(Not sure if you've been asked this before and I apologize if you have) So can venture seas be played if you have Java? I've tried playing the latest public build and it won't play.
Venture Seas runs on Java so ensure you have the latest java version :) If there are still issues, send me an email at switch101010@gmail.com with some info (error messages in console, operating system type etc) and I’ll help you get things running
New alpha build available (expect bugs and unfinished features): Builds Link Builds Link (Mirror) Changelog Link Made a bunch of progress with various parts of the game systems this month, mostly working on sex artwork / animation stuff. After many interface changes, fullscreen mode is now available for the desktop version! Deck builder has been updated to be easier to use, and runes (cards) now…
Want to support me and help me make more art? Please consider becoming a patron, even just 1 dollar is enough but at up to 20 dollars you will be able to suggest oc (my original characters) things for me to draw and I will randomly pick a suggestion at the end of each month. It can be outfits, scenarios, interactions, whatever you can think of!
Depending on how well it goes, I will add more rewards!
My focus will be nsfw mostly and I hope to improve my art in general with this. Thank you for your support!
New alpha build available (expect bugs and unfinished features): Build Link Changelog Link Made major updates to the combat system, improving party based combat, interface etc to hopefully be less confusing @_@ My attention was divided between combat, dungeon scenes/coding and creating sexual content. Although progress has been made in each of these fields, it has resulted in a buggy progress…
‘DarkMaster’ (the current lead writer for Venture Seas) is creating his own side projects in the form of interactive stories! These feature choices, various sex scenes and fetish focused content. You should definitely check out his existing work (specifically Grenish Meadows, a HTML Twine implementation of which I’ve read and recommend) You can view his existing work from this link. If you enjoy…
Hi, sorry to bother, but are you taking scripts for questlines and monster creation?
It’s no bother! I’m very open to reading any suggestions/improvement from fans for content (preferably hearing your ideas before you spend time making a full script).
Although please understand that I cant add everyones content to the main game, due to issues with time, quality or content appeal.
There will always be open support in the form of easy modding for those to create and share their own scenes/quests/content with each other for those ideas that I personally reject for the base game ^_^
This month has been very focused on the combat system, reworking/improving the party combat system to be less confusing and more fun in general (Combat Doc notes will be updated fully once the system has undergone proper playtesting). I hope to do some more work on the first dungeon (featured in the demo), specifically some enemy artwork before the end of the month to balance the visuals/coding…
New alpha build available (expect bugs and unfinished features): Build Link Changelog Link Added several scenes for chapter 1, up until the first dungeon: Wailing Bay. This is a ‘tutorial’ area, which will hopefully serve to explain the base functions/gameplay. I also added anything the scenes required as I went along (e.g. Ambient sounds, support for intro splashes to scenes, character artwork…
I feel like I’m improving my artwork (and even coding practices) a lot through Venture seas. Characters which I’ve drawn earlier in the project will be getting updates to their design as development progresses, and also based on suggestions from fans ^_^ Here are some updates I’ve applied to Ignacy and Tiana (after learning some things from studying ModeSeven’s artwork). I’ve currently got an…
Combat and Party (Crew) features were the main focus of this month. (Although still buggy and needing a lot of refinement!)
The public combat/dungeon documents will be updated as the system is cleaned up more, and there will be an in-depth in-game tutorial at some point.
These builds still are considered ‘unplayable alpha’ for the the most part, but a show of progress each month is nice to let everyone know what’s happening with the game :)
Public lore updated once again (28 pages so far), with the private lore doc (unrefined as of yet) having well over double that content :D
‘DarkMaster’ has been refining all that I have previously written and adding a lot of his own imaginings and flair for the lore and main storyline up to the end of the first dungeon. (This will be the stopping point for the public demo when the time comes.)
I’m considering setting up a forum this month to get more input from whoever is interested in the development, and to allow those people to interact with each other as well as myself to share opinions and ideas.
I also have found two commissioned character artists to help out with some designs!
Less artwork, more coding this month. My previously set goals were affected by artist availability so I’m currently on the lookout for more talented artists for paid assistance :O
I’ve redesigned the artwork for Aurelia based on concepts from a busy artist friend but I’m hoping to get another artist help to create some ‘anatomically correct’ poses before creating many other characters (to avoid the need for ‘redrawing’ in future).
