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Announcing Questionable Questing Online - QQO

As we last told you, we had a meeting to actually get the game made.

But they just laughed at us, telling us that will never happen! Can you even believe it? So, sadly, QQO will not happen.

So, I guess we'll be doing the Xenforo 2 upgrade instead. We've reached out to an experienced consultant to assist with the upgrade, and hopefully it will be done within 1-2 months.

Kept you waiting on that, huh?
the heathens have no taste or culture. *sighs*
 
If people seriously want to make a go at it, I'll recommend the stable release of Godot Engine as being free (in beer, in licensing, and in love) and relatively easy to work with, with a long solid history of 2d support and quickly-nearing-par with the big name packages in 3d, and recently overhauled network play modules. Apparently it's a popular choice among clicker and casino app developers, if you can call that an endorsement? Well, it exports to Mac/Win/Linux and Android pretty painlessly, at least, and has an HTML5 webapp version in progress that's got all but a handful of the full desktop edition's features implemented with the rest in active development.
 
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If people seriously want to make a go at it
I feel obligated to preface that by saying, "Feel free to try, but also don't expect it to be easy."

Seriously, game deving is really hard especially if
  • you don't have funds
  • you don't have time
  • you don't have extra help
  • you're new to game development
  • you're new to the software
  • you're new to the language
  • you're new to any development at all
  • you suck a problem solving
  • you have no idea how to design systems
  • you tend to lose interest in things if you don't make immediate progress
actually on second thought, go ahead and do it. fail or not, it's a good experience, lol
 
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In the Year 202X a falling empire used its ultimate weapon...
A reality altering cognitohazard was released through the internet network...
Humans were turned into mindless sweatshop factory drones...
Tesla Trucks were rendered useless...
NSFW Creative Writing subforum was deleted...
...
...
No!
This shall not stand!
THE HORNY MUST FLOW!

The collective rage felt by people of questionable interests caused the corruption of the empires weapon. With reality being rewritten they manage to alter its use to rewrite reality around them. Retaining their sanity they now seek to correct the world... and maybe make it a bit better.

.........................................
So as a proposition

If everyone is special, nobody is.
All the characters lack ratings, only having designated classes. New characters are freed from sweatshop factories, or found in defunct manga shops.
Gacha is centered around items/enhancements that can be equipped by them.

Instead of "Stigmata/Memories/Cards" you'd have "Lewd text" fragments written by QQ authors. The more popular the work, the higher the rating.

The games story is centered around locating such texts saved on abandoned electric devices like smartphones, tablets, PC's etc. to recreate the greatest subforum in existence, and alter reality to match its content.


It could feature a simple base building section where you build some support structures for housing units, upgrading them, storing and recombining horny novels etc.
Movement on a world map to various locations where you use up slow recovering resources, or can spend premium currency.
Combat...
There is honestly a lot of possibilities depending on resources available.
Cards? tower defense? small turn based maps (Valkyria Chronicles 2)? a strategy game map?

The very definition of a trash gacha game. But with so much pointless content that it would be popular simply because people would refuse to believe that it can be bad when so much work was put into it!
 
e: was replying to Daniel K. English talking about how dev-in' ain't easy, but forgot to quote. Again.

All very true. Many of the reasons I haven't gone beyond messing around with various demos and tutorials myself, combined with being more interested in modeling and the end result of having something to see my models in than the intermediate steps, but if a dilettante like me can get some results with a few hours messin' about with other people's scraps, anyone who does feel actually a bit motivated can probably grab the JRPG battle system demo and bodge something together that at least pretends to do the job of gacha pull chargen with usernames/stats and avatar images, though getting them live rather than collecting them manually is another question.

Ways to translate user stats into game systems are still nibbling at me, for the moment, and specifically the relationship between being commonly seen and star power, which ends up almost inverted with my previous suggestions of tying the first to post number and the second to like ratio, but perhaps if the draw determined start rating first, then pulled from that pool? Making the ratio-generated number a maximum and cards that pull at a lower one cheaper to upgrade could also help make it actually fun and not a cynical corporate money-pit rather than a parody of one.

