SakeTami
Ascension Simulation
Ascension Simulation

patreon


Goddess Maker Q&A Volume 3 (January 7th to April 13th 2025)

Prelude: Commentary on Attribute Color Choices

To those whom filled out the recently closed attribute color preference form, I thank you as it has help me settle on my definitive picks as seen by the above image.

To further explain my picks, here’s my thought process:

Height : Green

• Not the obvious pair to associate “height” with the color “green”; however, if green were to represent a growing plant, then green can represent height.

• Another color, I had in mind, was “grey” in symbolism to a statue, since the ideal monument is bigger than life.

Strength : Red

• A more evident pick to compare strength to red, given the blood allegory.

• My “red” pick, however, is of a slightly darker shade, as the most ideal variation of red doesn’t sit right with me.

Intelligence Speed : Cyan

• Like how many posters had pointed out that the color “blue” fits the best with the color of intelligence per relating to science and such, I too agree.

• For the shade of blue, I chose cyan, as it felt right.

Beauty : Lavender

• Probably the hardest color to determine for me, since no single color can felt like the definitive attribution to beauty.

• The three top beauty color choices were either a shade of red (ex. pink), a shade of purple (ex. magenta), or a shade of blue (ex. Lavender). And between magenta and lavender, lavender better suited to arranged alongside the other definitive color choices, so it was ultimately decided to represent beauty.

Breasts : Pink

• The color for a woman’s breasts was also a tricky pick for me, as I felt a skin color or milk color wouldn’t cut it, but then I considered the concept of the bosom being the link to a woman’s heart, so I felt that a hot pink would be most appropriate color for this attribute.

Penis: Orange & Pig : Piggy Pink

• Technically they could have been the same color, since they’re two sides of the same coded attribute, but I feel it more interesting to have them be separate colors since their commercial casings are already distinct.

• There’s not much to say about the color picks, as the pig attribute’s color was based on a childhood pig-shaped candy, I have fond memories of eating, and the penis attribute color is a shade similar’s to the pig attribute but away enough on the color wheel to be distinctly appropriate.

Soul : White

• Self-explanatory, but soul, spirit, and the like are a pure essence and what other color is as pure as white?

• Light greys will also be used to represent soul, granted that it is hard to shade on white.

God : Gold

• Although I forgot to include this in the user-contributed form, I had predetermined gold to be the most ideal color for god due to its heavenly aesthetic and historical devotion.

• Gold with white, sometimes a light grey, paired against a dark grey / black background is also the main color aesthetic for Goddess Maker as a whole.

Q & A Volume 3

Q: Can you play as a female character in Goddess Maker?

A: Since the partner character is also a protagonist as the player character, there are many planned avenues to play as her down the road, especially if the male player character hits the bucket and she becomes the new sole point of view protagonist.

Q: Will there be extra meta indicators to help guide the player on the cause and effect of researching?

A: There has been much suggestions on implementing a tech tree, which I’m considering on the various ways something like it can be implemented and appropriate to the in-game discovery approach, as opposed to the out-game following a walkthrough approach.

For overall diverging progression in the lab, the future lab tablet mechanic is meant to serve as a point of guidance through one’s own stated objective, as opposed to the partner character’s.

Q: Considering the Attribute Competitions, what should I expect from the gameplay?

A: Each of the Attribute Competitions differ their gameplay thematically based on their attribute:

• For Intelligence Competitions, it tests the player’s meta intelligence fortitude by presenting the player with a randomized series or an overall challenge puzzle to complete, with the player character’s intelligence speed basically allotting the amount of time to complete the puzzle, with a higher intelligence speed granting more time.

• For Strength Competitions, it places the player character in an old school RPG conflict with an opponent, where their attribute stats are translated and must rely on both the de facto situation and the availability of interactive strategic choices to win.

• For Beauty Competitions, the event’s outcome is predetermined by the partner character’s pre-existing stats going in, with very little being influenced by the player’s choices within the event.

Q: What’s your plans for permanently increasing one’s intelligence speed?

A: “Permanent Intelligence Speed Increase” will be coming in the A.2.X series of updates and will primarily involve Breakfast and Mental Problem Gymnastics in bed.