A working HTML5 version of the game was created and tested on a dropbox folder, but the speed and stability (freezes easily during preload) of free dropbox hosting is quite poor. For this coming month, I’m going to pay for web hosting for the HTML5 of the game in a basic web page, to then expand that later for forums and things :D
Unstable HTML5 version (works best in Google Chrome):
There has been changes to the Patreon Tiers to include access to a document of the more ‘refined’ parts of story and game lore.
The Patreon lore document is currently sparse, but will grow as I confirm lore and story decisions with any writers contributing to the game. I really dont want to paste the huge bloated private lore document until the content has been organised and confirmed for the game. It’ll be transfered to the Patreon doc in pieces over time :o
My next major goal is overhaul the combat system into its full potential, and have people test it until it is as fun, strategic and functional as possible. (The current system merely touches upon the final plans).
I’ll also post Aurelia’s character Bio as a teaser in my next Tumblr post as a taste of what will be in the Patreon lore document :)
You will ALWAYS show up as “declined” if you try to use PayPal to pledge to any Patreon account that is deemed NSFW, and you WON’T get an alert about it most of the time.
Additionally, if you’re still not able to pledge and the money isn’t getting taken from your account, it’s highly likely that your bank is internally flagging Patreon as fraudulent transactions, so you’ll need to go to your bank IRL and actually tell them that it’s ok to let Patreon transactions through.
Please forward this around as I know there are a lot of you who currently use Patreon and who are Patreon account owners, and are probably wondering why your stuff gets declined month after month when trying to use Patreon.
I plan to release new progress build at least once a month
These builds are still very alpha, not refined, and likely buggy
Bland interface design will be professionally designed later :)
Dungeon and story scenes are limited, but I’m designing the workflow for new scene creation to be as streamlined as possble, to allow multiple writers to create many scenes for the final game. (As well as code to prevent repeated scenes in quick succession).
Apologies that there is no new sex scene content this month :O
I’m working with a talented artist (who is better at artwork than I in my opinion) to redesign existing assets and create new ones in a more vibrant style. Our current focus is a POV blowjob scene for Tiana with several variations for the animations.
Wondered if anybody is available for some very simple voice acting for the game :) Currently looking for an ‘Aurelia’ voice.
The characters in the game will have some sound bites as text dialogue progresses (Single words like ‘Hi!’ as greetings, angry grumbles, ‘Farewell’ etc), but will not be reading full dialogue.
I’d also need loops of sexual moaning for the animated scenes, different sound loops of moaning, slurping etc for oral, slow penetration, fast penetration.
Aurelia is female, so I’m currently searching for female voice actors (or guys with convincingly girly voices). Aurelia is a skilled marksman and theif, her voice should sound serious in tone.
I will be looking for various other voice actors in future, male and female, and I’m fully willing to pay a fair price for your hard work!
If you feel fitting to the role or can suggest someone who would be interested, please contact me at: switch101010@gmail.com
On another note, game development itself is going nice and steady! With a few artists already starting out in creating assets for the game ;)
I’ve mostly been coding more of the essential systems, writing up some detailed world lore and story scenes. I’m likely to release another ‘Progress’ build before the end of the month, but the game will not yet feature much story or ‘playable’ quest line as of yet.
Pardon me....I want to say that I love the look of your game so far but I have a question! Do you plan to implement any male followers that are for the ladies? Ah, and if you are, would you be willing to take volunteer writers or artists? Keep up the good work and I wish your project all the best!
A roguish, bisexual male adventurer will be added to the game yeah! This month coming, I will paying others with the project funding to help out with the project. If people think they match the art quality consistantly (or better than what I’ve done so far) I will happily commission those people :)
Any volunteers are welcome to send examples of their work to me, and I’ll say whether I’d find their style suited to the game. I will be dedicated to keeping consistancy in quality, so a please dont feel hurt if I decide not to enlist your help as a content creator :O My decisions are all to make the game as good as it can be! :)
I spent today cleaning up my progress so far so I could release the first build before claiming the first Patreon payment on Monday 23rd.
All content this month was created without commissioned help as a full-time endeavour (as no money for said commissioning has been claimed) so there is far more coding completed than visual assets.
