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Suggestions

Started by shacalou, Nov 29, 2024, 06:30 PM

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shacalouTopic starter

Hello everyone,

Before starting I wanted to thank GOLDO and the community around the game whether for the mods or the packs that we have!

I have some ideas which are potentially not good... but hey I'm going to post them because they've been running through my head for a few months already.

Sorry about my English I have to use a translation tool I can read English, we're going to say that..., but from there to writing it and being understanding there is a world of difference :D

Assignment of new "trainer" roles for our girls

Currently only one "trainer" is assignable. the latter affects the overall appearance of the brothel. However, we could see it differently.

My idea would be that the global trainer becomes a "manager" of one of the three "helper" groups.


This makes it possible to have three managers rather than one overall "trainer". with specific bonuses/penalties.

From there we could, for "managing" them, have a system for improving stats a bit like girls' jobs so that they are less fixed... and why not have them take money from us for the assignment.

Following up on this idea we could have new "jobs" for our girls and assign them to our new managers for example depending on the star level of our manager (max three stars for example or three people) which would make it possible to perfect the girl on this new role. with, as for the rest, the possibility of dedicating it to that or doing half jobs/whore and that. perfecting them there could give new bonuses and would allow you to diversify a little.

Create a more complex infirmary / injuries / poisons / diseases and curses [/b]

The infirmary could have a head nurse ("manager" as above for example) who would allow the girls to have better rest if assigned there and to heal a case of injury/illness more quickly.

 There too, girls could be assigned to help the head nurse. associate it, as for the brothel, with a purchase of the number of beds.

Depending on the level of our head nurse we could see her manage different levels of injury / poisons diseases and curses

example level 1 she can handle minor injuries common poisons common diseases

Level 2 medium wounds etc.

level 3 operate on your daughters etc... 

with that, associate stock management of equipment to manage anti-poison wounds...


our girls can get pregnant!



in a simple version we could simply have a risk rate that the girl will become pregnant.

with the end result being a choice.

make her give birth outside in mode she manages --> loss of affection of the girl for us increase of fear strong risk of death of the baby and injury of the girl. long convalescence 

Have her give birth in her room --> no loss of affection/fear moderate risk of losing the baby and injury to the girl cost of money to replace sheets etc. high. moderate convalescence

give birth in the infirmary --> increase in affection decrease in fear very low risk of losing the baby and being injured. moderate cost for sheets etc because best managed by the head nurse. short convalescence

In a more advanced version we could have management of "the risk" of becoming pregnant in the profile of each girl... the risk decreasing with her rank because she knows her body better and could affect her capacity for "sex" relationships when the risk is Now she refuses this type of relationship with customers. also have potions/spells to prevent the girl from getting pregnant.


witch's lair

Assign a "chief" witch and up to three apprentices to allow her to create counter-poison potions and spell scrolls (to be used to cast a spell without spending AP).
each element might require different resources and time. the time and number of resources can vary with the level of the witch and leader and the apprentices she would have.
this could give rise to new missions during the month in addition to the classic sexual missions given by the freelancer... a man who is looking for an aphrodisiac potion or an anti-poison for example


crafting system / item durability / item mastery

As for the mastery of jobs, we could have levels up on the objects used so that our girls can use them "better" and the object can gain a little more interest (better stats for example?) with why not a more or less rare object system. This would force us to choose between an object of better quality level 1 versus an object of lower quality but of a higher level.
An object durability system could be added to this. not in hardcore mode with an object that can break (whatever :D) but an object that if it falls has zero durability no longer gives a bonus... which can either be repaired by the girl who uses it with a penalty on durability max (Diablo 1... ;) )  or entrusted to the carpenter to be completely repaired with maximum durability but against time, money and resources...


mastery system for spells
In the same spirit as the level up on skill jobs we could have that on spells. That would force us to use spells. we could choose to cast a level 1, 2 or 3 spell depending on the mana we had left and the exp gain on the spell would depend on it.... idea for the magic shield:

Level 1 it blocks a physical attack and provides 1 exp and costs 1 mana

level 2 it blocks either a physical attack or a poison and provides 1 exp and costs 1 mana more than level 1

level 3 it blocks either a physical attack or a poison or a curse and provides 2 more exp and costs one mana more than level 2



if the ideas of more complex wounds poisons diseases curses are ok I can post suggestions for that later :)


visitor coming for just jobs just for whores or both


I don't really know how the community plays the game, on a rather personal level I don't generally assign girls to normal jobs and concentrate them on prostitution... (yep no comments :p) maybe we could consider clients who only want to come to have a girl who serves beer dances etc... others who only want prostitution and others who want both? giving bonuses or penalties on money received and reputation.


