完整介绍
Portals of Phereon 是一款 融合探索/经营/繁育/回合制(基于网格地图)玩法的策略游戏 ,包含 魔物娘, 使用 Unity 制作 (仅限18岁以上!)
当前状态:
- 可以从头玩到通关。
- 大多数核心功能已实现。
- 拥有大量物种/技能/特质等内容。
- 仍有一些占位内容和尚未完成的部分。(主要集中在可选机制中)
- 存在程序错误
核心玩法:
- 探索随机生成的传送门,提升实力/招募新角色/获取战利品等。
- 通过融合/繁育,将新角色培育成各有所长的混种,并组合他们的特质
- 训练角色,并让他们在各种场合发挥作用(战斗、妓院、农场……)
- 尽你所能组建最强的队伍,为剧情任务做好准备
开发目标:
我玩过很多游戏,但几乎没有真正喜欢的色情游戏,所以我想尝试制作一款自己想玩的游戏,也希望能找到兴趣相投的人。
开发的主要目标是做出一款 重玩价值很高的游戏, 让玩家通关一次后再玩也不会觉得重复。
因此,大部分内容都会 随机生成 ,并且会有许多 不同且行之有效的玩法 和获胜方式,还有大量内容可供 解锁,用于之后的周目.
(此外,初始特质会极大地影响你的玩法,而不只是让某个 X 提高 0.5% 之类的效果,让选择真正有意义)
因此,我不会用线性剧情来引导玩家,因为这种剧情玩过一次后(甚至第一次玩时)就会被跳过,而是只提供一个初始背景和一个目标。中间的一切都取决于你的玩法、角色之间的互动以及随机因素。
另外,我认为剧情驱动型游戏的扩展性很差,因为每次同等规模的更新,新增内容的量都和上一次一样,导致每次更新对整个游戏带来的改变实际上越来越小。
相反,如果专注于非剧情内容,每次更新都能在所有现有内容的基础上带来更多变化。
如果打算在游戏尚未完成时持续发布更新,这种方式也很合适。
(我可不想每次更新后,都从头重玩一款剧情游戏)。
此外,对我来说, 效率 比精雕细琢更重要。比如,花一个小时把某个内容做到 90%,可能还要再花一个小时才能做到 99%,再花一个小时才能做到 99.9%,以此类推。所以我始终宁愿把两项内容做到 90%,也不愿把一项做到 99%(180 > 99)。因此,游戏可能始终会给人一种不够精细的感觉,但更新速度会非常快。
基本上就是数量 > 质量,而这实际上也会提升游戏的整体质量。
另一点是,我尽量 不在游戏中加入繁琐的杂务 ,也就是那些很快就会让人厌烦,却又不得不做才能推进游戏的事情。说白了,我不想奖励玩家去做非常无聊的事(比如在某些游戏中,留着一个敌人不杀,跳过所有非治疗角色的回合,把全队生命值回满,反而是有利的做法。既然如此,我干脆让游戏在每场战斗结束后自动回满所有角色的生命值。还有那些每次都必须做的事情,也不如直接自动化)。
此外,我也尽量 减少点击次数和鼠标移动 ,让玩家在完成某项操作、前往某处等情况下少费些力气(为此会在一定程度上牺牲界面的视觉效果)。总的来说,只要操作体验好,界面外观对我而言优先级就很低。
主角:
3名主角(扶她、女性、男性),各自拥有独特的玩法机制/技能树/主题/目标。
你没有选择的另外2名角色,会在剧情遭遇战中成为你的敌人
进化:收集新的遗传物质,进化成不同物种。也可以单独改变身体部位(例如长着翅膀、以触手为手臂的人鱼身体……)。改造其他角色
创造:收集新的遗传物质,创造新物种
德鲁伊:召唤可进化的植物生物,并从多种培养路线中进行选择
其他角色/物种:
角色拥有大量独特技能、遗传特质、被动能力等,玩家可以发挥创意,通过融合/繁育打造理想队伍
- 11种基础物种 (野兽、半人马、鹰身女妖、魅魔、人鱼、植物、昆虫、熔岩少女、蜥蜴、暗影/幽灵和光之生物)
- 基础物种之间所有可能的混种组合
- 特殊混种和稀有物种
- 可约会并招募的城镇 NPC
- 许多独特的事件角色
- 许多生物
探索:
穿越随机生成的传送门,发现/招募新物种、寻找有趣的物品/事件等,并将战利品带回家。
传送门的修正因素会影响其吸引力和进入难度,相应的奖励也会有所调整。
大地图也采用网格地图。
战斗:
在网格地图上进行回合制战斗。角色拥有许多独特能力和基于物种的被动能力。先由你的所有角色行动,再由所有敌方角色行动。为了避免永久死亡/受伤机制让人过于挫败,远程能力受到严格限制,敌人不能把所有攻击都集中在一个角色身上,瞬间将其击杀。取而代之的是,角色可以远距离诱惑他人,提高对方的欲望值。欲望值超过 50% 时,角色的表现会大幅变差(受到双倍伤害、造成的伤害减半等),因此“远程”角色仍能对战局产生重大影响,同时又不会显得太不公平。欲望值达到 100% 时,角色除了自慰/性交外什么也做不了,实际上会被晕眩一回合。
魔力和生命值都不会自然恢复,而且战斗期间游戏时间仍会流逝,因此每场战斗都至关重要,迫使你认真考虑如何分配资源(生命值、魔力、时间、角色等)。(我一直很讨厌游戏里毫无意义的凑数战斗。)
繁育/融合:
通过繁育/融合角色的特质和属性,打造适合你玩法和/或传送门环境的队伍,也可以为特定战斗做准备、满足委托等。
城镇活动:
- 在竞技场战斗
- 训练角色/提升你的性技巧
- 以各种方式建造妓院并安排员工
- 举办表演,根据妓院的客群定位招募被吸引而来的角色
- 使用收集到的资源建造升级设施
- 与城镇 NPC 约会/招募他们
还包含一些其他零散功能:
- 事件画廊/角色列表
- 远征期间扎营并执行各种任务
- 士气系统会根据角色性格变化,为属性带来加成/惩罚
- 可供探索的稀有生态区
- 难度高但奖励丰厚的首领战