I made a quick ‘visual story based’ runthrough of the major features implemented, but there are many things I could not include in this runthrough (due to the game systems being non-visual in nature)
The first build can be downloaded from the link below, in.jar format (requires Java to run, future builds will be available in HTML5 format also once I get a webserver running):
I understand many aspects of this release are unrefined (and possibly even buggy in places) but the game is still at a very VERY early stage and I feel people need ‘something’ to check out at least once a month ;)
These builds will become private to Patreon supporters once a public demo is created. This should allow people to choose to pledge (or remove their pledge) based on the progress of the game over the next few months :)
This is the last week of Venture Seas first month before claiming the first patreon payment :) I’ve been working full-time hours on the game prototype and organising many other things related to the startup and my self-employment.
There will be a public alpha release this month to all interested in the project. Eventually these public releases will form into a public demo as time goes on, then the game will enter private builds for donators/dedicated supporters only.
Most of the work has been programming for this month but I’m spending this week to replace placeholder graphics and some more coding. There will be banebones of some major systems, such as functioning dialogue, combat runthrough, dungeon progress, animated sex scene test and some example events.
Code is being organized with mod support in mind from the very start, but no mods will be able to be created until each major system is completed (as every mod would likely need updates with each newly released build)
No extra helpers were employed this month as no payment has been claimed yet for the game development, but next month should involve more artwork and media as I commission some content :)
The first release will be this Friday 20th. Being the first release however, expect bugs, placeholder assets and limited playable content. This is more of a ‘progress update’ build so people can experience what I’ve been creating so far.
Any further questions, always feel free to contact me directly at: switch101010@gmail.com
3/11/15 Creators and patrons! I’m Chelsea with Ops at Patreon. I am working on our VAT research and solution. Thank you, again, for your patience. Here’s a quick VAT update: Good news! Patreon will handle the collection, filing, and remittance of VAT payments on behalf of our creators. The cost of VAT will be carried by EU patrons. As always, thank you for your patience and feedback. Patreon has your #vatmess covered so you can do what you do best: create.
Sorted! No need to worry about that crap anymore!
Looks like Patreon has came to a solution over the VATMOSS stuff :) Great news for so many creators!
I think you should wait and see what happens before you remove rewards. There's a chance Patreon won't support the bill, or that it will even stick around long enough to pose a threat.
I will be waiting patiently for now, my first payment for this project will be claimed until the 23rd of next month so there is a while left to decide. Let’s hope it clears up somewhat by then ;)
How bad do you think that VATMOSS law, is going to hurt Venture Seas?
I hope the situation will be changed/fixed soon, but worst case scenario is that I am forced to remove Patreon rewards (as they count as a digital service) so that Patreon pledges are purely donations.
I would declare this in advance of claiming for that month however so that people may have plenty of time to edit their pledges lower if they choose. (Although even if everyone changed to a $5 pledge, there would still be enough for the project to continue at this stage)
TL;DR It’ll hurt, but wont kill the project I believe
I hope my repeated thanks haven’t worn out their worth yet but:
THANKS AGAIN SO MUCH! :D
For this goal, I’ll now be finishing/closing up all my existing freelance work so that every working hour will be spent on Venture Seas! Developing this game is now officially my full-time job :)
For a quick progress update of day 2, I’ve got screen management code implemented, been improving the functionality of loading scenes into the game and also started on the dungeon system~
I’ve also nearly completed some artwork of a character to be animated for a sex scene (Aurelia the rogue) :3
Venture Seas has surprisingly almost hit the second goal, far quicker than I expected :D
A lot of people are requesting a date for the first playable alpha/prototype of any of the game systems, so I will be following this summarized plan for this month:
Develop Prototype: Bare bones of the main gameplay systems (+ spine 2d animated sex scene with some interaction) This will be a demo PUBLIC TO EVERYONE. This demo will contain limited features to give people a taste of the game. It will recieve updates over time (system updates, bug fixes) as the main game is developed, but story/character content will be very limited for this release.
Clean up and add my rough notes to the public documentation (as I go along).
Organise Finances and Business duties for startup.
I’ve decided on making the game in JAVA LIBGDX, which means it will be very easily made for desktop, HTML5, Android (and even IOS if there is an adult vendor for that).
