- Sep 14, 2020
- 50
- 47
This Game would be a thousand times better. If it was just a VN.
Anyone able to post the update images from Devs last post?
The idea is not bad, you do tasks while you earn money for the family and they get corrupted, but I think they became more complicated than necessary, apart from the fact that navigating through the house makes you very dizzy and searching for content only makes you go around in circles, this last thing is what made me leave this game.This Game would be a thousand times better. If it was just a VN.
It's surprising finding stuff I requested years later...
Careful, Icarus...It's surprising finding stuff I requested years later...
Oh he just tagged me, re read it now. I was gonna say, I thought I had taste but glad to reaffirm that, thanks bud.Careful, Icarus...
You didn't actually request that one, did you![]()
Hey bud. Just Checking to see if this work with the latest Version or not?Okay, sorry, I accidentally put some of the files into an extra folder that shouldn't be there. Delete the /game/Scenes/Main/MeetingStanley/Intro/ folder, then reinstall the fixed version of the mod here:
Yeah, at this point I wish someone would explain to me why the food/errand thing is making such a fuss among you guys, even though it's 90% skippable, more than someone explaining me how to make it better in their eyes (although it is very appreciated, thank you).The idea sure, the execution is where its at. Two years and most of the work has been reworking the game mechanics and layouts, all this game needs is sandbox movement/time and multiple choice options.
I mean the end result of manually cooking is guiding mood states. You'd get the same result with a menu selecting the meal and getting the cost of the ingredients put on a daily/weekly food bill. No need for a store, shopping or managed food inventory.
So the concept of what the dev wanted is still there. You managing both the meal (mood) and the food budget for the money management aspect.
That ought to be easier for the dev to swing and still let players tailor things their own way.
That's a win win.
Yeah, at this point I wish someone would explain to me why the food/errand thing is making such a fuss among you guys, even though it's 90% skippable, more than someone explaining me how to make it better in their eyes (although it is very appreciated, thank you).
To me the primary issue is that it's a mechanic that requires much more attention than it provides payoff (in the form of content). That's why the last adjustments I've made (starting from 0.4) has been to make it require less and less attention from the player (and add payoff, the "cum in food" content).
Right now, and even more today as I've coded something I'll talk about in tomorrow's progress report, the food/errands can be virtually ignored if the player wishes. All you have to do is make money and follow the quests for content, and that's it.
Alright, thank you very much for your feedback. I understand your point.I'll give my two cents. The reason why people, including me, have an issue is that it's a mechanic period. If something is in a game, it's meant to be engaged with. Even if it's not important or can be skipped, the point is that it exists and it catches people's attention. They are trying to engage with it, but it's unnecessarily complex for the payoff. People want to experience 100% of a game, even if it's trivial. It doesn't matter if a large percentage of people don't complete games, they at least want to dip their toes in all aspects of it. So when a trivial mechanic is introduced but it's complex, it will cause discussion.
Pay off - The cum in food is really awesome and i hope it gets expanded on.
I don't know if that is a satisfactory answer, but now I will provide my own thoughts on what would make the food mechanic fun.
Note that I don't design games, just play them, and this is what I would like to see.
I personally like the food mechanic, so you can just fleshed out if that's a goal. Where does the "cum in food," lead too?
-Suggestions
1. Pay off, cum in food should cause major drama with some characters, and a sexy scene with others.
2. Simplify the food system. No dish should have more than 3 ingredients. 3 might be the magic number.
3. Give the option to make it optional? Have your aunt simply collect a good amount of ingredients automatically. But have a penalty like make the MC pay for it. Have her give the aunt a monetary tip.
4. Have the "penalty" be a pay off. Large tips to the aunt could lead to more scenes or a favor boost with her.
5. Skipping the penalty and getting groceries yourself could have your family notice your efforts resulting in different scenes or favor boosts.
6. Go to the grocery store with different family members, on the long walks, get to learn more of their wants, desires, and thoughts. Flesh out the story this way. You have a game play mechanic, make people excited to engage with it, don't keep pushing it aside and making it more trivial.
I want to express that I am not excepting any of these changes. What I'm hoping for is that my suggestions inspire you to do what you really want to do. It's your game, make your game. If you like an idea, even if you think a lot of people would dislike it, just do it. So what. Not many people can make their own game, and even less actually do.
Keep on rocking on.
Thank you for the awesome reply.This raises one question however, since it seems that it contradicts your posts first point about not wanting to ignore this mechanic. What is your reasoning behind this suggestion?
Thank you for your post![]()