Likewise, being generous with the Tension recovery time and/or drops of tOkens/O-gauge increases and sparing with what counts as an action that adds Tension/how much is added, so it ends up just being an anti-poopsocking mechanic that makes you take a break for half an hour or an hour every three or four rather than hair pulling frustration where you can play for five minutes and then have to wait two hours unless you're swilling down cash shop items like overpriced boutique espresso-thimbles.

edit 2: Further, I implore, either no classes or swap-when-you-want classes (as a player, whether that means actually swapping classes or changing face cards/key equipment/whatever) that you can grind the skills of and keep to use in general slots regardless when mastered, like some of the Final Fantasy games. Preferably to either, point-buy chargen and advancement, with non-ruinous respecs and enough points to reach the per-level cap in combat effectiveness while still having some for sub-optimized flavor stuff.
 
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As we last told you, we had a meeting to actually get the game made.

But they just laughed at us, telling us that will never happen! Can you even believe it? So, sadly, QQO will not happen.

So, I guess we'll be doing the Xenforo 2 upgrade instead. We've reached out to an experienced consultant to assist with the upgrade, and hopefully it will be done within 1-2 months.

Kept you waiting on that, huh?
QQO was funny, in no small part because it was an obviously unrealistic april fools prank.

This is just a sad, cruel joke. You've been teasing us with this for years now. Getting our hopes up baselessly is mean.
 
Hm, the JRPG demo I was thinking of, with a top down exploration map and Pokemon-like battle screen, seems to not be in the asset library any more, even if I still have a local copy. There is a nice TRPG demo with simple 3d terrain and four-member player and enemy parties (of crappy tiny sprites, but people seem to like sprites for some reason and it wouldn't be hard to sub in scaled avatar images or proper HD sprites from one of the "make a chibi avatar" KISS webthingies) that just got added though. As a long time Disgaea fan I have to say I like that style better, if possibly combined with an exploration map like the other demo. Something more action-based like the Lego Star Wars games might be even better, but commensurately harder to make even going the lazy route with sprites instead of 3d.
 
As we last told you, we had a meeting to actually get the game made.

But they just laughed at us, telling us that will never happen! Can you even believe it? So, sadly, QQO will not happen.

So, I guess we'll be doing the Xenforo 2 upgrade instead. We've reached out to an experienced consultant to assist with the upgrade, and hopefully it will be done within 1-2 months.

Kept you waiting on that, huh?
I'm sorry but I don't know whats this about.
 
I love how the annual April Fools Day joke has turned into a legitimate discussion of how we might actually be able to make the game happen.
- Every 100 likes you get on QQ becomes one gatcha roll.
- Or you can pay me cash money for more rolls.

- QQ likes no longer give you gatcha rolls.
- Instead, you get +1 roll for every point of infraction on SB or SV.
- Or you can pay me bitcoin for more rolls.

EDIT:
- 100 QQ likes, as original.
- But now, you can sell your rolls.
- QQ fiction authors will have fucktons of gatcha rolls, now they can monetize those Likes.
- This is secret because it means less cash money for me, but might be actually good for the site overall (unlike the original which is good for me alone).
 
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Brainwave! Or at least that's how it looks as I wake up from dreaming about it, so I came here to wreite it down before I forget anyway.

About users who don't bother to customise their game character - they can be a generic no-eyes pornface of ambiguous or profile-indicated gender, using whatever weapon, upper/lower body, and head equipment the loot spawner thinks is appropriate for their posting area formula-assigned archetype/star power, plus a shield with the avatar image on it as "heraldry." Said shield remains for all players as a free, untradeable item with no IGC value, to make it easy to display your forum avatar if you want to, and can be used as a cosmetic skin for any offhand item.

<--- is highly amused by the thought of having "Argent, a cat Misuzu Gundou salient Sable," as a coat of arms. Though technically with only her head shown, it should be "erased," and also "sinister" since she's facing away from the front of a shield as held on the left arm.
 
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Please remember to include Dark Responsive High Contrast as an option for the site themes after upgrade.

It's been my Default for QQ viewing because it's literally the best blend of colours for longterm reading.

Also please pretty please keep the email template we have now, the XF2 email templates don't wrap text with the email window width as the gods intended.
 