I have strong experience in JAVA and the LibGdx framework and have already been coding for the game!
I’ve already created the basics of loading dialogue externally from a spreadsheet (which contains info like ‘active character’,'current background’,'next action’ etc) and showing the results on screen, progressing on click.
This is the first official month of development (Starting Today 23/02/2015), the first Patreon payment will be claimed on (23/03/2015) which is one months worth of work from today :)
I will be releasing something playable a few days BEFORE THEN, although be mindful it is likely to be 'very alpha’ in its look and functionality.
Don’t hesitate to contact me with further questions at: switch101010@Gmail.com
And once again, Thanks so much to everyone who have pledged and supported the game so far ;)
As I just impulsively posted to Twitter, the first goal has been reached and Venture Seas prototype development is secured!
Over the next fews days I’ll be organising my finances as well as creating the dialogue system for the game for the first prototype!
I wont charge any Patreon users until my affairs are organised (be about a week or so) and I’ll likely have a early build of the dialogue system then also :)
My heart is pounding and I’m so excited for this project! You’ve all really made my dreams come true today, not just those who pledge, but those who provided vocal support, advertised the game and gave critique as well :)
I’ll be posting notes to each reward tier of Patreon within the week also with access to the rewards, stay tuned:
The campaign page is live, if you are interested and want to see this game to creation, please consider pledging. Even if just 150 people donate $5, the game will start development into reality :)
If you aren’t able to pledge but still wish to provide your support, reblogging, retweeting or just telling some like-minded people about the game can go a long way towards helping out!
And also a big thanks to everyone for their support so far :D
Upon logging into my old Patreon account, I noticed a months worth of claimed pledges which had auto-collected even after I had cancelled the Euphorian Tide campaign :O
I had no idea this had happened until now and I have refunded everyone their money from that final month.
There were a few I could not refund to (because of deleted payment details and such). If you wish to claim your refund, please contact me at: switch101010@gmail.com
Click ‘Keep Reading’ for a list of those I could not refund, and may contact me for a refund:
My previous post details my new game pitch, but just wanted to say that the public documentation that goes along with it is not fully complete and will recieve edits and many additions as time goes on.
I will be starting the Patreon page tomorrow for all that wish to support the project! I’m fully open to all input from people about the game before and during that campaign however with any questions or comments you wish to make related to Venture Seas :)
Venture Seas is an adult adventure game with a player driven story, unique gameplay management systems and plenty of erotic visual content.
Manage your Vessel
Work to keep your trading boat afloat (‘literally’) by generating cash by any means. This includes hiring adventurers to loot dungeons, performing quests for private clients and even managing a racket of onboard prostitution (of any chosen gender) to improve your ocean shipping enterprise.
Cross the ocean channels between the scattered islands of Miloria to sell your wares across many diverse climates, managing your ship morale and resources on every journey. A great effort will be spent making gameplay systems that are fun and fulfilling regardless of adult content.
For more details about Vessel Management, please refer to the document linked below:
The story will be largely driven by player decisions, with each story and conversation scene presented in the form of a classic Visual Novel.
Relationships between the player and other characters in the game will be affected by the players choices and actions, of which govern a graph ranging from attraction to disgust on one axis, and respect to disrespect on another. This will allow for friendships to be formed as opposed to sexual relationships, as well as dislike and disgust if a character grows to loathe you.
A variety of fetishes will be present, but none of which are mandatory to experience. There will be many NPCs of varying sexualities and genders to meet and romance, from femboy traps to demonic succubi.
For more details about Story and Relationships, please refer to the document linked below:
Beyond managing your business, you can send your personal adventurers to fetch treasures from a uniquely presented set of dungeons.
Instead of a dungeon map, the player will passively control an adventurer as they are confronted by a preset number of semi-randomized story scenes while challenge your Adventurer in many aspects. The success of these challenges will depend upon the adventurers equipment and skills, player decisions and riddle-solving capability and adventures combat ability.
Fully equip your adventuring party from head to toe, levelling their statistics through experience to allow for the chance at more valuable rewards from greater conquests.
For more details of the Dungeon Exploration system, please refer to the document linked below:
Battles will be vaguely reminiscent of the mechanics of ‘card battling’ games (like hearthstone, MtG but simplified). Instead of card, the player utilize ‘Actions’ for their adventurers during combat. The player can build a deck of ‘Actions’ prior to combat, to then randomly draw a hand when a confrontation begins.
