Aspiring Developer - Plum's Nightmare

Zalius Black

Newbie
Aug 5, 2017
15
12
Hello people, i'm Zalius Black.

Intro
Shortly after I started drawing, I knew that I wanted to make an eroge. It's been 4 years since then, and although I'm still learning, I believe that now I have the power to do it. Plus, working on this and drawing for it will improve my skills even further.

I'm working on a game called Plum's Nightmare, featuring the character I have drawn and attached to the thread. This is a premature announcement in nature, but I will periodically post progress here (and this thread serves as drive to keep going!). I'll be sure to make a development thread once significant progress is showable (I've already made sections of the game, but It still needs some core mechanics and visuals).


Basic Idea of the Game
This is a short story game / lite roguelike (think Tunnel Escape, also made in rpgm) that will feature battle lust, a focus on a fit monster girl protagonist, modified combat (turn-based, Qte's, resource management, a focus on obtaining items to get the edge), and stat checks/random events in WORLD OF HORROR - style runs of 4-5 levels. Inside those levels, I plan to have 2 mini-overworld levels within them. I would expect each level to be repeated 2-3 times. My ultimate goal right now is to just make a short game with engaging gameplay and great nsfw featuring a fit female protagonist monster girl.
-Subject to change naturally, I'll modify the gameplay scope if I find it difficult to finish
-This will be a revenge story, details to be revealed at a later time


NSFW CONTENT I KNOW I HAVE
-Battle lust; currently a set of 4 body preferences with 1 tease, grope, hardcore, and hardcore cut in for each preference.
*almost all of these are sketched out already, and one w/line art and color which is attached to the thread
-Clothing damage


NSFW CONTENT I'D LIKE TO HAVE
-Expression alts for battle lust CG - I love drawing the face and it makes the art better, win win!
-Unique battle lust for special enemies - Id like to make certain enemies have preferred parts with more unique scenes
-Scenarios; Non-battle nsfw scenes. I don't intend for all of these interactions to be a punishment


PLANNED TAGS
-Anal Sex
-Ahegao
-Big Ass
-Creampie
-Groping
-Oral Sex
-NonCon
-Sexual Harassment
-Teasing
-Titfuck
-Vaginal sex
-Monster Girl
*there's a couple others i may make, but unsure of such as light NTR


OTHER CONTENT
-Drawn story cutscenes
-Drawn random events & outcomes (oh boy)
-I can't do everything, i'll have to commission some tilesets/sprites, music (maybe sfx too), and a VA in the future. My senses are quite tired of the majority of the rpgm default asset library at this point


PURPOSE/OTHER THINGS
There's a lack of decent 2D games with an attractive, fit protagonist. It saddens me greatly especially with the fate of Saria Reclaimed, and so I must try my best to fulfill my own desire. I also intend to work in the industry full-time some day, so I'll be around for a long time.

The only things I do right now is work at my job and then work on this, which is loser behavior but I don't care and it's the life I want to live, so i'll put everything into doing it. Wish me luck, and see you next update! Be sure to check out the attached art pieces related to the game, a couple concepts and the mouth-tease cut-in for Plum! (If you saw my twitter, yes I redesigned her lol, and hopefully the images are there cause it's my first time making a thread)
CoupleConcepts.jpg PlumMouthTease.png
 
  • Heart
Reactions: PopotoProductions

TheSagMan

Newbie
Aug 15, 2023
30
37
I consider myself a |Rpgm enjoyer| and this sounds interesting. I don't know what kind of market there is for these games though, most non DLsite RPGM games aren't popular or are not really RPGs. Do you plan to make this a real RPG game with combat, story and progression or just a VN made in RPGM?
 
  • Like
Reactions: Zalius Black

Zalius Black

Newbie
Aug 5, 2017
15
12
I consider myself a |Rpgm enjoyer| and this sounds interesting. I don't know what kind of market there is for these games though, most non DLsite RPGM games aren't popular or are not really RPGs. Do you plan to make this a real RPG game with combat, story and progression or just a VN made in RPGM?
This is something better shown than told, but I'll try my best. There will be combat, story, and progression. VN's aren't something I'm interested in making.