So, after a couple of days of poking around, my general concept for an actual QQO looks like this:

  • OpenRPG for the basic framework
  • This tutorial for general design philosophy and flexibile skills/etc. particularly
    • Actually get skills and possibly perma-learn them from equipment ala FF9 (I think?) or Xenosaga?
    • Equipping the relevant gear when you already have the skill gives an additional bonus
  • and this one for easy handling of VFX etc.
  • plus this entire series on making a secure and scalable client/server multiplayer system
  • preferably replace the FF style battle system with a tactical one, 3d or at least 2.5 d
    • 3d chargen ala this series
      • but using highly stylized SD characters for easier modeling, because realistic humans are hard but the human brain likes to see human shapes and taking advantage of that means being a little wonky gets rationalized away whether it's an intentional stylistic choice or not
      • no texture maps, only procedural shaders using PBR albedo/specular/metalic/roughness/etc., for ease of player side customization as well as skipping the chores of UV mapping and texture creation.
        • Exception for the avatar image shield mentioned in an earlier post?
        • passed peer-to-peer rather than through the server?
      • cel shaded rendering? It would match well with the previous subitems
    • probably layered sprites instead though, because 2d is much easier even so
      • that means locking the camera angles down somewhat, but you can do a lot with just isometric front and back sprites, as seen in a great many tactical RPGs.
      • Isometric 2d everything with 100-200 pixel HD sprites is not the worst but still offends my sensibilities. I admit to apparently being alone in thinking pixel art is shit, though.
    • FF-like ATB sytem or "End Turn" votes after a short wait to keep griefers (or people who get spent early and fall asleep during a late night session) from stalling combat forever by not acting
    • Action RPG style is right out, to allow both melee and ranged weapons/skills/etc. to be viable choices, because it's much easier to code turn based movement and attack resolution, and because the server load is lower to process one set of move/action/etc. per turn than constant position/aim/trigger pull/etc. updates

Now, on to the parts that can't just be copied off a demo or tutorial

  • Party power (whether class levels or point totals or whatever) adjusted to match the party leader when players join or cards are summoned
  • Monster capture cards and/or gacha system to fill out attendance of your Party even if no other players are available or you prefer solo play, but monsters are weaker than real players
    • nerfed maybe 5-10% from a real player with equivalent nominal power?
    • nerf harder, but allow for summoning skills that reduce that?
  • Equipment gacha too
  • Players on your Friends list can also give Benefits, from the free items I mentioned in earlier posts to Hand Holding, which means you get a card version of their character to use in your party even if they aren't online. The original player gets a trickle of XP when their card is used in this way, and they aren't nerfed as much (maybe half?) as monster cards so this is incentivized on both ends.
    • Players should also be able to generate a code that they can give people (or post to a forum, or stick in their .sig like an FGO Freind code if they're feeling promiscuos) that gives a player who enters it a FWB card matching them as of when the code is generated and auto-populates to a One-Nighter tab in the Friends list unless confirmed on both sides to move to the main list.
  • Active cards can be chosen or switched freely in the player lobby or on the overworld map, but are limited to a (total party slots plus two) with only a standard party max of players and cards combined inside a location.
  • Player Party members are of course locked during battle, but FWB and Monster cards that die might be replaced with any other cards you have as a summon action?
    • monster permadeath?
    • Not your precious Friends (With Benefits!) though!
    • Repeatable quest/series to designate a favorite monster card as a Beastie Bestie and no longer subject to permadeath?

And now, some known unknowns:

  • How much actual lewdness? I have not otherwise addressed it but have written this assuming innuendo is the maximum as adult game content tends to be harder to find sever hosts for and is illegal to access in some countries. Basically, SFW side of the forum, though I am not intrinsically opposed.
    • Gotm.io would be the most convenient (and free) using this setup but only allows adult content in unlisted games, for example.
    • But that means we can't be thrown into the questionable future where Iku's lewdness is law! Not even with a totally original character which for legal reasons we must insist has no relation to any other fictional property or person, living or dead!
    • The original premise is to save the world from prudishness though...
  • Who are the bosses?
  • What is the main quest line? Specifically, as in events and motivations.
  • What are the locations? Something Hyperdimension Neptunia like where it's a fantastic schizo-tech world reflecting some aspects of Earth but not actually tied to Earth is probably best, given Rule 8.
  • Can we actually get some kind of forum DB integration for player data? (Almost certainly no.) In that case, how are abilities quantified and assigned?
    • I loathe class and level systems, but balancing point-buy is hard
    • Adapting a tabletop RPG system only sounds easier, due to the expectation of active GM involvement vs. complete automation
      • d20Hero is not great but lots of people play it
      • OpenD6 is pretty flexible too
      • what Lawful Nice came up with for Dungeons the Dragoning (core book v1.6, book 2 v2.2, BBoB v "3.whatever" (last version before being split into a bunch of subfiles I can't find now)) is technically class based but each one is a short collection of related skills rather than a life choice and the system in general is funny. Legal status may be iffy though, and all the setting flavor would have to be purged like Exterminatus right down to calling the actual class system something other than "Exaltations."