Actions can be collected throughout the game by many means, such as purchase, levelling, or simply finding them in loot drops.
For more details of the combat system, please refer to the document linked below:
The Patreon page will be for funding the prototype of the game, which will contain the mentioned gameplay systems and an introduction to the story.
Once a milestone is reached where the barebones of the core gameplay systems are added, I’ll decide whether the game has been well received enough to continue into a fully developed experience. This will have me working on writing the full storyline, expanding the main systems and adding all secondary systems.
For access to all public documents, please refer to the navigation document linked below:
Mugen K: Will the game be as free as EuTi was? And if so, will we be able to play it online? And lastly, please define what softcore/hardcore are for benefit of all?
Monthly game builds will only be available to Patreon supporters who pledge to a certain milestone or over (Likely $5 or $10).
I’m setting this to encourage pledges so that the development can be properly funded, but I understand if people choose instead to take advantage of the easy ‘methods’ to download without pledging.
I have a handful of choices for the development software and target platforms, which I will be polling the community over before starting on the actual development. All of which have 'in browser’ play besides 'Ren'py’ (visual novel focused engine, but not sure if it’ll provide enough coding control over actually gameplay systems), although Ren'Py are working on this feature.
Other options include Flash (unlikely as it sucks), Java LibGDX (cross platform friendly) or GameMaker Studio (friendly for developer collaboration).
Fetishes will be Softcore focused (for the first prototype chapter at least). Some of what I’ve planned for include straight, bi, gay sex, traps and futa, demon girls, prostitution, BDSM. If any hardcore fetishes are included, they will be behind a 'wall of player confirmations’ to prevent people experiencing unwanted content.
(2) Turns into a Urta situation like in CoC where you have this huge npc whos content literally revolves around the horsedick, not including sex scenes. I would really enjoy a game where all fetish's are optional, so if a character starts out with a dick, if your character gets closer to them you can eventually remove it. Thirdly, from what i've read about your new game you want to make a game where the player is in control of alot of things and yet still has to make bonds with npcs to sex them
A lot has changed since my initial ‘general game ideas’ I posted to Tumblr on impulse
The setting of the new game is based around managing a 'trade ship’ within a greatly revised version of the 'Euphorian Tide’ universe, focused only on one continent (human controlled) with less creature-anthro content.
Beyond managing your business and questing across the region, you can send hired adventurers to fetch sellable treasures and equipable items from dungeons, using aa new system of dungeon exploration I created which I’ve not seen used before in a game.
Your personal character will not be 'viewable’ in any game scenes (beyond seeing their cock or pussy in sex scenes), so their appearance will be textual. Instead, you adventure using one of three NPCs at a time, passively controlling their actions as their stats and abilities are tested against randomized events and combat challenges.
There will be a dating system in the new game alongside the other main gameplay features, which will influence the story as opposed to the sex scenes.
Oddly, I did plan one of the main NPCs (A succubus mage) to have the power to 'summon’ a futa cock during sex scenes, allowing the player to decide what they want from her at least. Although there will be certain characters that will have dicks, All romances and sex scenes will be fully optional.
The entire game will be visual, with artwork for each character and environment, and a user friendly interface.
There is far more to be said about the game plan in detail, to all be revealed soon. My document and concepts expand every day.
Hey, I have a few questions about your new game that I hope you will answer and due to the limit of letters it will likely take a few messages. First off, how do you expect to keep your new game running if you dropped ET because of money issues? Are you running a patreon, doing more ad revenue or something similar? Second, obviously futa is a big fetish in games like these, how much do you intend to write about said fetish? I personally do not like it, but have nothing against it but if it (1)
Thanks for being interested enough to ask these questions :)
I feel EuTi failed to fund because of many reasons, mainly due to:
1) My ‘over-reaching’ to all fetishes, trying to please everyone, which led to a lot of people being 'turned-off’ by the hardcore fetishes they (or even I) did not like. New game will be softcore as a basis, featuring popular fetishes (from the poll I held) such as traps, futa, demon girls etc.
