4.60 star(s) 16 Votes

Ez_X

New Member
Dec 26, 2023
1
1
When I defeat all demons in “breeders cave” nothing happens after. I cannot go further. What to do next?? Or it’s all I can do in this game version? Just 14 quests and nothing but this?!
 
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Necropanzer

Member
Game Developer
Mar 24, 2018
226
536
Just a quick bug report:
Could you provide some more information? When did it happen? Is it only this one save? Did you update the game before this? Do you remember when this save was created?

Ez_X There's nothing in the breeding pit after interaction with the 3 elders. The should be 16 quests in total. The list below covers almost all quests available except one called Hidden Treasure that you can start by going to the Dimensional Anomaly.
View attachment 1707639895523.webp
 

shundi82

Newbie
Sep 7, 2022
70
98
Could you provide some more information? When did it happen? Is it only this one save? Did you update the game before this? Do you remember when this save was created?
I've updated from 4.51 to 4.52, but started a brand new game. That error occured in the Scattered Castle when I tried to save before getting attacked by one of the spawned-in succubi bosses, if I remember correctly.
 
Nov 19, 2021
132
98
We need an option for faster combat. Fighting the 20th legion demon doing the same 2 moves over and over again, makes me want to gouge out my eyes
Can agree to this; having to occasionally save and reload my game because the enemy has animations that take a tad too long. Or seeing the main character be unable to do anything for two turns and just giving up.
 

Keobr

Newbie
Feb 1, 2018
77
40
We need an option for faster combat. Fighting the 20th legion demon doing the same 2 moves over and over again, makes me want to gouge out my eyes
So developer made already speed adjustment to game. You just press number from 1 to 9 and game runs faster. 1 original speed, 2 - 2x faster.... etc to 9.
 
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Karl Speidel

Active Member
Sep 20, 2021
735
662
So developer made already speed adjustment to game. You just press number from 1 to 9 and game runs faster. 1 original speed, 2 - 2x faster.... etc to 9.
thats barely a fix,why cant he add an option to skip the animations? Like pressing X during an animation individually to skip them.
 

Necropanzer

Member
Game Developer
Mar 24, 2018
226
536
thats barely a fix,why cant he add an option to skip the animations? Like pressing X during an animation individually to skip them.
Because that's not as easy as you may think it is. Each scene is structured differently, with different checks, how the damage is dealt etc. Until I think of a way to do it properly and efficiently the speed up option will remain.
 

Melon

Member
Jun 7, 2017
130
170
So developer made already speed adjustment to game. You just press number from 1 to 9 and game runs faster. 1 original speed, 2 - 2x faster.... etc to 9.
oooh didn't know about that, was that explained somewhere, did I miss it?
 
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Karl Speidel

Active Member
Sep 20, 2021
735
662
Because that's not as easy as you may think it is. Each scene is structured differently, with different checks, how the damage is dealt etc. Until I think of a way to do it properly and efficiently the speed up option will remain.
Then maybe streamlining the code is the best bet? Not for this alone but for future bugs and if you want to add things,each animation being structured differently sounds like an nightmare,yeah figured the speeds would be a temporary fix,im not bothered as long as the final release has a skip button,maybe you noticed how some animations take an exagerated amount of time and thats on top of 5 other enemies or one enemy that locks you up with debuffs.

Btw when is 4.53 dropping?
 

SevySub

Member
Aug 17, 2019
168
271
Do you even hear yourself "bro"? One damn button to skip the animation is easier to do than 9 stupid speeds.
Basically, to add a skip button requires you to code a skip logic for every single scene in the game. That means to edit every enemy present in the game, not to mention the risk of bugs.

Now, if you want to speed up the game, all you need to do is to boost the FPS rate. You can achieve that even with cheat engine.

So yeah, it's easier to add a "speed" system than a skip button. Though I do agree about repeating scenes being boring sometimes.
 

Karl Speidel

Active Member
Sep 20, 2021
735
662
Basically, to add a skip button requires you to code a skip logic for every single scene in the game. That means to edit every enemy present in the game, not to mention the risk of bugs.

Now, if you want to speed up the game, all you need to do is to boost the FPS rate. You can achieve that even with cheat engine.

So yeah, it's easier to add a "speed" system than a skip button. Though I do agree about repeating scenes being boring sometimes.
Thats not at all what I was talking about,I want a skip button not to speed up animations,its like telling someone to drink something if he is hungry,it makes no sense.
Secondly the dev already answered me,look above.
All of this is possible since the dev made a messy code (his words) and never though we the players would want to skip the gorrilion animations that take 6 trillion years to finish.
 

SevySub

Member
Aug 17, 2019
168
271
Thats not at all what I was talking about,I want a skip button not to speed up animations,its like telling someone to drink something if he is hungry,it makes no sense.
Secondly the dev already answered me,look above.
All of this is possible since the dev made a messy code (his words) and never though we the players would want to skip the gorrilion animations that take 6 trillion years to finish.
Yeah, and despite the dev answered, you're still saying that it's easier to make a skip button than a speed up system, when that's not accurate at all.

The dev is creating a game with RPG Maker, I have used RPG Maker as well, we both know the tool, how it works and we're saying it's not that simple. Have you ever touched RPG Maker at all? Easy to say when you're not the one creating the game, right?

The fact that you want it doesn't oblige the developer to implement it. He already gave you an answer, there's already a way to deal with it, and I personally prefer Necropanzer working on new scenes (specially with that new renders, I'm just dying to see the scenes from that new Lilliet models, from facesittings to tail vores xd) than messing with all his code just to create something that already has a counter measure. And I doubt I'm the only one thinking that way.

