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Forbidden Fantasy News

Overview of the Scenes in Forbidden Fantasy.


We will have a unified system of Point and Click scenes, which will be intertwined and fully navigable, starting with a Top View World Map where the main kingdoms and cities will be clickable elements. These will lead to rendered images of the street or central square, with buildings as clickable elements (Castle, Tavern, Brothel, Monastery, Inn, Character Houses, Cave, Clearings, Camps, etc.), which in turn may have sub-scenes attached to them.

We will have 5 types of Point-in-click, which are:

World Map: It will feature four main regions, each representing one of the kingdoms, and may contain two to five clickable areas (Castle, Main City, Secondary Cities, and/or Points of Interest such as forests, caves, and other locations where battles are more likely to occur).



Cities/Castles: These locations are important for the development of the story. A good portion of the dialogues in Static VNs may take place here, as well as confrontations with NPCs or even common enemies like Soldiers.

Buildings: These scenes are also very important, because in addition to Static VN dialogues and encounters/battles, we will also find items that grant access to appendices.



Appendices: These locations will contain most of the hidden items and rewards. Players may also encounter specific characters living their daily lives, which can trigger optional dialogues that expand the story and increase playtime.

Minigames: These will be the last to be implemented, but we may include some Point and Click-style minigames, such as “Target Practice in a training scene,” “Seduction Simulators in brothels,” or “Try Your Luck with a local fortune teller.”

In the next post, we will talk about:
  • Affinity system
  • Rewards
  • Turn battle system
  • User experience


See you soon.

Do you know these characters?


Hi!

For those who haven't seen Helenor yet, she is known for her strong will and unmatched beauty, adored by her people, respected by her allies, and feared by her enemies.



For those who don't know him, this is Baltero:

He is an old demon from the Demon World who used to adorn a statue in the town square. He is kind and talks to Syd in the first episode, telling him about the history of the world, and is a pleasant figure for our hero. He is killed when the village is attacked, which makes Syd want to declare war.



Did you like the characters?

RedLeep

A little bit about how Forbidden Fantasy is growing.


When we created Forbidden Fantasy 1, we followed a fixed model, with some freedom to improve the interface design, characters, and script. Now, for the first time, our team will plan with a complete game design structure and total control over each element. We are very excited about this.

We are beginning the complete planning of the main elements of Forbidden Fantasy 2.

As for the narrative, we will maintain the mix between classic Visual Novel, cinematic scenes, and sensual videos. The idea is to convert 75% of the cinematic renders to the classic format, maintaining the proportion of videos, but avoiding a monotonous pace. To do this, we are exploring various ways to make the experience more dynamic.



The script will be restructured to be non-linear, with three main cores: the main story, which will be triggered by events and uses cinematic renders; conversations and explorations, with static scenes in classic VN style; and animated sex scenes, which follow the current pattern. All of this will be interspersed with moments of point-and-click exploration and possible minigames.

Optional rewards, such as lore scrolls, cards, and battle items, will be scattered throughout the scenarios. They encourage exploration without punishing those who prefer to advance more quickly.

To add impact at low cost, we will use Cinematic Panels, inspired by comics and manga. They highlight specific moments during dialogues, drawing attention to important details of the scene and script.

We will create a library of VN Sprites, with standardized poses and emotions for each character, using fixed lighting and framing to streamline production in static scenes.



There is much more about the gameplay and new features of the game. We will let you know in future posts.

What do you think so far? Are you enjoying the improvements?

OppaiMan

Finishing up some characters from Forbidden Fantasy.


Hey, Heroes!

In recent weeks, the team has sent me all the characters already approved in Poll, and we have started the final check on them. This week, the artists will help me with the retopology of the clothes from Marvelous (which are most of the looks), shader and UV optimization, and Hair Particles.




We will also finalize the details of the main characters of FF EP2, and then we can start on the other characters, NPCs, and enemies, and return to testing the project on other engines.





See you soon,
RedLeep

New Engine for Forbidden Fantasy: Bloodlines


A few weeks ago, I spoke with OppaiMan and f1r3 about the format of the FF2 project, and we concluded that some changes to the project's scope could be beneficial. We concluded that if we had a ratio of 75% classic VN renders in conversation scenes and 25% cinematic renders, maintaining the animations and creating a lean, user-friendly system for casual players.

With this in mind, we spent the week exploring ideas, gathering references and concepts, generating ideas, while creating a sort of GDD and simultaneously generating tests. This week, we'll continue this process, and as soon as we have something to share with you, we'll create a post explaining everything. We'll gather feedback and create an MVP to share with the community.










A WINDOW OF OPPORTUNITY to Change the GAME ENGINE

Considering the possible changes in the scope of the Forbidden Fantasy 2 project, we realized that Renpy has several limitations for creating minigames and other applications. So, I spent the week researching the pros and cons of various game engines that are more robust, can improve game quality, and are cost-effective alternatives for the company.

In my view, there's a window of opportunity to reevaluate the game engine we're using. Renpy is the best alternative on the market for a pure VN, but when it comes to a mixed VN with minigames, a battle system, and RPG elements, the situation changes completely.

After several analyses, we decided to test Godot for Forbidden Fantasy: Bloodlines.