- 作弊功能
- 导入/导出队伍(与其他存档中的队伍战斗等)
- 成就(每项成就都会为之后的周目解锁新内容)
- 多种难度调整方式
- 新游戏+(难度可无限提升,并提高大多数内容的上限)
计划中:
- 锦标赛:参加设有特定繁育限制等规则的特别锦标赛。
- 竞赛:以特定物种为主题的迷你游戏,某些繁育方式可带来加成等。
- 复杂建筑:殖民传送门,以开展采矿/耕种/招募等活动。
- NPC 母星:与特定 NPC 相关的独特世界,包含简短故事
- 独特角色的系列任务
- 角色之间会根据性格、喜好、合作情况等形成关系。
- 更多各类内容(角色、事件、物品等)
- 派系
Portals of Phereon is an exploration/ management/ breeding / turnbased (on tilemaps) strategy game with Monstergirls, made in Unity (18+ Only!)
Current state:
- Playable from start to end.
- Most core features are implemented.
- A lot of species/skills/traits etc.
- Some placeholders/unfinished things. (Mostly among optional mechanics)
- Bugs
Core Gameplay:
- Explore randomly generated portals to get stronger/recruit new characters/obtain loot etc.
- Fuse/Breed your new characters into specialized hybrids and combine their traits
- Train and use your characters in various ways (battles,brothel,farm...)
- Build the best team you can to prepare for story missions
Development Goals:
I play quite a lot of games but there are almost no porn games that i really like, so I try to make a game that I would like to play, hoping that there are people with the same interests.
the main goal of development is to create a game with high replayability, without feeling repetitive after beating the game once.
So most things will be randomly generated and there will be a lot of different valid playstyles and ways to win the game and a lot of stuff to unlock for future plays.
(Also the starting traits will have a huge impact on how you play the game, not only stuff like 0.5% more X, etc., so that the choice actually matters)
Because of that I won't have a linear story that leads the player, which would just be skipped after one time playing (or even the first time), but instead only have a starting setting and a goal. Everything inbetween is based on how you play/ your characters interactions with each other and rng.
Also I think story driven games scale terribly, because every update of the same size adds the same amount of content as the previous one, so that effectively every update changes less and less of the whole game.
Instead, focussing on non-story stuff, every update adds more based on everything that already exists.
Also quite nice when planning to post updates, while the game isnt finished.
