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Liora's Price of Dignity Devlog 1

For the first time around on this platform, the name of the game isn't Star Knightess Aura. I have started doing some rough outlining for the next game previously simply titled "Project A" in my previous roadmap post. The current name is still a running title and may be subject to change - as is the name Liora I have chosen for the heroine for now, but it's good enough to run with it for now.

So, I already gave a rough outline of Liora's game in my last post and what I want to focus on, namely the Contract System. In this episode I want to talk a bit about the rough setup around the game itself.

Note that I have only chosen the name for our heroine as of now! The following are mostly expanded excerpts of my game design document where characters are usually more addressed by their role instead of their name. In general you will also find a lot of comments like "I am not sure about this yet" or "this may change" or "I need to figure this out" - a lot of things will require an actual prototype to figure out and can't really be done on just paper.

Key Concept

The player controls the heroine leading a party of a party of three (Heroine, Boyfriend, Antagonist) set out to kill a common enemy. The Heroine may gain the Antagonist's cooperation by agreeing to rules or gambles enforced by a magic contract from the Antagonist in order to achieve the greater goal.

In Star Knightess Aura, compulsions were mostly created trough mental changes - sometimes also through negotiations, however. The core theme of Liora's game is on the latter part.

Furthermore, in contrast to SKA which was mostly a single character game (+Slime and guest characters), the default party will be made up of the core cast this time around. And that even includes our bad guy! He won't be the one that the party needs to hunt down this time around, but will be joining the party. Although you won't be able to control him directly.

As we will see in the following, he too has a motivation in ultimately succeeding, but our Antagonist won't be in a major hurry. In fact, for him it would be better if the party took their sweet time in accomplishing their goal. Our pair of Heroine and Boyfriend on the other hand will have a good reason to not dally around too much.

Let's take a look at some more points of the setup to elaborate!

Basic Setup

Their goal is to slay a demon corrupting the nearby region through a Disease.

The Boyfriend has been infected with said Disease.

Treatement costs increase each time.

Failing to treat the Disease progresses the Disease.

This time our equivalent to George will be the one suffering from the equivalent of Aura's curses. Conceptually you can think of the debuffs this time being spread around between the Boyfriend and the Heroine. The first getting Diseases releated debuffs and the second remaining subject to Perversion debuffs.

Progress of the Disease would correspond to major curses and would instill various debuffs, making the Boyfriend less useful not only in battle but also outside of dungeons. For example in bed :) - I think that should give a rough direction on where this would be going.

Effectively the recurring treatment of the Disease is similar to using Blessed Water in SKA (or generally in rent-like mechanic that is popular in many other h-games).

Now, what if our pair faces troubles in progressing through the dungeon and need a helping hand?! Or maybe there is someone who could offer to pay for Treatments in exchange for certain favors?!?!?!?!?! Wow, where could I be going here??!?!?!

So, this brings our Antagonist into the party.

The Antagonist is a bastard child of a noble family and seeks Prestige to become the successor.

Antagonist has Enchantment type magic. Can protect from demon's sickness and necessary to enter dungeons.

The Antagonist has a spell to create Magic Contracts, which cannot be defied.

By negotiating deals or winning bets, he and the Heroine can control each others behaviors, development, and also enforce other events into their schedule.

Just like our other two characters, our Antagonist has a motivation to be in the party and actually achieve the final goal. His key progression I decided to call "Prestige" - kind of similar to Popularity for Roland. Not accomplishing any progress in the dungeons, will cause his Prestige to decline, making him more cooperative in battle.

However, otherwise, he will be trying to sabotage the party and slow everyone down in order to achieve his secondary goal of corrupting our Heroine before triggering the end of their journey. The means for that are the key part of the game, the Magic Contracts.

Clauses in the Magic Contracts will be able to affect any character participating and signing (so in particular everyone in our core cast). This way, it will be possible for the Heroine to agree to a clause that's negative for her, in exchange for putting a rule onto the Antagonist.

I have yet to work out how I want the rules to work out and probably will only really be able to do so once I start iterating the prototype, but here are some example clauses I had in mind:

Heroine

If [the party is defeated], the Heroine must wear costume [X] on the following day.

