attempts to further 'individualize' each girl's experiences.
    -Added small conditional branches involving Gwyn to the gargoyle scene and the brawler foursome scene. Right now it's just an extra CG and a brief description; consider this a placeholder for future updates.
    ~~~~~

    "Help! I don't know what RPG Maker VX is, I don't know what an RTP is, I just wanna play the damn game! Fuckin' magnets, how do they work?!"
    Alright, well luckily for you, I packaged a version of the game with the RTP data included, so you can simply unzip it, run the self-extracting .exe, and double-click the game icon to get started. The only drawback to this is that the game file is a tad larger.
    Download-link (RTP Included):
    TO BE RE-UPLOADED...


    Remember, the demo isn't over until you reach a point where it says it is. If you need help or a walkthrough, just comment or send a PM!
    Attached Files
    Last edited by KITAmaru; 05-03-2012, 12:22 AM.
    Working on:
    Despair Labyrinth (RPGVX GOR game); Latest Release: 0.09 (Updated 4/18/12).
    See thread here:
    http://www.hongfire.com/forum/showthread.php/386938

  • #2
    Nice concept, a dungeon crawler GoR design. The characters seem interesting and the story functional.

    Although it may be simpler to say that you're trying to sneak into the labyrinth, get caught, have the scene, and get tossed into the cell. Seems a bit contrived that you happened to tunnel into there, and a dual rescue/escape motivation may make the writing a bit easier.
    I'm making a H game of my own called Harem. Version v2c4m0 released 5/27/16
    http://www.hongfire.com/forum/showth...456&highlight=

    I also have a blog for the game
    http://harem-vx.blogspot.com/
    And a Patreon to support development
    https://www.patreon.com/user?u=2583450&ty=h

    Comment


    • #3
      Hmmm... seems quite interesting... I'd be interested in seeing more...

      Comment


      • #4
        LOL yeah, obviously it was more 'concept over story'. I'll likely polish that over in the next version, since it makes a lot more sense. I mean that'd be pretty messed up of the royal family to just throw a member of their personal guard in there and fill the hole, so. Thanks for the input, especially from a guy who makes a great RPGVX game!

        I'm not sure if I got a little too ambitious with the 8 characters; there are a few story twists that I have in mind, but man... having to do story variation with the characters is kind of a hassle (as in, how they react to Emilia or Asella over say, Lanie or Thyme) and pretty time-consuming but I personally always found that kinda thing cool when it comes to traditional RPG's; Private Actions from the Star Ocean series come to mind, for some reason.
        Working on:
        Despair Labyrinth (RPGVX GOR game); Latest Release: 0.09 (Updated 4/18/12).
        See thread here:
        http://www.hongfire.com/forum/showthread.php/386938

        Comment


        • #5
          From a develop standpoint, having that many characters will make things much more difficult to code initially, but will give alot more playtime per hour developed. If you can make the variations interesting enough between your characters, the player will play each one fully, giving you replay value. But it's going to take quite a bit of time and be a bit confusing mentally.

          I have both a light and dark path in my game, and I've found that I can only write one side at a time. If I write one side of an event and try to immediately write the other side, my character's don't make any sense. What you may want to do is write in series. Choose a character, make a few zones all using her. When there's a decent amount of content out, go back to the beginning and rewrite the event series for the new character. Rinse and repeat. Should get the most done in the least period of time.

          Also, try to have some non-GoR H-scenes into the game. May be the main character using her body to get past situations, or scenes witnessed with other women.
          I'm making a H game of my own called Harem. Version v2c4m0 released 5/27/16
          http://www.hongfire.com/forum/showth...456&highlight=

          I also have a blog for the game
          http://harem-vx.blogspot.com/
          And a Patreon to support development
          https://www.patreon.com/user?u=2583450&ty=h

          Comment


          • #6
            What I've been doing is for pretty much every event that calls for character variance, I 'Copy Event Page' about 8 times (lol) and then do each difference individually, trying to imagine how each girl would react to the same problem. It's not too bad, but I've found it time-consuming when I wish to make more and more unique situations. I'm probably going to start using Asella or Emilia as the 'base' character and then go from there. There's a lot more I have planned to do, once I figure out the whole multiple choices and switches thing...

