Mod Ren'Py Adam and Gaia : THXE [R4 C] [Doomed City]

4.70 star(s) 3 Votes

How much should the current game systems be revised?

  • Combat - Lots, need combat to be so fun I would play it even without porn.

    Votes: 8 14.0%
  • Combat - Some, need a few encounters to be balanced to be great.

    Votes: 16 28.1%
  • Combat - Little, don't let the RPG mechanic get in the way of my fapping.

    Votes: 13 22.8%
  • Towns - Lots, need towns to be so complex that it's almost it's own game.

    Votes: 16 28.1%
  • Towns - Some, there should be some complexity, but not too much.

    Votes: 22 38.6%
  • Towns - Little, just make a few small improvments here and there.

    Votes: 3 5.3%
  • Bases - Lots, need bases to have much more complexity and things to manage.

    Votes: 17 29.8%
  • Bases - Some, need a few more things to have to manage.

    Votes: 16 28.1%
  • Bases - Little, just add a few small improvements.

    Votes: 7 12.3%
  • General - Only make the improvments you think need to be made.

    Votes: 32 56.1%

  • Total voters
    57
  • Poll closed .

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,064
Level Scaling makes RPG mechanics worthless. It turns random encounters from a requirement to progress into gatcha games of death, requiring scum-saving to play. Would it be so hard to assign level zones?
Zones do have a base level, but there is a random chance to find a monster-girl or human near your level.
Cursed creatures also have a max level they can scale to.

If something is your level and you don't have equipment you should probably just flee.

I believe the original one did this, where the top had easier encounters, while the bottom harder.

Anyways, yeah I agree, couldn't even run away because they 1hko me, and tend to be quicker. Though, there is no perma-death, still wastes the day.
Fleeing should be instant and has been in all my tests.

Also losing is a small inconvenience and really requires no reason to save scum, if you are afraid of the original's 50 death game over it is not present in my version.

My general advice for the early game is to gather resources and improve your base to get levels before going to the coast and following through on Aura and Fee's quest lines.
 
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MajinMadness

Newbie
Oct 4, 2018
22
4
So what is the difference between a muse or slave for the fairy? The original was (I think it was) more energy vs fairy slave wife. Like will she just be put in as a another number in your village/town or is she going to give you energy or help in combat?

Also I don't think the game told a difference between roaming a area and scouting?
 
Last edited:

Yamemai

Well-Known Member
Nov 1, 2017
1,027
636
So what is the difference between a muse or slave for the fairy? The original was (I think it was) more energy vs fairy slave wife. Like will she just be put in as a another number in your village/town or is she going to give you energy or help in combat?

Also I don't think the game told a difference between roaming a area and scouting?
Here, it's more of a love/good vs lust/evil route. If you pick muse, you'll be able to get her as a lover (sphinx tower), if you pick 'good' choices (like not killing and such) -- Not sure about the energy -- while if you pick the other, it's the same as original, get access to the fairy village and her as an enslaved matron.
 

datdarnotaku

Newbie
Apr 11, 2021
70
31
Love the mod Dev! Love a the NPC models and where the game is headed.
Now on to my suggestion's for maybe future content to be added: maybe add in a cool easter egg for players if named by a few key historical figures. an example would be we name ourselves mordred and the NPC's comment on it specially the merlin quest part where the player makes a snide remark or something. or for norse mythos it be fking funny if u do a easter egg with skyrim if player named themselves Miraak or Talos/Ysmir. and maybe this unlocks us a th'um ability as well as special dialogue with all dragon kin like Tiamat talking about how we dova lol I do as well as a boost when fighting and or enslaving elven races (orcs trolls and goblins are also kinda similar so them as well.)
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,064
So what is the difference between a muse or slave for the fairy? The original was (I think it was) more energy vs fairy slave wife. Like will she just be put in as a another number in your village/town or is she going to give you energy or help in combat?

Also I don't think the game told a difference between roaming a area and scouting?
Quoting myself:
Scout with the waypoint system (2nd option you choose at the start of the game) is used to discover all the various locations where the Matrons/Villages are.

In the travel system more like the original (3rd option), it is the primary means of going to the various locations where the main quest events can occur.

Roaming is just trying to trigger the random encounters (Battle/Encounter system events/Item Discovery) for the zone and then being sent right back to the hub location.


As for the Fee question, her muse status does not grant extra energy. That mechanic doesn't make that much sense considering that I increased the time scale completely... in the original 20 actions was a week.

Now 20 actions is only a day.

So aside from being a different route the direct mechanical benefit now is that she doubles the amount of virtue points you earn from good actions.

I'm also a big believer in choices having a serious consequence in the long term, so keep that in mind when you make choices that forever change a character's life.

There are different end points planned for the player based upon what they've done in the game.
 
