tlaero wrote:That's an interesting idea, Iksanabot. The first erotic game I ever stumbled across was Akina, and I spent some time at one point coding things to make that sort of gameplay possible. I wonder though if either what you're describing or what I was doing in my Akina homage actually fits into one of these sorts of games. What you're describing requires an amount of mouse dexterity and timing, but everything else that happens in our games are unlimited time decisions with only the most basic mouse control needed. I could see players get half an hour into the game and suddenly say, "Wait a minute. What's this???" That's effectively what happened in CfK, and I got a fair amount of feedback that they didn't like it (even though there were enough extra points around that they could skip the minigames and still get the best ending).
It seems like you'd be better with a game where that kind of gameplay is the primary interaction model. In Akina, it was the whole game. And, in Shark's games, all of the interaction is similar to what you're describing. It'd be totally appropriate to do what you're describing in either of those sorts of games. Less so in the kinds of games that you and I have made so far.
That said, yeah, the code is nontrivial, but quite doable.
Tlaero
@ Tlaero and @ redle CC'd

I see your point, and I agree to an extent, but with great respect for your intelligence, talent and experience, I do disagree in some ways. For example, when I was writing Seducing the Throne/Romancing the Throne LOP was getting feedback on the blog that people didn't like how we had taken some of the sex game play mechanics out of the games that were coming out around then (I guess this was over year ago). I remember it specifically, because I invented a whole bunch of new mechanisms to put in the game, in reaction to the feedback (I'm not sure if Leo will implement them or not). So there are definitely players out there that really like moving their mouse to participate in sex. In fact, the whole reason I found Shark's lagoon in the first place was because a friend just off-offhandedly mentioned to me that there was this really hot sex scene in a video game called "God of War" (I never played it but I'm sure many here have) where you had to hit the buttons fast enough to make the Goddess have an orgasm. He said it was hilarious, how hard he was working on those buttons. I googled "video game sex" at some point after that to see what he was talking about, and landed at Shark's. Anyway, the point is, this guy was SO engaged in pressing a button, because he wanted to get a video game character off. I am looking for a mechanic/context that maximizes that feeling/experience for the player.
But I understand that it can disrupt the pace of a game. i think it was ideal in LwT for two reasons. One, in LwT you can start having sex almost immediately with Tracy (I think by day 3 or 4 if you do the right things). So in a game like that, where the sex is all through it, then the game mechanic can be part of the pacing all the way through and doesn't seems like such an abrupt change from the decision-point gaming that compliments it. (That was a much-deliberated aspect of LwT, by the way, I wanted the player to be able to have sex throughout the game instead of just at the end. I still try to make my games like that, though Seducing the Throne takes a little more time). The second reason is that all the game mechanics in LwT were about building stats, and the sex mechanic was a continuation of that theme: performing well at sex built affection. But of course your games are not stats builders, and so the method wouldn't be a natural continuation of the rest of the game play, but I still do think that you could use it in the same way, awarding points for good sex. I think the critical aspect, for your style of games, would be having it be a consistent part of the game all the way through, but that requires a story that has sex all the way through - Living with Keeley would work like that, I think.
And for Redle, I do agree that the mechanic has to be implemented very well for it to really contribute to the game experience instead of take away from it. I don't want to have to focus on a non-sex part of the screen, watching a bar rise on in the corner, nor do I want the sex obscured by a game-play graphic appearing over top of it. But what I described would not be either of those. The cursor disappears and you control the position of the man's hips. The animation would have to include a lot of images, say 10 frames following the best path of the man's hips as he thrusts into the woman, and then additional frames away from the direct line, so that the player can see when his/her movements are getting sloppy. If he/she strays too far off the optimum path, the cursor appears but the animation stays in the last position he/she was in so that he/she has a chance to correct and get back on the right path. If it goes further off the path, the animation gets dropped. All the while, the player is only focused on the actual movements that go with sex. And even if you had a heart beating at the side to set a rhythm, the players would still have to focus on the sex movements to perform, relying on his/her peripheral vision to catch the rhythm.
To do it really well would require a lot of images per animation, and some slick coding that really optimized responsiveness, but if i had 2 million dollars to make a game (

anyone?), I'd do it that way.