On the day of [defeating a miniboss], the Heroine must celebrate with the Antagonist by going for [Y] drinks together.

The Heroine must cast buff [X] on the Antagonist before being allowed to cast it on the Boyfriend.

When the Antagonist contributes in battle, he must be rewarded by [making out] in the next time slot.

If the Antagonist lands the final blow on boss [X], the Heroine must learn skill [Y] before being able to learn another skill.

The items I put in [ ] would be placeholders would be negotiable and upgradeable. Most likely I will prepare a set of clauses similar for these and in the [ ] then the player would have some room to negotiate / pick from a list.

As you can see, clauses are rather conditional than universal. This means that giving the Antagonist a clause is not necessary the end of the world - you can still deal with by trying to avoid triggering it! But of course, the more you take, the more difficult that would become.

Clauses would be upgradedable (for example upgrading making out to a more sexual activity or upgrading an initially tame costume to a lewder one) and ideally could be used multiple times with different triggers and different results. For example encording costume A through trigger 1 and costume B through trigger2.

And please keep in mind that this is just the design phase, so I might throw out a lot of these ideas I have here because it turns out their aren't fun in the real game x_X

Antagonist:

The Antagonist must use skill [X] when receiving buff [Y].

The Antagonist must use item [X] on monster [Y].

The Antagonist must erase clause [X].

The Antagonist must provide [X] Gold.

I hope that the contract system will allow for enough freedom to make strategically interesting decisions. Allowing certain trigger conditions to cause progress on corruption events, but trying to avoid them, while making the most out of the gained clauses.

I'm not quite sure about the ability of removing old clauses, but it will probably be available for lower level ones so they can be traded in for upgrading another clause, just to have some sort of mechanic of reducing the number of clauses in exchange for stronger ones and causing less litter. But we will see about that.

Not every trade deal will be leaving permanent clauses. For example, when providing gold for a Treament, we can also have one-time deals. But generally speaking I would like to focus the game on building up the clauses of the Magic Contract, so lasting changes would be the main focus, while one-time things would just be playing a supporting role.

For the Boyfriend character I haven't yet created a set of examples. I am also not fully sure if he will be participating in this system. Ideally I would like him to get into fights with the Antagonist and makes bets on who kills more enemies and if he does, that the Antagonist needs to leave his girlfriend alone. Something like that, but I also kind of would like him to not know about the Magic Contracts. We will have to see. Perhaps I could also just make the bets I had in mind without an enforcement system - at least our Boyfriend character would most likely be honorable enough to uphold his side.

Next week I will be talking a bit more about the core cast (perhaps besides Liora they will have names by then?!) and maybe about the dungeon gameplay loop. Although I might move that to the week after next one.

Either way, next devlog post will be next week!

Comments

sound rellay fun. The soul contract thing was amazing in SKA, especcialy on Paulina, it could be amazing to make contract that can change the heroine body, like hair color on Paulina, or boobs size on Charlotte. that's way we could, personalize the character ;)

matioux

Concept sounds quite similar to a mix of Hero Party Must Fall which I really enjoyed and SKA, excited to see how it progresses!

Scarlette

There won't be a different setting for the smaller scoped games. It's a matter of resources.

aura-dev

I definitely like the Boyfriend entering into bets with the Antagonist, but not being part of (nor aware of) the Magical Contracts. To him, it's just a (maybe friendly at first) rivalry. I would suggest that one of the earliest contracts, then, would be a stricture against mentioning the Contracts. And a later one, if the Antagonist loses some bets, would be a Contract forbidding the Heroine from revealing that the Antagonist isn't always honoring those lost bets... unlike the honourable Boyfriend.

legraf

This could also easily be done in a cyberpunk setting, and no, not just the game with that name. I'm thinking more like a Shadowrun type setting, where both magic and tech co-exist. Magic enough to enforce Contracts, and yet still have enough Tech that things like Streaming or more modern concepts of lewd things could come into play. And we could also get things like Hypnosis Helmets involved, if that ever gets explored, and make it feel like it actually fits the world. xD

Krystle Taylor

With this mechanic, you could even play around with temporary contracts becoming habitual/reflexive. For example, the Heroine might sign a contract with a temporary change in behavior, but after the contract ends, she finds herself still *doing* the behavior without realizing it, even though it's no longer being enforced.