Q: How do you build a growth ray in Goddess Maker A.2?

A: The growth ray pursuit has not been implemented yet, with the mistake of leaving it as a subtle “to be continued” feature, despite it being a waste of time researching.

It will probably it will be A.4 content alongside the Super Lab Expansion.

Q: Can the Player Character use a Shrink Ray to shrink the Partner Character?

A: Yes, the Player Character can shrink the Partner Character using a Shrink Ray they build, a feature that will make its appearance in the A.2.X series of updates.

Q: What happens to the player when other characters grow significantly bigger than them?

A: Granted that Goddess Maker is a simulation (or at least had originally envisioned as such, prior becoming more-or-less now a role-playing game), the player character, as the POV of the “Lab of God” section must remain intact for gameplay purposes.

It’s a bit early to delve too deeply into all the possible consequences when other characters like Freda and Marissa grow bigger, but it’s typically something the player has to deliberately take action to cause themselves, as they are the arbitrator of causing growth onto others.

Not the objective, but "The Lab" as a corporate amalgamation takes up the role of improving the flock around it, trickling-down style, and so alters society for the better (or the worse), akin to how revolutionary technology causes a new normal and conflicts are risen by its unorthodox implementation.

Q: How would you solve the conundrum of a player competing against the partner character versus a player wanting to grow the partner character without it feeling like the player is yielding into making poor gameplay choices?

A: To solve this conundrum, the first week of the game is meant to diverge the player to pick the path of either complete devotion of the partner character or default to be open to criticism, which will change up the gameplay to one that is more appropriate to what the player is expecting to achieve.

The developer-recommended gameplay is the cooperative-competition between the male player character and the female partner character, but the game acknowledges those who don’t care much about the player character’s growth and would otherwise see an experience dedicated only to the partner character.

Q: Will there be Female Muscle Growth and what are the practicalities of it?

A: FMG is treated as a cosmetic transformation with little significance on the core gameplay, more or less a bit of fanservice.

Given that Goddess Maker is primarily a woman-to-goddess game as opposed to another fetish medium that plays more to a brutish ideal, feminine power is expressed in size, intelligence speed, beauty, and soul development (psychic powers and the like).

Masculine power, on the other hand, utilizes the practicality that would otherwise be implemented in a FMG fetish game, with more an allegory to hyper muscular fighting stories.

Q: Will there be combo serums? Like a dimwitted bimbo serum?

A: There won't be combo serums, but there will be permanent transformations that will play to the same overall concept.

Although currently not actualized in-game, the partner character's beauty and breast size is meant to have a cross axis in appearance options like if beauty is low and breast size is high, the appearance would equate to something like a big tiddy tomboy. And vice versa akin to a flat chested princess.

So given that and the option to lower the partner character's intelligence speed, the potential for a dimwitted bimbo is there.

Q: What modes of transformation are currently in-game?

A: Currently now the methods of transformations in the "Lab of God" game section are serums, super serums, degenerative sprays, and the much incomplete permanent nutrient-based natural growth system.

Later on in the development, there will be crystal-based consumptives called "charities" that is a method of permanently growing to one's natural potential, amplification beams that work alongside the nutrient-based natural growth system to provide extreme growth, and pocket dimensional manipulation to raise and funnel power to one's "battery" in order to keep one's growth in lieu to the exorbitant nutrient-based natural growth system.

Q: What’s your direction of conceptualizing a god? Will it based on egyptian gods and other ethnic gods?

A: Generally, I'm approaching Goddess Maker in a direction where it's both transcendental and absurd, with some wacky scenarios to grant it some levity.

Ethnic gods aren't part of my vision of Goddess Maker, as the gods of Goddess Maker are defined by how they ascend to omnipotence and not some cultural analogy. As it is also my hope to keep it personal to the individual character’s evolution and their ethos.

It should be added that since it's a route-based game, that there are various Ascension Devices that ascend the characters to different kinds of gods, like a robot upgrading-based ascension, or a slime-absorption based ascension, or a kaiju destruction-based ascension, and so forth, whist keeping much of the waifu designs intact, but accelerated both appearance-wise and narrative-wise.