            Yep, I'm definitely planning to have non-GoR H-scenes in it. It is a labyrinth after all (but more like a headquarters) and there is a lot of potential for various situations.
            So you don't have to use scripting for your internal ethos meter or whatever? I always wondered how that worked.
            Working on:
            Despair Labyrinth (RPGVX GOR game); Latest Release: 0.09 (Updated 4/18/12).
            See thread here:
            http://www.hongfire.com/forum/showthread.php/386938

            Comment


            • #7
              Nah, no scripting required. Just pick a variable and have it go up or down based on your decisions. Now, if you wanted something to work more generally (like having your alignment drop every time you ran from a battle), you might need to write a script for that situation.

              I like what's there so far, even though it's obviously a very early version. The writing is better quality than most, which is always good to see. Is this going to be a straight-up old school dungeon-crawl with hordes of random foes and whatnot, or is it going to be more like Shadowgate, which was more of a puzzle game with a dungeon-crawler setting?

              Also, since you've got your multiple characters with different styles and backgrounds, one other idea... if you've ever played The 7th Saga, that game had a similar setup where you picked one of several characters to play through the game. However, you would then meet the other characters who you didn't pick as you progressed. Sometimes they just talked, sometimes they teamed up with you, and sometimes they actually tried to kill you so that you couldn't compete with them. You might consider doing something similar to that, so that the other seven characters don't go "on the shelf" once you've made the first decision of the game. It might also give you the opportunity to differentiate the H-scenes more.
              I wish those who unsettle you would castrate themselves.
              - Galatians 5:12

              Elysium update thread: http://www.hongfire.com/forum/showthread.php?t=291459
              Latest version: 0.11 (March 31st, 2012)

              Comment


              • #8
                Ahh, okay, I'll toy around with that as soon as I have the time. Finals and what not.
                It's pretty much going to be an old-school dungeon crawler, no random encounters but the whole 'guys approaching you' so you can either flee, fight and kill them, or lose on purpose (lol) for the H-scene. Pretty much every 'type' of enemy will do something different, and there will be a good amount of encounters with non-hostiles as well. It's admittedly quite dark, but I don't plan on doing anything too extreme--so I likely wouldn't heed requests for anything involving say, fecal matter. The worst that can happen is likely some death, which IS kind of extreme in its own way, but I feel that it makes sense given the storyline. For an adventurer, death is always a possibility.

                Can't say I've played 7th Saga yet, but thanks for the tip. That sounds like a really good idea, and to have them interact with each other would be pretty neat. This is still a learning process for me so I'll try and implement it as I go along.
                Last edited by KITAmaru; 08-12-2011, 02:57 PM.
                Working on:
                Despair Labyrinth (RPGVX GOR game); Latest Release: 0.09 (Updated 4/18/12).
                See thread here:
                http://www.hongfire.com/forum/showthread.php/386938

                Comment


                • #9
                  Originally posted by KITAmaru View Post
                  What I've been doing is for pretty much every event that calls for character variance, I 'Copy Event Page' about 8 times (lol) and then do each difference individually, trying to imagine how each girl would react to the same problem. It's not too bad, but I've found it time-consuming when I wish to make more and more unique situations. I'm probably going to start using Asella or Emilia as the 'base' character and then go from there. There's a lot more I have planned to do, once I figure out the whole multiple choices and switches thing...

                  Yep, I'm definitely planning to have non-GoR H-scenes in it. It is a labyrinth after all (but more like a headquarters) and there is a lot of potential for various situations.
                  So you don't have to use scripting for your internal ethos meter or whatever? I always wondered how that worked.
                  Nah, my ethos is simply a variable. Sometimes a choice changes the value, sometimes the event chooses a path for you based on it. Nothing too complicated. In general, only script when you absolutely cannot do it using the event/variable structure. Scripts in RPG-VX are kinda buggy (the vast majority of game-stopping bugs I have to solve before releasing are from my party changer script). First thing I do in VX when starting a game is increase all the maximums to about 10x their base values, and then just create a switch or variable whenever I think I might need it. The number of times that's caused me issues is a tiny fractions of the number of times that not having a variable has caused me a headache.
                  I'm making a H game of my own called Harem. Version v2c4m0 released 5/27/16
                  http://www.hongfire.com/forum/showth...456&highlight=

                  I also have a blog for the game
                  http://harem-vx.blogspot.com/
                  And a Patreon to support development
                  https://www.patreon.com/user?u=2583450&ty=h