If you mean RPG as in roam an overworld and interact with NPCS while triggering events, this won't be purely that. Mechanically, it's more like traveling through menu screens (progressing a trial) w/constant decision making based on stats, with turn-based combat and overworld levels interjected throughout. The overworld levels will play more similarly to the RPG's I believe you have in mind.
 
  • Like
Reactions: TheSagMan

Zalius Black

Newbie
Aug 5, 2017
15
12
Thank you for the well wishes everyone, I neglected to mention..! I'll be posting updates biweekly starting February 4th (these will be on Tuesdays)
 

Zalius Black

Newbie
Aug 5, 2017
15
12
02/04
Biweekly update time!: Exceptionally Raw Development Stuffs


Mechanical
Definitely not used to this..! I'll keep it brief (it was not brief). I am developing the first level, my primary objective is to get it out in a state where it can be finished. I primarily worked on core system mechanics for random events and added a talk option to battle with enemy-specific effects (it definitely opens the opportunity for fantasy and other neat elements). I also solidified the lore for the first level and experimented with custom UI's during the levels. I'll ensure UI's and whatnot are shown, particularly when I have a particular visual for Plum created. I'd also like to show off more of the battle system, but that will hopefully be the next update when more visuals for it are in.

Visual
I definitely spent the most time here! As I've stated in my introduction to this thread, I am undergoing this project to improve at art and engage in this space. It's certainly forcing me to draw things I'm not used to drawing, which is good! Attached you'll find 2 enemies of the first level that I have concepted. I will refine and improve these two in their designs and then have them serve to showcase the battle system in a future update. With the personality I have, making enemies requires me to research clothing and armor behavior in order to make it well, so it's quite educational (and time consuming). I also have a basic idea of the other enemies present within the first level, i'll ensure to show them when they have a tad bit more time put into them. I also have been experimenting with inventing a new art style for random event CG, since I definitely don't have the money to commission all that art, nor all the time to use my full art style on each one (and outcome).

ENEMIES
Screenshot 2025-02-04 143408.png Screenshot 2025-02-04 143424.png

Naturally I drew Plum, and I created the nude version of the battle Idle! I'll post it alongside the cut-in activation within battle for a combined visual. The battle Idle needs some tweaks, but i'll edit it a little later. In particular, I noticed that I could improve in facial consistency (and I forgot nails!!!). And so you'll see a couple studies of that posted alongside a teaser of a hardcore pose that the enemy can put Plum in if she's not careful.

PLUM
Screenshot 2025-02-04 142405.png

StraightShot.png Smug.png HCPose.png

OTHER
I also heavily considered what should be commission work and what shouldn't for various aspects. I was going to make the battle sprites for enemies be through pixel art commissions and i'd just design them, but I wanted the enemy sprites to be large, so I figured I may as well just draw them rather than pay extra for an extra large sprite. What I will likely commission though are some desert backgrounds, my placeholder is AI art and it's an eyesore.

Don't worry, there's more to battle than what the HUD may imply. However, that is the end for now. I shall return again on the 18th, farewell!
 

ParkGDev

Member
Game Developer
May 12, 2021
259
760
Awesome, another 2D dev! Welcome to the 2D dev world! What are your tools and software? I used Medibang but switched to Krita, and draw with a Wacom tablet. Love your colouring style. The high contrast makes her muscles stand out a lot.
 
  • Like
Reactions: Zalius Black

Zalius Black

Newbie
Aug 5, 2017
15
12
Awesome, another 2D dev! Welcome to the 2D dev world! What are your tools and software? I used Medibang but switched to Krita, and draw with a Wacom tablet. Love your colouring style. The high contrast makes her muscles stand out a lot.
Thank you! Glad to be here. I use Procreate on the Apple iPad Pro - 12.9 inch. I used a Huion Kamvas 20 tablet before with CSP, but the Ipad feels so much better to use with a sketchboard pro (certainly are investments though). The coloring style is something that i'm honestly still developing, which makes creating a game kinda scary in terms of art consistency, but im sure it'll work out over time! Thanks!
 

