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Tickling game

Bashiku

1st Level Orange Feather
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Nov 3, 2006
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Tobi again didn't know where to post this thread so excuse him if he is yet again wrong... that is why the administrators are working 24/7 to clean Tobi's mess 😀
Anyway Tobi wanted to see if the community is interested in making a free ware game (digital or physical same thing to Tobi).
Anyone interested should post a reply with his skill and we shall see if we can make this project come to life 😀
This may be interesting to all of you 😀
 
Mental note to myself, supplemental, 'Nobody wants to make a game, everyone wants to play it for free. Try to motivate them more next time'. End of mental note... Come on people Tobi gave a good idea for a FREEWARE game developing ... why doesn't nobody love Tobi's idea?
 
the hollywood brother think it a good diea but do not know who among the hollywood brother maniacs knows how to program
 
I would like to help but all i can do is flash and i dont have a clue how to action script and i cant animate very well, im still learning though so if i have a breakthrough i'll tell you
 
I think that it's not because it's an unattractive idea, just that the amount of time involved could be huge.

A board game could probably be developed in maybe 20 hours. A basic computer game at least 100 hours and full blown games, years.

In a computer game you have to decide the type of game, the target platform, programming language. Then you need to have a project manager to direct the game effort and a programming team.

Probably the simplest would be some type of card game and there have been other posts on the topic.
 
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I used to do flash back when I was in Web design, and its probably the easiest way to do a freeware game since everyone has downloaded flash player. The actionscripting isn't all that hard and there are plenty of tutorials and how to books for creating commands. If you include all your images and dont ping a database for cutscreens/images, then your filesize will be huge But downloadable. I suppose you could take the time to vectorize everything to reduce download time if your importing (flash drawing is already vector-based). The problem is the animation. Typical cartoon animation is 12 frames per second. You can do more, but it makes for ALOT of work. Also you have to draw each part and the background. Now you can draw arms, legs, facial expressions, etc, and layer them ontop of a background and reuse, but still your talking alot of work. A Year seems about right for creation, 5 min cartoons I've done take at least a solid month, and who wants to play a game thats over in five mins?

Heres a website that has some ideas. Im going from the ADULT flash games because frankly, they are really the least complicated as far as programing and time since fun isn't the primary goal.
http://www.adult-flash-games.com/index

Cheers
 
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sorry, my expertise is in computer hardware, not software or design. otherwise i'd be glad to help.
 
I wouldn't say I'm an expert programmer, but I've covered quite a few languages (c++, java, and visual basic would probably be the only ones relevant to this). As far as animation goes, I haven't gone very far into java or c++ as to be able to implement code to create visual effects. I also haven't touched java since the end of senior year in high school when we made a little game in class (java isn't all too different from c++ in anycase).

Creating a base level text game, that's not too hard, I had a simple rpg set up in python awhile ago that took about 5-6 hours to create basics (some simple enemies, item upgrades, a battle system).

I'd be more then happy to help out with what I can. Could be a neat little summer project.

So, immediately after posting I remembered that I've been messing around with blender (www.blender.org). It's free and is very functional for creating movies/games. It was used in making Elephants Dream (a free high-def short) that took a group of programmers a year or so to develop. Another group has also been working on making a game using blender because it has some built in game functions and a physics engine. I've only done some basic tutoirals on it so far but though I'd toss it in.
 
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Wow Tobi must have been asleep for a while since he didn't notice this cool bunch here... sorry I am so late about replying.
For starters here are few explanations, It doesn't matter how much you know or how much it takes, we should be doing this for fun, not for the profit, so time and skill limit are not decided. Anyone that wants to help is welcome and I see we have a pretty good bunch here. If I counted correctly we have three programmers, two designers, one hardware expert and one good boy (MEH!). Hollywood brothers don't worry about that... we can always find some job for you (lab rat for beta test for example 😀)
So now that we all have interest in this project we should decide on the type of game. Tobi proposes an graphical text based rpg like "Radical Dream" a prequel to Chrono Cross. It has fights, multiple endings and interesting and very descriptive story. What is your opinion?

P.S. If we are going to make a tickling game and I think we all want that, let us not rush into tickling since page one... that makes it so boring. The hunt is half of fun 😀.
 
This thread needs some electroshocking... WAKE UP EVERYONE!! WORK IS WAITING!!
 
I think we need to do some brainstorming.

What kind of game elements do we want? It can have rpg elements with leveling, or acquiring new abilities. Is it simply going to be plot driven (basically like many of the japanese interactive story games)?

Of course there is also writing the story itself, we can either have that done beforehand and then extract a game out of it or we can just see how it goes and develop the story and game at the same time.

Personally, I'd aim for rpg elements a la Devil May Cry or Brawler. You earn experience which you then spend to acquire new abilities or upgrade them. I also think having a somewhat open-ended environment would be a neat touch, something along the lines of the GTA games, where you can either continue a main story arc or do side quests.

There's a lot to think about for design, I think I'm gonna start looking into how to implement a graphical interface with c++ or java code, been meaning to for awhile anyways.
 
Hmm... I have nothing against rpg idea, but I wonder how will we manage it with tickling part... will it be the part of the plot, or will you earn the points by successful torture, or just by fighting and even then what will our main character look like... we all need to meet once on a group talk on msn or something like that.
Tobi has so many ideas now that he could explode 😀
 
The rpg element wouldn't really be all that bad, it depends on how the theme goes.