A skip button would be great, that's true, no one can deny it. But it's definitely not something that needs to be rushed about.
 

Tom Aspinall

Member
May 26, 2022
244
726
Thats not at all what I was talking about,I want a skip button not to speed up animations,its like telling someone to drink something if he is hungry,it makes no sense.
Secondly the dev already answered me,look above.
All of this is possible since the dev made a messy code (his words) and never though we the players would want to skip the gorrilion animations that take 6 trillion years to finish.
You talk like you're his top patreon supporter instead of some random pirate :ROFLMAO:
 
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Necropanzer

Member
Game Developer
Mar 24, 2018
226
536
Karl Speidel
First of all, let me address the lengthy review you've posted as there are few pieces worth talking about. I'll go in order to make it more coherent.

The skill tree, it's surely possible to do in RPG MV. I've seen it work in few games and it makes sense. I think it would be a fine addition and could be an alternative way to spend energy points (the currency you get from defeating enemies or doing quests). If I had to think of skill categories I'd probably do some skills for each weapon mastery/magic. This is something I could surely explore and I think it would be a fine addition to the gameplay and provide some more character development.

Ah the item system, I agree it could use some work and it's something I have worked on in parallel to the V4.5 version. Given their randomized nature you can easily end up with some trash or crazy weapons. The way I want to solve this problem is to introduce weapon rarities, so not only the player would know that the weapons is worth keeping around simply by its icon and their variance could be more kept in check. Apart from that I want to get rid of some affixes or change how they work. The nonsensical nature of some of them is a result of me not fully understanding how they would interact with each other or sometimes it would be a matter of something that looks good on paper but fails practically. Anyways, item suffix and prefix system is on my radar for some time already and will be changed in the future.

When it comes to getting the items from anywhere else than treasure chests, I'll be including some vendors in the villages the player character will reach after progressing the plot.

Now on the nemesis system. After working on it for a lot of time, making really big progress from what once used to be, basically rewriting how it works and introducing about more than 60 effects, seeing that it's still considered barebones feels like a slap in the face :p. Yes, the skills are chosed at random, depending on the amount of levels the player is drained. Yes, it can create an enemy that is busted as it isn't exactly supposed to be fair, it is supposed to introduce some unpredictability to the standard gameplay and I think it does so well. Even if you create an enemy that you cannot damage with physical skills or one that has crazy hp regen you can still use items like Sacred Cross to either de-level them or kill them. As for the exclusive skills, saying that they are all stat boosters is just plain wrong. Legion and Slime ones have them start with allies, Peacemaker/Peacekeeper have the player entagled at the start of the battle, Amazon grants a chance of an additional move in a turn, Cultivator has the dryad start the battle with additional plants, Pollinator starts the battle in a pollen of mist, Enforcer has the Manipulatrix skills improved giving her a chance to burn on a attack and faster shrinking capabilities, Assasin and Procreator increase subsequent "cum outputs" of the Pacifier or the Dryad that in turn influence their other skills. Yes, some of them only give stats, increase fetish damage or provide life draining capabilites like Noble, Mesmeratrix or Sentinel, but that's only because I didn't have an idea of the effect I want to give them and doesn't mean that they won't change in the future. I'm not sure about your take regarding the spare option, it's there for the people that don't want to kill their nemesis when they defeat them and want to keep them around for the future.

Your suggestions regarding the enemy variety would make sense if the game was made in a 3d setting and would work on 3d models instead of using 2d renders. In the the engine I use, which is rpgmaker mv adding seemingly small details like this would take a fucking lot of effort if I wanted to keep the enemy appearance consistent with the scenes. Changing hairstyles, enemy colour, shape etc would require me to re-render all of the scenes for each variant and create conditional branches for each of them. This would also cause the game size to literally skyrocket.

Generally your review is a solid piece of feedback, apart from the fact that you give me the impression that you have no idea how the game development in RPGMaker MV looks like, which is fine, you don't need to have game developing knowledge to have an opinion. That causes you to throw in ideas out of your sleeve like implemeting them in a proper fashion would take and hour or two at best. Sure, I could introduce item/weapon/armor/accessory enchanting, creating, infusing with runes, make them suck your cock etc. but it all takes time I could spend working on other parts of the game. Not sure if you know or care, but I'm doing this as a passion project, by myself, in my spare time after work, so my time is surely limited.

From what you've written in your review I get the notion that you somewhat liked my game and would look forward to see it prosper. You took the time and shared your opinions here which I appreciate and respect, however the way it was written (looking more like a rant post than anything) made me mostly upset and defensive at the time I read it. That most likely wasn't your intention, but be mindful. I'm safe to say that any dev doesn't like it when as a reward of putting X hours of creative and programming effort they get a pile of shit thrown in their face. I do not have any programming, graphical design or game dev background, I'm still learning and I make mistakes. Regardless of that, I'll make sure to keep your feedback in mind.

Also, I never said that my code was messy when talking about the skip feature, just that it doesn't really make it any easier to implement it.

Man, this one took longer than I expected, but it sure was a good opportunity to explain some existing stuff and changes for the future I got in mind.
 

fanboi

Engaged Member
Apr 19, 2018
2,161
4,889
If I could offer a quick opinion, personally I think spending your time implementing the new enemies you've designed, adding quests, and continuing the main story will add a lot more to the game than devising a skill tree or more RPG mechanics like that. I'd wager that if you ask most people would say that, but just my opinion.

Thanks for making such an interesting game! Remember that if people weren't interested they wouldn't have criticisms or suggestions - indeed, they wouldn't be talking about it at all. Best of luck in the future.
 
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4.60 star(s) 16 Votes