( I wouldnt want to play a story based game from the start with every new update).
Also for me efficiency is more important than polishing stuff. So if it takes like an hour to do something 90% it would probably take another hour to get it to 99%, another to 99,9%,.. so I will always rather do 2 things 90% than one 99% (180 > 99). So the game will probably always have a very loose feeling to it, but update really quickly.
basically Quantity > Quality , effectively also increasing the quality of the game as a whole.
Another thing is that I try to not have tedious chores in the game, which just get boring really quickly but are needed to progress. Basically I dont want to reward the player for doing really boring stuff (like in some games youre rewarded for keeping one enemy alive and just heal your team to full, while skipping all none-healers turns. At this point I would just have the game fully heal all characters at the end of every combat. Or stuff you always need to do, so it might as well be automated).
Also I try to minimize clicks and mouse-movements needed to do a specific thing/ go somewhere etc. (partially at the cost of how good the UI looks visually). Generally the look of the UI has quite a low priority for me, as long as it plays well.
Maincharacters:
3 maincharacters (futa,female,male) with unique gameplay mechanics/skilltrees/theme/goals.
The 2 characters you don't choose will be your enemies in story encounters
Evolution: Gather new genetic material and evolve into different species. Can also change bodyparts separately (e.g. mermaid body with wings and tentacle arms...). Adapt other characters
Creation: Gather new genetic material and spawn new species
Druid: summon evolvable plant creatures. choose among multiple training paths
Other characters/species:
Characters have a lot of unique skills/genetic traits/passives etc. which rewards creativity in fusing/breeding them for your perfect team
- 11 Basespecies (Beast, Centaur, Harpy, Succubus, Mermaid, Plant,Insect, Lavagirl,Lizard,Shadow/Ghost and a Light Creature)
- ALL possible combinations of basespecies as hybrids
- Special hybrids and rare species
- Town npcs to date and recruit
- Many unique event characters
- Many creatures
Exploration:
Go through randomly generated Portals, discovering/ recruiting new Species, finding interesting items/ events etc. and bring your rewards back home.
Portals may be more or less appealing/accessible based on their modifiers which will be compensated in their rewards.
The overworld map is also tile based.
Combat:
Turn based on a tile map. Characters have a lot of unique abilities, passives based on species. First all your characters act then all enemy characters. To make permadeath/injuries in this system not too frustrating, ranged abilities are very limited so enemies couldnt just focus all their attacks on one of your characters, instantly killing it. Instead characters are able to seduce others from far away, increasing their lust. While their lust is above 50% they get a lot worse (take double dmg, deal half etc.), so "ranged" characters still have a big influence on the game while not feeling too unfair. At 100% lust characters cant do anything except masturbate/fuck, effectively stunning them for a round.
mana and hp never regen naturally and the gametime passes during combat, making every single battle important, forcing you to think about how you want to prioritize your resources (hp, mana, time, characters, etc.). (I always hate completely meaningless filler battles in games).
Breeding/Fusing:
Breed/Fuse your characters' traits/stats to create a team tailored to your playstyle and/or portal environments or to prepare for certain fights/fullfill requests etc.
Town Activities:
- fight in the arena
- train your characters/your sexskills
- build and staff the brothel in various ways
- perform shows to recruit characters attracted based on your brothels demographic
- use collected resources to build upgrades
- date/recruit the town npcs
Some other random features included:
- Gallery for events/ list of characters
- Camping during expeditions to perform various tasks
- Morale system giving bonuses/maluses to stats. Changes based on personality
- Rare biomes to discover
- Hard but rewarding bossfights
- Cheats
- Import/Export teams (fight against other savefiles etc.)
- Achievements (Every one unlocks new stuff for future playthroughs)
- Various ways to modify difficulty
- New game+ (infinitely scaling difficulty, raising caps for most things)
Planned:
- Tournaments: Compete in special tournaments with certain breeding restrictions etc.
- Competitions: Minigames based on certain species, where certain ways of breeding give bonuses etc.
- Complex structures: colonize portals for mining/ farming/recruitment purposes etc.
- Npc homeworlds: unique worlds related to certain npcs with small stories
- Questchains for unique characters
- Relations between characters based on personality, preferences, working together etc.
- A lot more of everything (Characters, Events, Items, ...)
- Factions


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