2) it was a text based adventure, which most people I asked were just not into 'reading’ without visual stimuli for their sexual gratification. New game will be in a 'visual novel’ format to tell the story, so always artwork on screen.
3) The project scope for EuTi was impossible to complete. The game had very little prior planning and had NO end goal beyond 'keep updating till its good enough’. New game is being extensively planned before any development to ensure the project has a reasonable scope.
To fund the new game I plan to call on supporters via patreon once again, with a detailed pitch of the game where serious development will only start once the minimum funding goal is reached. I’ll also be asking some new friends in the adult community (each with a fanbase of their own) to check out my 'game pitch’ and to show their fans if they enjoy my idea for a game. I’ll also be treating marketing as a serious task (something I was too timid to do with EuTi), actively taking community suggestions for improvement as well as posting 'Q&A’ threads to forums which may be interested in the game.
I really want this to succeed, so will be doing all I can in my power to do so!
After recieving an invoice today for the next 6 months of EuphorianTide.com hosting costs, I’ve decided not to renew and shut down the website (which also includes the forums).
The ad revenue to support the site comes no where near close enough to cover the costs and I have a new adult game project coming soon that I need to focus my finances and efforts on.
Euphorian Tide Offline Version (up to date) can be downloaded for free from this link:
It saddens me to see this day but I’m finally confident about moving onto my next game, which will be far more visual, better planned and engaging than EuTi!
you could have at least let your followers know that you were going to abandon euphorian tide. at least change your url or something so that people don't continue to follow for a dead project.
I have posted that the game is on hiatus a while back, but I realise people may feel like they have been left ‘hanging’ all this time with not much status updates on what I am doing.
Here’s the situtation put plainly: I desperately want to create games for a living, and although Euphorian Tide was fun to create, it never reached the point where it could sustain me financially.
I dont post enough information on what I’m doing on Tumblr because I dont have much to say beyond ‘I’m freelancing to keep myself afloat financially’.
I’ll never stop trying to develop games, nor will I ever stop loving adult content or the community. I hope to make something that would be much more appealing to a larger audience than Euphorian Tide (and better in general in terms of functionality and visuals).
What am I actually doing then?
Besides working on Xutlass with Doxy, I have been creating concepts and writing a story for a strategy game/visual novel that takes place in an improved ‘Euphorian Tide’ universe.
It will feature romancable characters similar to DragonAge and story progression similar to TellTale games.
Besides being a ‘run of the mill’ visual novel however, it will feature a ‘menu based’ stat management system for organising troops and population before and on the battlefield. It will be created using ‘Ren’Py’ software, which should ease most of the coding burdens leaving more time for focus on story and artwork.
I plan to create this type of game as it matches my current experience, has a reasonable scope (created on a ‘chapter by chapter’ basis) and with funding, I can hopefully support myself and even employ the help of professional artists to create visuals and assist in the workload in general.
As for rebranding my Tumblr, I will be doing so within the week to something more generalised to all my work rather than Euphorian TIde alone.
Apologies for yet another wall of text, and although I dont post often, always know that you can message me for information and such.
My full-time job contract is now officially over, leaving me time and a some money saved up to work on personal projects or otherwise for a while.
New developments however have led me to join Doxy (Onta) in creating Xutlass, to which we are currently prototyping the gameplay. I’ve been coding this game for a few weeks now in Java using LibGDX for multiplatform use (HTML5, desktop, android, iphone).
This will take up about 16 - 20 hours of my week, and I’ve been considering ideas for running a second game development on the side with my spare time away from DoxyGames.
As for Euphorian Tide, I feel like it suffers from being locked to AS3 in flash as a platform, and also due to it being such a large scale endeavor for just one person.
If I were ever return to it, I’d insist to rework the entire framework in java instead, targetted to mobile primarily with more interesting combat, better art and a more refined story.
Alas this wont happen unless I could find an experienced writer and artist to join the development and operate as a team as the workload is just too high for me to return to updating the game on a weekly basis again. (There is no way it could ever become a completed game with me developing all visual assets, code and writing).
As for the future of this Tumblr, I may post information about whatever games I’m currently developing if people are interested in that. I’ve also being drawing when I can so will likely post art from time to time also. I’ll also be removing the EuTi header branding and renaming it to be a general blog for all of my developments.
Feel free to email me with any questions or just whatever really :)