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Preview
2015/07/27
(Mon)
12:30:43
No.
17408
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>>17407
>>17357
I think you are asking for the game mechanics themselves :) I have tried to implement what I loved and enjoyed from games with complex-yet-engaging mechanics. I got up pretty bored from the usual HGames, where you have the same experience over and over through a pre-defined series of "routes", often established for each potential girl in the game. And while there are still great artists and great writers, most of the erotic game landscape are just time-grinders to get to some scarce sec scenes.
I think we can do better. Much, much better.
So: my game has a very *heavy* influence from Heroes of Might and Magic and Civilization, because I love games which make you ask yourself "hey, what happened to the last six hours of my life? I just wanted to play some more turns, and...". Fairweather Academy is your castle of sorts, where you build and upgrade new areas based on the resources you collect (reputation and energy). Those are gathered thanks to your assets: students, teachers... And eventually, unique classes, such as Vanguard operatives or USAC enforcers. They provide you with small measures of each as they interact with your faculty and perform the missions you assign them to do.
To obtain the blueprints of such buildings or upgrades, you have to research Technologies: there is a common tech tree, and 'alternate' versions of a Technology depending on your favour of Vanguard or USAC factions.
You cannot control and properly combat with your agents (gimme a break! The game is already ambitious enough as it is; maybe for 2.0 :P), but you can upgrade them with special items and outfits, which provide them with extra boosts to their modifiers. And you can 'place' a character in a building to extra boost the building influence (for example: placing Princess in the Laboratory gives an extra 10% to Research output).
Each turn, you build or improve your academy, you assign characters to missions, and then you pass for the next turn. Your actions will then trigger Scenes, depending on your choices and how did they played along. And you can fine-tune the academy management wherever you want (for example, enforcing slutty high-school clothing has a cost in reputation, but also provides an extra boost to the chance of sexual Scenes of happening).
The game ends when you reach a Victory, or a Bad End. There are two Visible (meaning that you will have to discover the rest) victories: the USAC Victory manages to completely vanquish Vanguard, by first locating their secret HQ, then you build an specific building (very resource-costly), and then you storm the base, successfully terminating all Vanguard operatives. The Vanguard Victory is to completely obliterate USAC, by either turning *all* students into dolls, maiming, or killing them, after you have built another building, based on stolen USAC tech, which provides Vanguard with endless resources.
The bad ends happen when something goes really wrong in the game: if either your reputation or your energy goes below critical levels, you are killed. If you try to implement a technology or building and your characters don't have the minimum obedience or loyalty, they can reject your advances at best, or betray or kill you at worst. For example: you can build a Sex Training with the excuse of "honey-trap" training, but all angels will openly reject to attend the course of their libido and obedience are not high enough. If they are really low, there is a chance a particularly resistant Angel (Leaf, for example) discover your true intentions, and betray you to the USAC or Vanguard officers.
In short: this is a strategy game, with several RPG touches. But if you have ideas to expand or enrich the game, I'm all ears.
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Gore & Death
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