• Sign up or login, and you'll have full access to opportunities of forum.

Brainstorming a snuff video game using RPGMaker XP

Go to CruxDreams.com

MSTGMA

Executioner
I recently grabbed RPGMaker XP while it was free on Steam and have been playing around with it for a bit and I suspect it might actually be suitable for a dream project I've been thinking about for years:

A torture/slavery/snuff themed RPG/Management game.

The basic premise:

You are an aspiring Dark Lord in a fantasy kingdom. You've got your basic lair (an old wine cellar under a ruined building...), you've got a handful of basic disposable minions (they're stupid but they came cheap). What you need to make the world properly quake in terror of your approach is power. Fortunately you are aware of a source. There is a means to convert the souls of sacrificial victims into the kind of magical energy you need to build up your base, your armies of darkness and your personal power, but that means going out to capture some. Sacrifices are more or less potent based on the method employed and what the victims went through in their final days (crux is, naturally, the most powerful method). So you raid villages to take slaves, sacrificial victims and plunder (used to pay minions and do some other things) while also taking care to defend and expand your base and delve into ancient ruins to locate the items of power you will need to truly Make Them Rue The Day...

Gameplay would be split into days of four phases each.

First the management phase, where you oversee upgrades and maintenance of your base and assign slaves and minions to various tasks.

Second would be the expedition phase, where you either raid a settlement (fighting JRPG-style with a party composed of your character and a few minions) for resources or go dungeon delving which consumes resources but yields experience for your character and minions as well as equipment, upgrade unlocks for your lair and plot-relevant items of power.

Third is the sacrifice phase where you spend some quality time with your chosen victims and have fun while turning them into power that you'll spend the next day.

Fourth is the rest phase where the outcomes of the day are calculated. This is also when things can go wrong: everything you do (especially raiding settlements) increments a hidden value that determines the risk of being attacked by heroes during the rest phase that have to be fended off using your lair's defenses and minions. The power of the heroes is determined by your character's experience, power and the overall value of their lair. If the heroes reach the resting place of your character, it's Game Over. Otherwise, the next day begins.

More to come later...
 
I recently grabbed RPGMaker XP while it was free on Steam and have been playing around with it for a bit and I suspect it might actually be suitable for a dream project I've been thinking about for years:

A torture/slavery/snuff themed RPG/Management game.

The basic premise:

You are an aspiring Dark Lord in a fantasy kingdom. You've got your basic lair (an old wine cellar under a ruined building...), you've got a handful of basic disposable minions (they're stupid but they came cheap). What you need to make the world properly quake in terror of your approach is power. Fortunately you are aware of a source. There is a means to convert the souls of sacrificial victims into the kind of magical energy you need to build up your base, your armies of darkness and your personal power, but that means going out to capture some. Sacrifices are more or less potent based on the method employed and what the victims went through in their final days (crux is, naturally, the most powerful method). So you raid villages to take slaves, sacrificial victims and plunder (used to pay minions and do some other things) while also taking care to defend and expand your base and delve into ancient ruins to locate the items of power you will need to truly Make Them Rue The Day...

Gameplay would be split into days of four phases each.

First the management phase, where you oversee upgrades and maintenance of your base and assign slaves and minions to various tasks.

Second would be the expedition phase, where you either raid a settlement (fighting JRPG-style with a party composed of your character and a few minions) for resources or go dungeon delving which consumes resources but yields experience for your character and minions as well as equipment, upgrade unlocks for your lair and plot-relevant items of power.

Third is the sacrifice phase where you spend some quality time with your chosen victims and have fun while turning them into power that you'll spend the next day.

Fourth is the rest phase where the outcomes of the day are calculated. This is also when things can go wrong: everything you do (especially raiding settlements) increments a hidden value that determines the risk of being attacked by heroes during the rest phase that have to be fended off using your lair's defenses and minions. The power of the heroes is determined by your character's experience, power and the overall value of their lair. If the heroes reach the resting place of your character, it's Game Over. Otherwise, the next day begins.

More to come later...
Look in this place. There is enough of this goodness here. For example, about dragons: the game is over and quite interesting.
 
So, game mechanics pondering.

A good management game has the player juggling multiple needs at all times. And even a simplified one should have a few.

I'm thinking...first and foremost, soul energy. It's produced by sacrificing victims. The amount produced depends on what execution method was picked, the victim's base value (a princess would be more worth than a peasant girl :p) and what was done to the victim beforehand. Crucifixion would have a very high yield but take several days until you get your "payout". By then, you may have already run out (upkeep costs would have to be significant to provide a bit of constant pressure as the player gets more powerful). So it'd be a balancing act between time and resources invested (a more fanciful execution takes more materials, preparing a slave with a day or two of torture beforehand means the delay gets even longer...). Aside from upkeep on magical things it gets spent on upgrades for the player character and lair.

Second, plunder. Taken from raids and spent on minion upkeep (goblins may work for literal peanuts but if you want some trained dark elf warriors you'd better be willing to pay them properly...) as well as more physical lair upgrades. It'd also be involved in setting up dungeon expeditions.

Third, personal energy. This would be a limit to how many things your character can do every day. There'd be ways to restore it, maybe...
 
So, game mechanics pondering.

A good management game has the player juggling multiple needs at all times. And even a simplified one should have a few.

I'm thinking...first and foremost, soul energy. It's produced by sacrificing victims. The amount produced depends on what execution method was picked, the victim's base value (a princess would be more worth than a peasant girl :p) and what was done to the victim beforehand. Crucifixion would have a very high yield but take several days until you get your "payout". By then, you may have already run out (upkeep costs would have to be significant to provide a bit of constant pressure as the player gets more powerful). So it'd be a balancing act between time and resources invested (a more fanciful execution takes more materials, preparing a slave with a day or two of torture beforehand means the delay gets even longer...). Aside from upkeep on magical things it gets spent on upgrades for the player character and lair.

Second, plunder. Taken from raids and spent on minion upkeep (goblins may work for literal peanuts but if you want some trained dark elf warriors you'd better be willing to pay them properly...) as well as more physical lair upgrades. It'd also be involved in setting up dungeon expeditions.

Third, personal energy. This would be a limit to how many things your character can do every day. There'd be ways to restore it, maybe...
Crucifixion certainly needs to be part of the gameplay system, maybe early on it's hard to justify, but as the game goes on and you have more resources, it becomes the best way to sacrifice people.
 
Back
Top Bottom