Rebooting Daughters of Pandora; still in development
Posted: Sat Oct 25, 2014 10:33 pm
It's been a while since I posted anything major, I've been taking a little break while I tried to overcome a severe bout of "lack of creativity" induced depression. Lately I've been struggling to create anything, either Tokusatsu or monster girl related, but I'm starting to get back into it, starting with a another [hopefully one of the last] reboots of the Daughters of Pandora story/game concept I've been working on.
I decided to go back to what I really liked, which was to create a storyline heavily influenced by video games. Though I plan on writing Daughters of Pandora as a story, I also plan on trying to develop a sound video game mechanic, using the story as a sort of script, reflecting what I would like to see in a monster girl themed action game.
While I'm hesitant about posting in-depth on what is going to be in the story and setting [mainly because I haven't quite finished redeveloping it yet!], there are a few defined mechanics I've pretty much settled on;
This is a story about two sides, Humans [mostly men] vs. the Daughters, an all female race of xenocreatures. I want to avoid portraying either faction as being the "good" or "bad" guys, I want this to be more about two sides who are fighting because of two different ideologies. Basically, the Daughters are a rapidly expanding race of animalistic nymphos, Hell bent on catching people and dragging them back to their "hives" to endlessly mate with, while we are fighting to maintain our freedom while preventing the Daughters from spreading across the globe... so I guess the Daughters are technically the villains, but not necessarily because they're evil.
From a gameplay mechanic, I want clear distinctions between Humanity and the Daughters; humans have a balance between speed and durability, wield far superior ranged weapons, and can build combat fortifications and vehicles, the latter of which are to be considered their ultimate weapons. The Daughters have greater numbers, are faster and more agile under most circumstances, and can climb onto unreachable locations or move through obstacles that would be impossible for humans to move through. Instead of wielding technology and weapons, Daughters can evolve themselves into a variety of classes and specialized subspecies, with some eventually reaching the pinnacle of their class's evolution and becoming a "boss" type, which are the Daughters' equivalent of the humans' vehicles.
While I'm still working on the classes of humans, I have settled on the individual classes of Daughters, all starting with the Baseline, also known as a Nymph, which can be "customized" into 9 subclasses, each of which can further branch out into more specialized forms, most of which eventually become overspecialized dead ends, with only the central branch leading to the evolution of a boss type Daughter.
Scout class: High speed scouts and trackers, designed to quickly pursue and catch enemies on foot.
Infiltrator class: They're the harriers, who either use superior numbers or stealth to undermine the enemy and their defenses.
Heavy class: Stronger and tougher, these Daughters specialize in demolishing enemy defenses.
Ranged class: They attack from a safe distance, their venomous or explosive attacks softening the enemy up for their comrades.
Aerial class: Lighter and frailer than the others, they attack from above, often attempting to carry their prey away from the safety of their base.
Aquatic class: Specialized for aquatic and amphibious combat, they can make any body of water a potential hazard for unwary humans.
Support class: Daughters that aid their allies either defensively, by healing and bolstering their strength, or directly abetting the enemy by slowing or outright incapacitating them.
Sentinel class: The creators of the Daughters' hives, they can spawn bio-organic defenses, such as living landmines and mobile turrets.
Mutation class: The wildcards of the Daughter collective, they can evolve far more rapidly than the other classes, and even combine attributes from multiple forms, at the cost of physical and mental stability.
The central story of Daughters of Pandora I plan to be a survival-esc adventure, focusing on a group of survivors with very limited resources, trapped in the wilderness while being pursued by the Daughters. As they travel, they'll find superior weapons and defensive outposts [the weapons are non-lethal variants of classic first person shooter weapons, so that I can keep the story action-packed but lighthearted], progressing up to advanced defensive installations and vehicles, to counter the Daughters and their escalating numbers and specialized forms.
I've also developed several hypothetical multiplayer game modes, if something like this ever became an actual action game!
Versus: Standard Human vs. Daughter "deathmatch", then winner being whichever side earns the highest score, based on defeated enemy players, constructing/evolving boss vehicles/ Daughters, and bonus humiliations [think the various execution finishers in games like Gears of War, but substituting death for sex]
Capture the Flag: Another classic, there can be two different versions; the traditional two Flag system, where both teams must score points by capturing the enemy flag, while protecting their own, and the neutral flag, where there's a single flag at the center of the map, with both teams racing to get to it before the other.
Hunt: The Daughters start out with a boss type, and the humans' job is to capture the boss type Daughter before time runs out, while the other Daughters must protect their boss.
Convoy: The humans must protect their vehicle convoy from the Daughters, who must free one of their captured boss types before time runs out, in effect making this game mode the sequel to the Hunt.
Invasion: A team of humans are trapped outside their base, and must hold out against wave after wave of Daughters, until time runs out. They can build up their defenses between waves.
Rescue: The Daughters must protect one of their hives from waves of humans trying to rescue their captured comrades, until [again] the timer runs out.