"+" button for enchantments / dark magic / summons / potions / scrolls / physical action / thief action

Rather than having to go through the "character" tab we could have a "+" button at the top left of the screen which would allow spells to be cast from there. that would avoid forgetting already and doing the manipulation.

the enchantments being the witch's spells without "magic servants" which would be an invocation to her

Black magic which is the use of cards in the farm

Summons that can summon monsters to help... waitresses dancers guards... and why not offensive creatures (to attack another brothel!? idea not finalized in my head) Me? final fantasy fan...? Yes ;)

Potions that are in stock. created or purchased

Scrolls that are in stock. created or purchased

Physical action being attributed to the warrior

Thief action being attributed to the thief


that our hero can train girls on all the jobs.

simply that he can, as for sex skills, he can increase job skills through training

and if the ideas above please. he could train managers or new jobs too.



if the girl is naked?


if the girl is naked we could have a system that removes the clothing bonus and add new objects to affect her... a navel piercing... a clitoris piercing (ouch >_>) different pubic hair or tattoos why not?


write stories/events.

This subject seems to sadden GOLDO that few people write down stories or events. to be honest I love writing this kind of thing. I have several stories and events in mind. but I can't figure out how to do it with the code present. Would it be possible to create a tool for this?

which proposes the trigger event. one day an event a person who arrives etc... then who then asks us to choose what to do:

- play a sound
- display a wallpaper
- a person who speaks (therefore linked an image) and the text which goes
- offers a choice with or without conditions
- have a reward or not depending on a die roll for example :)

something that would be as good as picture namer... ch12 I didn't post my packs... but I wasted a lot of life looking for images :D a big thank you

or if we don't have something similar, a more detailed or simple demonstration? :/






I have other ideas... a thief's den to rob the rich or other brothels... brothels other than ours in the city that could become our enemies that we should destroy and poison... and them would also threaten us, making the game more difficult. give the witch the power to magically protect the durability of objects... so that your guards can go out to patrol and return with resources for crafting... a dungeon system for prisoners / spies from other brothels.a kitchen and a stock of alcohol to manage better alcohol better food for richer customers.with the current trainers that we have who could become managers we could also have less legendary managers and have girls who do "only that", not prostitution or anything else. that would open the door to adding new girls who don't necessarily have enough image to end up in prostitution but who we like all the same :). we have AP and MP but no points for the thief... give him points for actions similar to him?



If you've made it this far already, thank you! then I know that these ideas can change the nature of the game... and maybe I like management games a little too much.



have a good day!





Jman

#1
Quote from: shacalou on Nov 29, 2024, 06:30 PMGOLDO
The proper all-caps spelling is GOLDMAN! ;D



All these extra micromanagement suggestions vividly remind me why I really couldn't stick with Whoremaster in the end. Less is more sometimes.



Pregnancy and raising children still have at the very least the problems of 1) working poorly in a game that runs on days instead of weeks or months; and 2) moving periously close to virtual child abuse territory.



The fellows who come for whores want some entertainment while waiting for their turn. Entertainment-only customers are a somewhat more interesting idea.



There is already a feature that protects you against forgetting to cast spells - auto-cast.



I think some sort of conflict with Hookers and Kosmo is planned for one of the upcoming chapters?



Job 'skills' (charm, beauty, etc) can already be trained, just not with as much precision as sex stats. And classes are a thing.



If you can't write a simple event in Ren'Py with Goldo's Cool Mod or Shop Sidequest as an example, no tool is going to help you. So let a chatbot write everything (yes, they know Ren'Py, too  ;) ) and be the editor instead of the author.