Q: So there will be an Human-to-Robot Ascension Route? Explain.

A: Yes, in one of the ascension routes, the ascension mechanism toward godhood is through transferring oneself to a robotic body and then continuously upgrading it through the scouring of new parts, in order to appropriate new abilities into oneself and evolve ever more into a exceedingly enormous mecha-shaped space station.

Considering the art-style, it is my vision to have the robot characters have a rounded Megaman-sort of look, to humanize them, as opposed to something like Gundam-like where it looks too blocky.

In the upcoming A.2.X series of development build updates, you’ll see the beginning of investing time in robotics as an additional labor to support “The Lab”’s feats; and later when I add the art assets, I hope to bridge the transition where the robotics in the “Lab of God” section can have a natural progression to the robotics in the “Robot of Upgrades” game section.

Q: Will there be multiple girls to choose from to start the lab with?

A: There's only going to be the one partner character, "Allia", given the embedded lore and development constraints.

To offer a word of remediation, Ren'Py is a very easy engine to mod, so swapping image files can provide an available option for alternative partners in the lab, especially if sized correctly and all.

Considering that, if you wish to mod the game, it would be wise to discuss it with me first, as such community content can also be added and optimized from my end, without needing to replace the images yourself.

Q: Have you considered using vector-based graphics for the game’s art?

A: I have and it’s a regret that I didn’t put into my original development plan, as I was skeptical of using it due to my lack of experience with the format, but I realize now that it would have been smart decision given all the in-game image scaling.

It’s good that Ren’Py supports SVG for scalable vector graphics out of the box, so perhaps I’ll play with it one of these days in consideration of utilizing it going forward, especially with the upcoming character art.

Q: Will there be plans to switch to AI art as per the trend in the fetish indie game industry?

A: There is no plan to switch to AI Art.

As Goddess Maker is meant to the set the ground work for an entirely new interactive fetish medium, it would be a misstep to lead with the example of using a technology that is associated with subversive activities and low-effort grifts.

Q: Is there a discord or other community area to discuss the game?

A: No plans for a discord, as I find it an inappropriate method of communication.

There some plans down the road for an alternative community structure, but in the meantime, if you wish to communicate, we can engage conversation through Patreon’s private messages and such.

Q: You speak about eventually building an “Ascension Fetish” community. What are you waiting on, pertaining on realizing it?

A: I’m mostly waiting for the quality people, who have yet to stand out, to build a vanguard around.

The infrastructure, on the other hand, will be straightforward to set up, albeit some time expended on the visuals.

Nevertheless, there isn’t a need for a community, until there is vocal support to need of it. So I’m taking up this desire with patience.

Q: Any new Development Plan Changes to Goddess Maker?

A: The only significant change of note recently is that previous mentions of Interactive Ascension Stories have been pulled from the development plan of Goddess Maker.

With how big and concentrated Goddess Maker is getting, it is appropriate that these individuals stories are better suited in a separate allocation of projects, either bundled for when Goddess Maker is nearing the end of it’s development, or as something else whilst using Goddess Maker’s backend for quicker development.

Q: When is A.2.1 coming out and what can we expect?

A: As per the promise of a quicker series of updates after A.2, Goddess Maker A.2.1 will be arriving in April 2025 with its main development achievement being all the new art to replace the placeholder icons, focusing primarily on the nutrient and manufacturing artworks.

Goddess Maker Q&A Volume 3 (January 7th to April 13th 2025)

Comments

Should be possible, limited by one's artistic potential. The discussion table in-game is static to the partner character's growth.

Ascension

Question: Is it possible to make a static object in the foreground of the background so it's visible when both the player and the partners have outgrown something?

Dffd2

As soon it's developed. Right now I'm focused on Character Art and the Freda Height Obsession Side Arc.

Ascension

When will be able to have permanent growth like permanent beauty and stuff

cobalt ketchum

Looking forward to the next build, the game is pretty fun 8)

Zuri

Next 2 days. I decided to add some new random events to the gameplay.

Ascension

So, is it coming out in the next 2 days or is it delayed?

fre fed


More Creators