I intend on trying to incorporate all these game modes into the story, reflecting special events or changes in the plot... it sounds hard, but it should actually quite easy to pull off, since I already established the motivations for both sides. I'll update this post with more information as I continue to develop the story, the classes of humans, their weapons and tech, and the variety of Daughter subspecies.
I decided to go back to what I really liked, which was to create a storyline heavily influenced by video games. Though I plan on writing Daughters of Pandora as a story, I also plan on trying to develop a sound video game mechanic, using the story as a sort of script, reflecting what I would like to see in a monster girl themed action game.
While I'm hesitant about posting in-depth on what is going to be in the story and setting [mainly because I haven't quite finished redeveloping it yet!], there are a few defined mechanics I've pretty much settled on;
This is a story about two sides, Humans [mostly men] vs. the Daughters, an all female race of xenocreatures. I want to avoid portraying either faction as being the "good" or "bad" guys, I want this to be more about two sides who are fighting because of two different ideologies. Basically, the Daughters are a rapidly expanding race of animalistic nymphos, Hell bent on catching people and dragging them back to their "hives" to endlessly mate with, while we are fighting to maintain our freedom while preventing the Daughters from spreading across the globe... so I guess the Daughters are technically the villains, but not necessarily because they're evil.
From a gameplay mechanic, I want clear distinctions between Humanity and the Daughters; humans have a balance between speed and durability, wield far superior ranged weapons, and can build combat fortifications and vehicles, the latter of which are to be considered their ultimate weapons. The Daughters have greater numbers, are faster and more agile under most circumstances, and can climb onto unreachable locations or move through obstacles that would be impossible for humans to move through. Instead of wielding technology and weapons, Daughters can evolve themselves into a variety of classes and specialized subspecies, with some eventually reaching the pinnacle of their class's evolution and becoming a "boss" type, which are the Daughters' equivalent of the humans' vehicles.
While I'm still working on the classes of humans, I have settled on the individual classes of Daughters, all starting with the Baseline, also known as a Nymph, which can be "customized" into 9 subclasses, each of which can further branch out into more specialized forms, most of which eventually become overspecialized dead ends, with only the central branch leading to the evolution of a boss type Daughter.
Scout class: High speed scouts and trackers, designed to quickly pursue and catch enemies on foot.
Infiltrator class: They're the harriers, who either use superior numbers or stealth to undermine the enemy and their defenses.
Heavy class: Stronger and tougher, these Daughters specialize in demolishing enemy defenses.
Ranged class: They attack from a safe distance, their venomous or explosive attacks softening the enemy up for their comrades.
Aerial class: Lighter and frailer than the others, they attack from above, often attempting to carry their prey away from the safety of their base.
Aquatic class: Specialized for aquatic and amphibious combat, they can make any body of water a potential hazard for unwary humans.
Support class: Daughters that aid their allies either defensively, by healing and bolstering their strength, or directly abetting the enemy by slowing or outright incapacitating them.
Sentinel class: The creators of the Daughters' hives, they can spawn bio-organic defenses, such as living landmines and mobile turrets.
Mutation class: The wildcards of the Daughter collective, they can evolve far more rapidly than the other classes, and even combine attributes from multiple forms, at the cost of physical and mental stability.
The central story of Daughters of Pandora I plan to be a survival-esc adventure, focusing on a group of survivors with very limited resources, trapped in the wilderness while being pursued by the Daughters. As they travel, they'll find superior weapons and defensive outposts [the weapons are non-lethal variants of classic first person shooter weapons, so that I can keep the story action-packed but lighthearted], progressing up to advanced defensive installations and vehicles, to counter the Daughters and their escalating numbers and specialized forms.
I've also developed several hypothetical multiplayer game modes, if something like this ever became an actual action game!
Versus: Standard Human vs. Daughter "deathmatch", then winner being whichever side earns the highest score, based on defeated enemy players, constructing/evolving boss vehicles/ Daughters, and bonus humiliations [think the various execution finishers in games like Gears of War, but substituting death for sex]
Capture the Flag: Another classic, there can be two different versions; the traditional two Flag system, where both teams must score points by capturing the enemy flag, while protecting their own, and the neutral flag, where there's a single flag at the center of the map, with both teams racing to get to it before the other.
Hunt: The Daughters start out with a boss type, and the humans' job is to capture the boss type Daughter before time runs out, while the other Daughters must protect their boss.
Convoy: The humans must protect their vehicle convoy from the Daughters, who must free one of their captured boss types before time runs out, in effect making this game mode the sequel to the Hunt.
Invasion: A team of humans are trapped outside their base, and must hold out against wave after wave of Daughters, until time runs out. They can build up their defenses between waves.
Rescue: The Daughters must protect one of their hives from waves of humans trying to rescue their captured comrades, until [again] the timer runs out.
I intend on trying to incorporate all these game modes into the story, reflecting special events or changes in the plot... it sounds hard, but it should actually quite easy to pull off, since I already established the motivations for both sides. I'll update this post with more information as I continue to develop the story, the classes of humans, their weapons and tech, and the variety of Daughter subspecies.