Zalius Black

Newbie
Aug 5, 2017
15
12
02/18
Biweekly update time!: Mostly Artstuff

Mechanical
I added a couple new functionalities to battle but I'd rather properly show them when I have the assets made for them. At this point, I need to make a ton of art to really showcase the mechanics of the project, so it's very likely that's what I'll be doing for awhile.

Visual
First off, I fixed up the battle Idle (bg is placeholder)! I also added an emotion variant (very informative experience, making assets function with these is like putting pieces of them together, but they are all separate images). I also created some clothes and a torn variant, which forced me to brush up a little bit on that topic. Speaking of topics i'm being forced to learn, as you'll see in the screenshot below I rendered some metal on the first finished enemy! I also had to come up with a simpler style of rendering for enemies, and at this point they shouldn't be too hard to make as long as I have the concept. A quick note on concepting designs for stuff, ITS HARD. Basically, It takes a lot of research and knowledge-gathering to be able to come up with something interesting, which costs a fair amount of time. This should get easier the more I do it, my visual library will build up.

BattleIdle&Merc.png

The imp enemy is at the rendering stage and will be ready sooner than later. In addition, I worked on a couple more lewd art pieces for battle that I will post teasers for below. The mouth one needs their colors edited a bit as well as some other tweaks, but I'll get to it.

ColorsNeedEditing.png AssTease.png

In addition, I want to talk a tad about the functionality of battle. There will be some reactionary skills coming both from Plum herself and the enemy. Some of those skills from Plum have critical success points which I personally can't consistently land, which I think definitely adds to the satisfaction of landing certain abilities. I do have an elemental system in place as well, but it's fairly basic in functionality. I want to add a twist, but I need to take some time to find inspiration for it. I plan to do this after my art crusade. ReactionaryAbilities.png

And that's it! Thank you for reading. I shall once again return in two weeks, on the 4th of March!​
 
  • Like
Reactions: wicked-green-eyes

LunarEcho

Newbie
Jun 1, 2024
41
28
The only things I do right now is work at my job and then work on this, which is loser behavior but I don't care and it's the life I want to live, so i'll put everything into doing it.
How is being committed to something you're passionate considered "loser behavior" in this regard? Like, sure if you're purely gooning or something but actually developing/applying real skills to a passion project is pretty admirable and I hope it goes well.

Have you thought much about implementation of different difficulty settings as well as QoL features such as being able to speed up elements from text to battle? I know a big grievance of mine in games is when things are slow with no option to speed them up, be it because of long animations or slowly proceeding with attacks and effects.
 
  • Like
Reactions: Zalius Black

Zalius Black

Newbie
Aug 5, 2017
15
12
How is being committed to something you're passionate considered "loser behavior" in this regard? Like, sure if you're purely gooning or something but actually developing/applying real skills to a passion project is pretty admirable and I hope it goes well.

Have you thought much about implementation of different difficulty settings as well as QoL features such as being able to speed up elements from text to battle? I know a big grievance of mine in games is when things are slow with no option to speed them up, be it because of long animations or slowly proceeding with attacks and effects.
Haha, well I'll admit I vented a tad there. It comes from comparing my goals and personality with those of my coworkers (they have regular social interaction/outings, they know me as the guy who stays home to draw). I appreciate your sentiment, I will be trying my best!

As for difficulty/QoL, I am not intending for the game to be taken so seriously as to not have difficulty options. I was however considering implementing extra rewards somehow for completing either a harder difficulty or any challenges I'd make, but that hasn't gone further than a consideration. Adjusting the speed of battle elements is possible if you want particular elements to be faster or slower. For example, I already have selectable speed presets for cut-in CG, but additional text elements (such as extra battle tooltips on some skills, dialogue, skill animations, etc) wont be hard to implement speed or skip settings for (regular dialogue has the speed text hotkey enabled already).