                  Comment


                  • #10
                    Originally posted by KITAmaru View Post
                    Can't say I've played 7th Saga yet, but thanks for the tip. That sounds like a really good idea, and to have them interact with each other would be pretty neat. This is still a learning process for me so I'll try and implement it as I go along.
                    Here, I'll save you the suffering. It's a game not meant to be enjoyed. But the concept was cool.

                    http://lparchive.org/The-7th-Saga/Introduction/
                    I wish those who unsettle you would castrate themselves.
                    - Galatians 5:12

                    Elysium update thread: http://www.hongfire.com/forum/showthread.php?t=291459
                    Latest version: 0.11 (March 31st, 2012)

                    Comment


                    • #11
                      That could be a very good gameplay element. You are not the first, nor only, person to try to rescue. You run into the other characters throughout the game. Some you may ally with (and they might be willing to *distract* a key guard for you), some you may compete with (trap them into being raped before they do it to you!). Maybe others have already been caught by the guards (of course you find them in an embrassing situation) and you get something for rescuing them. And of course warriors fighting together form a very close bond!
                      I'm making a H game of my own called Harem. Version v2c4m0 released 5/27/16
                      http://www.hongfire.com/forum/showth...456&highlight=

                      I also have a blog for the game
                      http://harem-vx.blogspot.com/
                      And a Patreon to support development
                      https://www.patreon.com/user?u=2583450&ty=h

                      Comment


                      • #12
                        This looks good so far Especially the character choice was well done.
                        As an idea for the future, I would remove the possibility to get a Game Over. Just send the character back to the prison or another saving point when she looses a fight. This is especially useful in GoR, since some players want to loose and all that required saving is just annoying and can be removed that way. And even if players don't loose on purpose, it happens some time and when it does and you haven't saved for half an hour, that really ruins the game.
                        And should you need any scripting for the game, just ask, I've worked a little with RPG Maker VX and especially tried the scripting which worked pretty good, so I'm pretty confident that I can help with most scripting stuff.

                        Comment


                        • #13
                          Haha, don't worry--I'm actually implementing something like that right now. I can't give too many details away, but yes, outside of the first 5 minutes or so, it should be fairly difficult to actually die in this game. I mean, it's a dungeon full of bandits and perhaps some other things, they are going to make use of your character somehow...
                          Awesome, thanks. Not that I'm too lazy to look for them all myself, but I'm looking into implementing:
                          -Interactions with other characters (that is, if you ARE that character, the event won't happen)
                          -A hidden purity / corruption stat *Nevermind, found out how to do it!*
                          -Perhaps more characters or a way to re-select a character if one is captured (think Friday the 13th NES game)

                          Also, how in the world do you change the game's screen size? Some of the pics I put in there are a little too cropped unless I want EPIC ZOOMFACE which I do not, in this case.
                          Last edited by KITAmaru; 08-13-2011, 06:18 PM.
                          Working on:
                          Despair Labyrinth (RPGVX GOR game); Latest Release: 0.09 (Updated 4/18/12).
                          See thread here:
                          http://www.hongfire.com/forum/showthread.php/386938

                          Comment


                          • #14
                            As far as I know you can't change the screensize. Therefore it's zooming or showing the pictures in their small version.
                            And about your other "things to do":
                            Interaction with others should be done by using regular events. Just check in the beginning, if the players character is another then the character involved in the event and afterwards just like you created the other events.
                            I don't really like the re-selection unless it's either temporal (like you choose a new character and play it along a short quest where you rescue your original character) or the player chooses to do so (like in a choice it says: "Struggle to break free" or "Give up (choose a new character)"). I never played Friday the 13th so, I don't know what you've got in mind. On the implementation part: You could use the same choice as before just set some variables that forbid the captured character(s) in the new choice, that shouldn't be too complicated.

                            Comment


                            • #15
                              Originally posted by KITAmaru View Post
                              -Interactions with other characters (that is, if you ARE that character, the event won't happen)
                              Easy. Have a second, blank event page which is used if that character is in the party.

                              Also, how in the world do you change the game's screen size? Some of the pics I put in there are a little too cropped unless I want EPIC ZOOMFACE which I do not, in this case.
                              Alt-Enter is fullscreen mode while playing. I don't think there's a way for the developer to force the game to go fullscreen (or bigscreen) though.
                              I wish those who unsettle you would castrate themselves.
                              - Galatians 5:12

                              Elysium update thread: http://www.hongfire.com/forum/showthread.php?t=291459
                              Latest version: 0.11 (March 31st, 2012)

                              Comment

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