Jack Russell

Very interesting mechanics! I really like the overall idea for this. I can definitely see getting invested in this story and how the game mechanics would push along the narrative. My only hope would be a wildly different setting/theming than SKA. I like the standard medieval RPG fantasy world, but reading "monsters", "gold", and "noble family" makes me feel like you're selling yourself short creatively in your world building. I'd really like to see you take a big swing with the world, going all in on something non-conventional. Best of luck developing this! Sounds great! :D

DeetsandDoots

I'll offer my soul. And patronage till you no longer have a patron, if one if the contracts is for piercings that vibrate and distract/arouse the MC

Beta The Slave

Makes sense. Probably better to have a decisive plan rather than many small themes scattered around thanks to a popularity contest.

Felixfalck

Not really. Most polls focus on prioritzing content as opposed to what content will be created. I think it creates for a better end experience.

aura-dev

Perfectly reasonable. Excited to see where you take things. By the way, did you do polls or anything regarding themes or tags fans wanted to see during production of SKA? I Joined later into the production so I have no clue.

Felixfalck

Sounds intriguing. For myself I would much prefer the boyfriend by an active participant in the narrative and mechanics, rather than just an excuse for the heroin to have a ‘Cheating’ stat and a time limit.

Edward Parker

Most likely we will stick with Roya style fantasy. I plan to reuse quite a bit from SKA for the smaller scoped games so... they stay smaller scoped. :'D I'm not sure about the tags since that's already diving into the territory of concrete scenes and I'm more on the concept level right now.

aura-dev

Amazing concept, hope the main antagonist is moore on the darker skin type which is different to the antagonist in SKA. Just to change things up.

Cr3dit

Is the setting decided on yet? Would be cool to have it in a more real-world like setting akin to that of "solo leveling", though it seems like you're leaning towards something similar to Roya, which I also dig. What tags do you foresee this project having? Based on the tags of F95, do you expect to hit the same bases, or do something different with it? You probably haven't gotten that far yet, but I thought I'd ask anyway ^^

Felixfalck

Oh this sounds promising, that contract premise hasn't been done in an extensive game with a good amount of control yet to my knowledge. As long as it's not linear like the mental world in SKA.

Benjamin Choad

It's interesting concept! How about the stakes/bets between the heroine and the antagonist too (for a certain period of time)? You can play on this (and antagonist can set up certain situations). For example, "if today we find something (or for a certain amount) / you get trapped so many times - I'll give you extra money / then you'll read the book that I give you in the evening.

Maksym Valentynov

Sounds amazing! Like a combination of two big favs of mine, the Curse of Kubel (antagonist helps for a price, ok game, but I wish they did more with it) and the VN called a Promise Best Left Unkept (rules and counter rules). It's so key that the heroine has a reason that to her justifies why she ends up corrupted.

VernAfterReading

I love it

Beckendwarf

I like the concept. Looking forward to more

The Chaos Factors

Guess I'll stay around to see the future of those ideas.

Carchagassky

I love the concept!! It sounds like it will be so fun If you were going to include the boyfriend in making bets against the antagonist, it could be something along the lines of “if you kill less monsters than me in the dungeon today, you have to stay away from my girlfriend for [x] days.” To which the antagonist could make the same deal with the boyfriend regarding the same thing, where the boyfriend has to stay away from the girlfriend for the same, or less, amount of time. If the girlfriend doesn’t know of these bets, then it could seem like the boyfriend is pulling away. Idk, just an idea when I was reading the last part of boyfriend making bets too

Beckendwarf

My current idea is to use the name Aura for all flag ship game heroines like in JoJo :D

aura-dev

Sounds super interesting!

Samantha Louise

You need change a new proper name for yourself or name for your group. Unless the new game heroine is also named Aura :p

Dreamatrix

I'm excited for this already

Moirune Streamer

Sounds like an interesting base concept! Good luck with its development

elmagio


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