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KeiranD

Newbie
Aug 6, 2016
48
51
So, Epadder, I've tried and I care enough to say things.
First of all, I agree with the others, please stop calling it a mod. Inspired by? Yes. Spin-off if you want? Yes. But a different engine with all the time spent on development there, as well as all the content that is used makes it a proper separate game.
Speaking of content, great job with all the pics, I wonder how much time you spent simply collecting, sorting and implementing that? Also I've seen a mention that people ask for real porn version, might be interesting, but there's just too much to be done on what already there, so maybe after you've finished what you already have.
Now gameplay is a bit more arguable. Action point system doesn't feel that important seeing how we have fixed action points, and the only thing that happens when we exhaust them is go to the main camp screen (and we get healed). Make an optional report screen at the end of the day to show the progress, e.g. resources collected, children born and such? And make us start with fewer action points, increased by levels and/or quests.
Speaking of reports, if you're playing the game quite fast, the amount of reports in the left part of the screen is more like spam and is quite overwhelming.
Now, resources and gathering and crafting and experience/leveling system. Again, the action point system plus exp system makes it kind of useless. Do a few clicks at the start of the game and you get tons of resources. There's just no effort there. Maybe limit the amounts of resources gathered/crafted by the player? We start with just a few gathered, which changes to hundreds and thousand in a few levels, which just ruins the entire management system. Why bother developing villages when we can gather everything we need with just a few clicks? I'm getting a feeling the game tries to simplify things but oversimplifies it instead. It is a fine line and very hard to find, but I sincerely hope you can. Actually, a thing you might try and introduce to make it better for people is create an adjustable value for resources/experience gained. So people can modify it to their tastes. Experience/resources gained modifier in percentages for example. People think it's too easy? Let them have 10% of the current value gained only. I think you tried that with difficulty settings? But it also affects action points, and with those we can get to huge levels in just couple days. Experience is just that easy to get. Can we not gain it from gathering and crafting at all? Or can we have an entirely separate set of skills for that? It's just weird to gather stones for a week and then be an ultimate killing machine
Also level scaling. It's weird. I get enemies with 10+ levels above when I leave the camp at the start of the game. Can we just have a random level in a particular level zone instead, like levels 1-15 in the first zone?
Altogether, numbers are all over the place. But that's normal, it is extremely hard to balance numbers in games.
Jesus, that's one wall of a text, don't blame me, I'm drunk. And I actually had a lot of fun playing through the game few times.
I hope there's something useful there.
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,064
First of all, I agree with the others, please stop calling it a mod. Inspired by? Yes. Spin-off if you want? Yes. But a different engine with all the time spent on development there, as well as all the content that is used makes it a proper separate game.
Thanks for the praise, for now though going to stay in this quieter corner of F95. ;)

Speaking of content, great job with all the pics, I wonder how much time you spent simply collecting, sorting and implementing that? Also I've seen a mention that people ask for real porn version, might be interesting, but there's just too much to be done on what already there, so maybe after you've finished what you already have.
Yeah that's never going to happen from me, my main focus is to finish things up... it'll be 3 years in a bit over a month since I opened this thread.

As for how long it took to collect, sort, and implement the images... a long time. It took 2 years from the second more polished version to get through and release the generation/encounter system. The hardest thing was to write the scenes, but getting everything together was significant time. I used H-doujin downloader to acquire the images from the internet, but still almost every day for a year or so in total I looked through what to download for an hour or two a night. Then concerted hours in the afternoon at times to then sort through it all... I have 1 TB of source material on my hard-drive.

This amount of time is why it is only the human daughters in the game atm, I just wanted to get it out in to the hands of people who had been waiting for years for me to finish.

Now gameplay is a bit more arguable. Action point system doesn't feel that important seeing how we have fixed action points, and the only thing that happens when we exhaust them is go to the main camp screen (and we get healed). Make an optional report screen at the end of the day to show the progress, e.g. resources collected, children born and such? And make us start with fewer action points, increased by levels and/or quests.
Speaking of reports, if you're playing the game quite fast, the amount of reports in the left part of the screen is more like spam and is quite overwhelming.
Now, resources and gathering and crafting and experience/leveling system. Again, the action point system plus exp system makes it kind of useless. Do a few clicks at the start of the game and you get tons of resources. There's just no effort there. Maybe limit the amounts of resources gathered/crafted by the player? We start with just a few gathered, which changes to hundreds and thousand in a few levels, which just ruins the entire management system. Why bother developing villages when we can gather everything we need with just a few clicks? I'm getting a feeling the game tries to simplify things but oversimplifies it instead. It is a fine line and very hard to find, but I sincerely hope you can. Actually, a thing you might try and introduce to make it better for people is create an adjustable value for resources/experience gained. So people can modify it to their tastes. Experience/resources gained modifier in percentages for example. People think it's too easy? Let them have 10% of the current value gained only. I think you tried that with difficulty settings? But it also affects action points, and with those we can get to huge levels in just couple days. Experience is just that easy to get. Can we not gain it from gathering and crafting at all? Or can we have an entirely separate set of skills for that? It's just weird to gather stones for a week and then be an ultimate killing machine
Also level scaling. It's weird. I get enemies with 10+ levels above when I leave the camp at the start of the game. Can we just have a random level in a particular level zone instead, like levels 1-15 in the first zone?
Altogether, numbers are all over the place. But that's normal, it is extremely hard to balance numbers in games.
Yeah the numbers thing is a general problem, a lot of my design decisions are based upon my general frustration at the time with having to constantly restart the original game and how repetitive that became.