Say that it's medieval europe and you are aspiring to become the lead interrogator/torturer. You start off by random encounters to hone skills and learn the game basics. Then you move up to working for a local lord where, through tickle torturing people, you gain experience that you can put into different aspects of your trade.

We could implement a tool area that makes you more proficient with using tools on people. You could specialize into different areas that allows you to torture those areas more effectively, with obvious downsides (you specialize in feet, but you get someone who is essentially not ticklish on their feet). 'Course we can apply basic manual techniques that you can level up individually. There can also be an intuition level we can raise that makes you better at guessing what areas are more ticklish and finding hot spots when you search for them.

In case you're wondering, yes, I have thought of all this before. When I originally came up with the idea I had whole trees to be implemented so that you could specialize in whole different aspects of torture, part of it also included concealment so you would not be caught while trying to level up randomly when you break into people's houses...but I digress.

It's all about the setting that determines how the game can be set up. It would be more challenging, but if we do it set up somewhat like the sims we could potentially allow people to play a lee or a ler, obviously with the lee being much more role playing intensive (just because it's a lot easier to push someone to the edge via imagination as a ler then it is to attempt to have yourself pushed to the edge as a lee).

I feel like I have typed up a lot, though. So I shall go sleep now because I have work in 8 hours. We should really set up a group chat for those interested.
 
I have quite an indepth knowledge with Flash and Java, but this requires a huge amount of time and dedication, which I can't do at this time. >_<

If you need consulting though, either on coding or ideas, feel free to gimme a pm. 🙂
 
The rpg element wouldn't really be all that bad, it depends on how the theme goes.

Say that it's medieval europe and you are aspiring to become the lead interrogator/torturer. You start off by random encounters to hone skills and learn the game basics. Then you move up to working for a local lord where, through tickle torturing people, you gain experience that you can put into different aspects of your trade.

We could implement a tool area that makes you more proficient with using tools on people. You could specialize into different areas that allows you to torture those areas more effectively, with obvious downsides (you specialize in feet, but you get someone who is essentially not ticklish on their feet). 'Course we can apply basic manual techniques that you can level up individually. There can also be an intuition level we can raise that makes you better at guessing what areas are more ticklish and finding hot spots when you search for them.

In case you're wondering, yes, I have thought of all this before. When I originally came up with the idea I had whole trees to be implemented so that you could specialize in whole different aspects of torture, part of it also included concealment so you would not be caught while trying to level up randomly when you break into people's houses...but I digress.

It's all about the setting that determines how the game can be set up. It would be more challenging, but if we do it set up somewhat like the sims we could potentially allow people to play a lee or a ler, obviously with the lee being much more role playing intensive (just because it's a lot easier to push someone to the edge via imagination as a ler then it is to attempt to have yourself pushed to the edge as a lee).

I feel like I have typed up a lot, though. So I shall go sleep now because I have work in 8 hours. We should really set up a group chat for those interested.

Wow you thought deeper then me. I though something similar, but I want more of the game to be about hunting the targets, cause that makes it more interesting, tickling would be more of an reward. I saw many tickle fans here telling that tickle videos come to the same old same old or sometimes even worse so let us give them something new. Hunting, sneaking, capturing, escaping, even failing, that is all part of a good hunt, and that should be interesting part of the game.

Also about lee and ler idea... we should take some test rats, a pair of famous lee and ler that could explain us a little bit more about it.

Futher more I would like to work on the story, that is the most interesting part for me, even though i like tickling as much as any next guy here. That would be all co-op, but I tend to make some unexpected twists and complicate my life with it.

You sound like a good partner... with everyones help here, we could do great. And people I repeat this once again, this is a freeware project for TT only, that also means we work when we have time and that we don't distribute this outside of TT. I want to raise its popularity, not lower our spirits and moral... Good luck to everyone 😀
 
Hmmm...hunting. We could make it an assassin based game where you're hired to track a target and tickle them to death. The pay received from successful hits could be used to upgrade tools, weaponry, and armor.

Tickling would be in for the actual hit and for "training" sessions (capturing people to hone skills). We can implement a battle system to create bodyguards you might have to fight through to get to the target. We could also create a class system so people could decide to play sneaky, balanced, or a brawler.

I must say I like about how this is developing, I think I'm gonna start sketching up some basic templates while I'm at work.
 
Tobi will start with the story... btw why don't we make three different characters (mage, warrior and thief) each one representing one level of difficulty (mage-hard, warrior-medium, thief easy for example). That way we get not so stoic and boring characters, but we get three storylines, with different targets, different goals etc.
Also since I am not so good with the English humor (except the Chuck Norris humor) is there a comedian in our group that could help?
 
Pica Boo! Another revival for this thread... people I am wasting continues here... 😀
 
Sorry just been busy settling in from college (almost 2 weeks out and still living off my laptop cause my room is too much of a mess to unpack my tower), and jumping right back in to working 40 hours a week.

I've begun doing some basic coding to implement character creation and basic shops and battle selection, not much to be done without a firm basis for the story and what exactly one would be doing in each area (battling and such).

Come one people, start throwing out some ideas. I know there are a handful of gamers on this board.
 
Tobi gave his implement for characters and he can probably make some kind of storyline, but I want for other members to come up and join us... we need designers and programmers 😀
How about this for idea. Thief's story would involve to steal something or kidnap someone that is for sure, warriors work to uphold justice the hard way, and the mages to become the strongest being in the world. That would be the basic idea for their stories.
 
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