Quote from: shacalou on Nov 29, 2024, 06:30 PMwhich proposes the trigger event. one day an event a person who arrives etc... then who then asks us to choose what to do:

- play a sound
- display a wallpaper
- a person who speaks (therefore linked an image) and the text which goes
- offers a choice with or without conditions
- have a reward or not depending on a die roll for example :)
I mean, most of this can be easily reverse-engineered from the above two mods:
  • Add trigger event:
    label mymod_add_surprise_event():

        ## This adds a surprise event for tomorrow morning

        $ mymod.add_event("surprise me", type="alarm", delay=1)
  • display a wallpaper:
    label mymod_surprise():

        scene black
        show expression brothel.pic at top
        with fade
  • play a sound:
        play sound s_knocks
  • a person who speaks (... an image) and ... text:
        game_image_dict["Characters"]["roboshop"] = [
                                                declare("bg shoprobot", "Mods/Shop Sidequest/CIM/shop3.jpg", "p"),
                                                declare('side merchbot', 'Mods/Shop Sidequest/CIM/shop_robot.jpg', 's', x=res_portrait_size, y=res_portrait_size, gallery=False),
                                                    ]

        roboshop = Character("MERCH-BOT", color = c_grey, image = "merchbot", window_left_padding=int(config.screen_height*0.205))
    roboshop "INITIATING Start up! *KLANK Whizzzzz*"
  • a choice with or without conditions:
        menu:
            "What kind of girls do you like?"

            "Blondes":
                $ mymod.sec_pic = "events/thief (5).webp"
                $ end_picture = "events/thief captured (1).webp"

            "Redheads":
                $ mymod.sec_pic = "events/thief (6).webp"
                $ end_picture = "events/thief captured (3).webp"

            "Blue-haired":
                $ mymod.sec_pic = "events/thief (3).webp"
                $ end_picture = "events/thief captured (4).webp"
  • Okay, conditions aren't there, but they're easy to add:
            "Purple-haired" if calendar.time % 7 == 5:
                $ mymod.sec_pic = "events/thief (1).webp"
                $ end_picture = "events/thief captured (2).webp"
  • Random rewards aren't, either, but let's take a look at some city events (BKcity_events.rpy):
            if game.chapter >= 3 and dice(6) >= 5:
                call receive_item(item_dict["Cimerian artefact"], msg="You have received a rare %s.", use_article=False) from _call_receive_item_30
            else:
                call receive_item(item_dict["Cimerian scrap"], msg="You have received a piece of %s.", use_article=False) from _call_receive_item_31
            $ it = get_rand_item(rank=_rank)

            if it:
                call receive_item(it) from _call_receive_item_32
            else:
                bk_error "Couldn't generate Item for rank [_rank]"
  • So, maybe try something like this:
            if dice(6) >= 4:
                $ it = get_rand_item(item_types = ["Gift"])

                if it:
                    call receive_item(it)
            else:
                $ it = get_rand_item(item_types = ["Flower"])

                if it:
                    call receive_item(it)
And with strange aeons even death may die...

Goldo

Hi, thanks for pitching in your ideas, and it's nice that you gave it some thought as sometimes such suggestions lack substance.

I think your suggestions range from reasonably easy to implement (such as girl trainers or UI tweaks) to deeply changing the gameplay and even tone of the game (the oft-suggested pregnancy mechanic...).

The best way to get a feel for how interesting and complex such suggestions can get would be for you to pick one and make a mod out of it, the potion thing for instance could easily be a stand-alone mod, and you can start small and expand its scope little by little. You don't have to make an actual releasable mod at first, just tweak the game files and go crazy. I can help you add the necessary hooks into the vanilla game later to make a proper mod once you're happy with the results.

As for the story part, what you're describing is literally the very thing Ren'Py was built to do. If Ren'py is too complex, no amount of tinkering I could do on my part would help much since it is already as close to writing plain text as you could possibly get. As Jman said, I included a very basic mod example with basic events that you can get started with if you want to give it a try.

'Coding' with Ren'Py might sound ominous at first, but it's really easy even with no IT background at all and quite rewarding once you get the ball rolling.

Maker of BK. Looking for the latest patch for BK 0.2? The link doesn't change, so bookmark it!