    Any of those will still be a lot of effort to turn into things that don't need active GM support so we might be stuck with a traditional JRPG class system, though hopefully at least custom skill/spell/etc. names and FX could be chosen and preferably the type of ability gained in general terms (melee or ranged special attack, healing or buff, etc.) on a slot or point basis as well. As long as class changing ala early Final Fantasy or character respecs aren't difficult I think I honestly prefer the idea of keeping it simple by using that style. In such a case, Friend With Benefits cards should be locked into what the character was the last time you Held Hands, just adjusted to match Party level stats and possibly their skills/spells/etc. adjusted to matching rank as well.

    Finally,
    • This is WAY too big and complex for my level of experience, either as a coder or as a project manager. I mean, 2d or 3d, we're talking about an actual fucking MMO here. QQ doesn't seem overly populated with game developers, and while the Godot community is relatively active and welcoming it's much easier to recruit folks for a small project, "game jams" as they call them.
      • Help?
      • I'm actually a little invested in the idea now, but really, help?
      • no srsly, HELP!?
      • OH DEAR GOD IT HAS TENTACLES! HAAALLLP!!!
 
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Gotm.io would be the most convenient (and free) using this setup but only allows adult content in unlisted games, for example.
Well obviously you just don't list the game and it gets spread via word-of-mouth / only talked about on the NSFW side of QQ. Right? That's how we'd work that?
 
Well obviously you just don't list the game and it gets spread via word-of-mouth / only talked about on the NSFW side of QQ. Right? That's how we'd work that?
Well, presumably. It's not an actual barrier, certainly not compared to the amount of work that would need to be complete before it even mattered - in the worst case, it would mean needing to set up or buy time/bandwidth on a server of our own. Some kind of crowdfunding would probably need to be set up for at least a small full time team to get there anyway.

I guess, anyway? That's some of the stuff I have no experience with whatsoever and hence no idea of how difficult they are to manage, and TBH I only have the faintest idea about the next step after settling on design goals with something like the above outline being along the lines of getting a preliminary script for at least the main plot points and making some flow charts of what functions (in the logical sense) will need to exist and connect to each other to make up the game's system and break it down into manageable chunks because I've been on the subordinate side of that a couple of times for classroom projects being managed by the professor. Those were much simpler, over a decade ago, and I've mostly just puttered around with 3d modeling and the occasional memey shoop more than anything as far as content creation with only enough programming to play with other people's demos since.

I like this idea and would be excited to be a part of it, but I'm far more likely to be successful churning out 3D assets like monsters and player/costume parts than actually writing the code. Pushing forward into new, experimental and slightly uncomfortable territory has maintained momentum this far, but I really can't say how long it will continue. Daniel K. English up at the top of the page was absolutely correct about the many challenges of game development, though as he also noted it's a good learning experience as well.

On that note, if no one else is stepping forward to get involved, it's absolutely going to be full 3d in battle for as long as my attention span will last. I just really dislike 2D games, so even if it means ultimately failing due to added complexity it'll still go farther than if I'm actively repulsed by the medium, and I found a bunch of free scenery models too, so at least placeholder map objects are not an issue. I don't like his humans though so I guess I'll poke at a player model for a bit and report back what I come up with. Just slapping together free demos and models and calling it an original game is lame anyway.

(And you're probably going to get some stompy robots as well eventually, because Transformers is my primary media obsession, but this has me firmly ensnared in its fleshy tentacles for the moment.)

Y-yamero! Taskete... AHN~!
 
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Apparently it's a popular choice among clicker and casino app developers, if you can call that an endorsement?
For a nicer endorsement, it has also become the engine of choice for new Free Software games and it has favorable terms for indie developers in general.

It's also the basis for most Free/Libre VR engine-level work (not just that one, I just really want this one) at the moment.

I'd think a MUD-like would work best but I guess gacha is trendy and whatever.
 
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I'd think a MUD-like would work best but I guess gacha is trendy and whatever.

Gacha was part of the initial faux-announcement, so I included it (or at least, an IGC-only parody of gacha mechanics) as part of the specification. As long as it only costs in-game currency and not real money it's fine, right? Gotm.io where it's designed to host Godot games doesn't allow in-game monetizaton anyway.
 
What if there was a separate game mode, a mini campaign if you will, where you have to clear a number of maps that are every time selected from a pool, and you roll the Gacha to unlock characters for it?

So you have a very varied experience every time you play, due to not knowing what maps you will get, but also due to always having a different set of characters available.
Inspired by Fungimist Event in Arknights
 

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