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Tickler Porn; The Making Of (New RPG Preview)

These are great! I can't wait to see what situation they end up in!
 
Lol, elaborate? I'm not sure I follow.

ltGFpwK.png


Lines superimposed on portraits are just guidelines to show what does and doesn't line up. Their faces line up, but brunette's neck ends a good deal further forward. If the brunette's neck were just thicker than the redhead's, I'd have expected it to extend a bit to the both the left and right of the light green lines, rather than only to the right.

Skull picture shows an exaggerated version of the impression that gave me, as to where the brunette's spine is connected to her head, relative to the red-head.

I'm not suggesting you change anything, but I thought, "Huh, that looks weird. Why do I think that looks weird?" It's probably because I saw both of them at the same time and unconsciously started comparing.
 
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It doesn't matter in the scheme of things. Just made me say, "Huh."

I still love Tamyra's art.
 
Good news! The funding went great!

Bad news, they took quite a fucking chunk of it for a "fee". Actually really surprised how much they helped themselves too, it's actually a shocker. Out of the $535.00 raised I ended up getting $384.50. Which again I'm still really really thankful for but, holy fucking shit that's not a small fee.

So for future reference, nobody ever use Offbeatr.
 
I wasn't sure if something called 'Tickle Porn' that featured pretty graphic sexual content was against ToS or not, last thing I wanted was to be halfway done on an Indiegogo drive and suddenly get hit with a "Sorry, can't be doing that" email.

That said it's still a lot of cash to add stuff.

edit; yeah I'm retarded, apparently NSFW shit is a-ok on Indiegogo.
https://www.indiegogo.com/projects/autoblow-2-a-realistic-robotic-oral-sex-simulator-for-men

Well, for next time I guess...
 
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Wow, that sucks man But congrats on completing it & raising alot. Glad I could contribute my fair share to it =)
 
Ain't no thing. Now we just wait for all the ideas to finish coming and for the artist to get the ball rolling on the art. Once she starts she said it'll be done relatively quickly, so now I'm focusing more on getting the game actually playable.
 
Everyone's probably sick of me saying this by now, but it needs to be said;

If you paid for a character and haven't told me what you wanted yet, you really, really, REALLY need to contact me. Like, next week or so. Tamyra really would like to bat all of the art out at once so it's not hanging over her head as she does her actual job and I want to accommodate her as best I can.

If another week or two goes by and people still haven't told me what they wanted, I'm using the money to come up with whatever I think works and you forfeit your ideas. Because I'd rather not deal with people pissed off I "stole their money" and cheated them out of their character, I really, seriously, not joking need you to contact me and at least shoot me a vague idea.
 
Ok I want some serious feedback; the quests in the first game, too long? Not long enough? I'm trying to balance everything out and don't know what the sweet spot between "too much ancillary bullshit that has nothing to do with tickling" and over in 6 minutes.
 
I think 10 minutes is a happy medium. Maybe tossing in a bit more build up for the tickling itself. Making us want to tickle said person by them putting forth more will to not want to be tickled or so on. But i think you have a good idea of what you are doing.
 
People this game is made up of several quests I'm intentionally making some longer than others just to break the monotony, but I'm always keeping in mind what's going to be fun to actually play and adjusting everything accordingly.
 
Ok I want some serious feedback; the quests in the first game, too long? Not long enough? I'm trying to balance everything out and don't know what the sweet spot between "too much ancillary bullshit that has nothing to do with tickling" and over in 6 minutes.

I think the quest length in the first chapter were a good length. I know that I, personally, opt toward longer quest lines because I'm an idiot and love my exposition and world building.

That said, I don't see anything wrong with a bit longer quests for bigger payoff. Maybe have a quest like Lindsey's, where there are a lot of gears and cogs building up to a final point. Have some shorter quests here and there that are lower, but quicker payoff.

Depending on how much you want to work the financial side of things into the game, you could make it so that there are tools or opportunities that are only available based on how much money your videos are making.

Or, make it so that completing side-objectives enhances the video and increases the payoff. Like, say you have Tickle Video A. You can start it immediately, or you can do a few optional things (get fuzzy handcuffs, buy a disposable hitachi, get lotion), and if you use those things in the video, it increases the payment received for the video, allowing you more opportunities later.

IE: Having enough money to convince a local celebrity to do a video, being able to rent a certain venue, being able to afford costumes to get a popular cosplayer or something.

Things like that don't necessarily have to add length, but can add depth for sure. Make it so that the pay-off for taking on a longer quest line is worth the investment.
 