I recall a certain rpgmaker game that had their animated battle CG last for like 2 minutes. You could skip the CG upon repeat interaction, but then you have to weigh your desire to see it with the desire to commit 2 additional unskippable minutes to see it. That hurt my soul.
 
Last edited:
  • Like
Reactions: LunarEcho

LunarEcho

Newbie
Jun 1, 2024
41
28
I recall a certain rpgmaker game that had their animated battle CG last for like 2 minutes. You could skip the CG upon repeat interaction, but then you have to weigh your desire to see it with the desire to commit 2 additional unskippable minutes to see it. That hurt my soul.
Siralim Ultimate is one of the Kings of QoL for reducing tedium with all the options to speed everything up a ton or take it as slow as you need. Movement can (and should) be sped up in it, and the combat (when you've got a decent build going) has multiple speeds including turbos that absolutely zoom through combat and you can fully customize auto battling for regular grinds. It's definitely too early to randomly call out which kinds of QoL will be nice in your game, but it's definitely nice to keep it in mind so it's not a pain in the ass to add later.
 
  • Like
Reactions: Zalius Black

Zalius Black

Newbie
Aug 5, 2017
15
12
02/18
Biweekly Update Time!: Backend Art Improvement, Battle CG Work, RE Style Test

Mechanical
More work in the nature of random events, skill checks, item checks, results, writing depending on choices, etc. It's kind of tedious, but as it comes together alongside what I'll discuss next, it's rewarding to work on. That said, when I eventually get to a first release, i'll have a set amount of RE's made at the start (since a player won't see them all in the first level anyway, I plan to include more of them as development progresses for some replay value). As I mentioned last week, this week was supposed to be focused on art anyway.

Visual
Let's start off with the teaser cut-ins! It's been awhile since my last full teaser cut in, so I'll show off 1 preview and 1 full one. I will hold off on adding more complete cut ins for now, and plan to focus on the random events and game loop this time around (would include art still, as you'll see). In addition, I have completed the Imp enemy. I'd have more enemies completed, but I took some time to improve backend artstuffs. Working on a project like this forces me to face my weaknesses, which is great motivation for actually doing studies.
BreastTease.png 1741118874501.png 1741119365739.png

RE Art, More Comm Plans
In the past, I spoke of trying to find a visual style for random events so that I don't go "full power" on each thing I draw (very time consuming), and I am finally finding some footing. I hope to be able to draw most if not all the outcomes possible within these events. This style is far faster than the cut-in style for example, and focuses on gesture/movement which should be sufficient for the role they'll serve. Here is a test of that style below (keep in mind, i'll get better at it the more I do it, and i'll be doing it a lot). Something that you might notice in the image attached below, the background hurts to look at! It's an AI placeholder and it burns my eyes since its been there awhile, that will be something I look to commission once I have the unique environmental characteristics of the setting established that I can then communicate. As for the random events themselves, I plan on commissioning RE-specific pixel-art backdrops to the art i'll place, hopefully by the same individual. In addition, for the mini overworld levels I've had my eye on the Winlu desert tile set that I'll use as a primary base, with some editing between various other tile sets to go along with it. This then brings me to something i've been thinking a lot about!
Screenshot 2025-03-04 125028.png

Game Pacing

One of the comments mentions if this project was just a VN made in RPGMaker. My instant reaction was no, although the trial progression is quite VN-like now that i've put more thought into the question. This part of the game was inspired by games that I wouldn't have considered to be VN's (escape tunnel, world of horror for example), and the inclusion of overworld levels definitely makes it not a VN, right? That now has me thinking, these are two parts of an entire game loop that are very different from each other in terms of pacing that I need to make flow together. I foresee trial and error in my future, but that's to be expected when making anything. Regardless, it's more something to discuss when this whole game loop is realized and ready to be tested. That's why I plan on doing more with the game loop for the next couple weeks, hoping I can show off my vision properly.

This is the end! Thank you for reading. Another post shall be created in two weeks, on the 18th of March. ALSO, if you're thinking about starting a public project but aren't sure if you're ready—do it. It will force you to commit, and at the very least, you'll learn a ton.