Ok I want some serious feedback; the quests in the first game, too long? Not long enough? I'm trying to balance everything out and don't know what the sweet spot between "too much ancillary bullshit that has nothing to do with tickling" and over in 6 minutes.

First of all:

That said, I don't see anything wrong with a bit longer quests for bigger payoff. Maybe have a quest like Lindsey's, where there are a lot of gears and cogs building up to a final point. Have some shorter quests here and there that are lower, but quicker payoff.

Depending on how much you want to work the financial side of things into the game, you could make it so that there are tools or opportunities that are only available based on how much money your videos are making.

Or, make it so that completing side-objectives enhances the video and increases the payoff. Like, say you have Tickle Video A. You can start it immediately, or you can do a few optional things (get fuzzy handcuffs, buy a disposable hitachi, get lotion), and if you use those things in the video, it increases the payment received for the video, allowing you more opportunities later.

IE: Having enough money to convince a local celebrity to do a video, being able to rent a certain venue, being able to afford costumes to get a popular cosplayer or something.

Things like that don't necessarily have to add length, but can add depth for sure. Make it so that the pay-off for taking on a longer quest line is worth the investment.

I second this.

Plus, the way I see it, given that you built a game that is strongly based on the interactions between the two protagonists as a couple (in a real-world scenario), there is simply no reason to shorten or cut dialogues, narrations or descriptions; the emotional set-up is at the heart of this game... it's one of the things that make it unique. I guess 10 minutes per quest is reasonable, but if you had the inspiration to insert more non-tk content in one or more quests, and bring them to say 15 or 20 minutes, I would hardly complain.

Now, a couple of generic suggestions:

- explore more of the local world of the protagonist. Of course new characters are welcome, but many of the old "background NPCs" have potential and could be exploited for excellent secondary quests.

- the male protagonist apparently has a past as a huge pervert, and that could offer many opportunities. I'm not just thinking of comedic dialogues, but also of flaskbacks, small revenges, reconciliations... and who knows, perhaps somewhere there is also a girl who has discovered her own fetish thanks to him...

- increase the "juiciness" of the tickling sessions by making each of them longer and richer of internal dialogues, verbal teasing, descriptions; the overall number of sessions is fine though, as I said I never felt the game lacking in terms of tickling content, I'm just wondering how to make the most of it. I think this would be a good way.
 
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Plus, the way I see it, given that you built a game that is strongly based on the interactions between the two protagonists as a couple (in a real-world scenario), there is simply no reason to shorten or cut dialogues, narrations or descriptions; the emotional set-up is at the heart of this game... it's one of the things that make it unique. I guess 10 minutes per quest is reasonable, but if you had the inspiration to insert more non-tk content in one or more quests, and bring them to say 15 or 20 minutes, I would hardly complain.

See that was my idea, however it was always gnawing at the back of my mind to not drift too far away from what people are actually playing it for (tickle material) while doing it. The majority opinion seems to be it's fine to pad out the encounters with subplots though, so I think what I have so far is a sweet spot; a few playthroughs and even though I know where everything is, they're all running about 10-15 minutes, so I'm gonna stick to what I have going now that I know it'll be received pretty well.

- explore more of the local world of the protagonist. Of course new characters are welcome, but many of the old "background NPCs" have potential and could be exploited for excellent secondary quests.

Also a big part of the new game! All old characters make pretty notable appearances, Clea has a cousin, newer and expanded cities, one of which features a college that plays heavily into a lot of the story.

- the male protagonist apparently has a past as a huge pervert, and that could offer many opportunities. I'm not just thinking of comedic dialogues, but also of flaskbacks, small revenges, reconciliations... and who knows, perhaps somewhere there is also a girl who has discovered her own fetish thanks to him...

I like, I actually have a few different scenarios already in being worked on similar to these/

- increase the "juiciness" of the tickling sessions by making each of them longer and richer of internal dialogues, verbal teasing, descriptions; the overall number of sessions is fine though, as I said I never felt the game lacking in terms of tickling content, I'm just wondering how to make the most of it. I think this would be a good way.

This was one of the bigger issues people had with the first game, and I think I worked out a good solution. One idea I have is to actually have said dialog and descriptions change depending on who you're playing is at the time (each scenario will let you choose to play as either Jackson or Morgan) so I can actually get people playing it repeatedly to see everything.
 
It's looking like November, when Tam's ready she can crank out a lot of art in a short amount of time but as she's pretty in-demand (and now is running a comics series as a job) these are going to take some time to get around to being done.

The actual gameplay parts might be done on as soon as 2 weeks, but the game's not ready until the art's done, so that's what the hold up will be.
 
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