So I might be too generous with the resources even on Normal.

I guess as a rule of thumb I was/am generally more interested in the world/characters than the specific gameplay. :whistle:

I took the original systems and just sort of tried to tweak them to facilitate being able to experience the various stories in the game.

I'll look into maybe changing a few general calculations and maybe a much more detailed ability to configure progress.

Now as for the notifications, I might be able to make it a bit better by doing something like this...
screenshot0008.jpg
Jesus, that's one wall of a text, don't blame me, I'm drunk. And I actually had a lot of fun playing through the game few times.
I hope there's something useful there.
Thanks for the feedback and glad you enjoyed it. :)
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,064
Fallen Utopia Update 18

Update time! :whistle:

Overall Writing Progress:

  • Hanu - 100% (3,000 words)
  • Sybil - 100% (3,500 words)
  • Elven Quest Misc - 100% (800 words)
  • Islynor - 100% (7,000 words)
  • Celeste - 100% (8,000 words)
  • Uzume - 15%
  • Toyotama - 15%
  • Saffronea - 15%
  • Caeda- 15%

Progress Since Last Update:

I was able to complete Celeste's section for the writing, devoted some time to implementing customization of difficulty, fixed a bug with experience distribution, and trying to refine the notification system as shown above.

screenshot0011.png

Plans:

Alright, as you can see Celeste stuck around longer than I thought, so it took more time to finish her section than anticipated. So I will have to move onto Uzume next and hopefully will continue Toyotama's quest by the next update.

Otherwise will just be keeping an eye on the thread and looking out for little quality of life things that I might be able to do.


Until next time, everyone stay safe. :)(y)

I'll be back on the 25th with the next progress report.
 

datdarnotaku

Newbie
Apr 11, 2021
70
31
Could you resize the options screen for someone who plays on android mobile because when I go to the options screen where you can turn off random encounters, I see there are other options on my right hand screen but there is no scroll bar to go over to that part in options.
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,064
Could you resize the options screen for someone who plays on android mobile because when I go to the options screen where you can turn off random encounters, I see there are other options on my right hand screen but there is no scroll bar to go over to that part in options.
I'll fix that in the next release.
 

Pintomon

New Member
Mar 17, 2020
1
0
When I try to run the game, this pops up:

Code:
I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/zcode/0000-python/0000-log_and_callback.rpy", line 1, in script
    init -3 python:
  File "game/zcode/0000-python/0000-log_and_callback.rpy", line 1, in script
    init -3 python:
  File "game/zcode/0000-python/0000-log_and_callback.rpy", line 20, in <module>
    systemfunction_CustomLog("&&&& SESSION START &&&&")
  File "game/zcode/0000-python/0000-log_and_callback.rpy", line 17, in systemfunction_CustomLog
    with open(config.gamedir +"_debug_log.txt","a") as f:
IOError: [Errno 13] Permission denied: u'C:\\Users\\AdamAndGaiaTHXE-DoomedCity-R4-B_pc\\AdamAndGaiaTHXE-DoomedCity-pc/game_debug_log.txt'

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "renpy/bootstrap.py", line 326, in bootstrap
    renpy.main.main()
  File "renpy/main.py", line 515, in main
    renpy.game.context().run(node)
  File "game/zcode/0000-python/0000-log_and_callback.rpy", line 1, in script
    init -3 python:
  File "game/zcode/0000-python/0000-log_and_callback.rpy", line 1, in script
    init -3 python:
  File "renpy/ast.py", line 922, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "renpy/python.py", line 2218, in py_exec_bytecode
    exec(bytecode, globals, locals)
  File "game/zcode/0000-python/0000-log_and_callback.rpy", line 20, in <module>
    systemfunction_CustomLog("&&&& SESSION START &&&&")
  File "game/zcode/0000-python/0000-log_and_callback.rpy", line 17, in systemfunction_CustomLog
    with open(config.gamedir +"_debug_log.txt","a") as f:
  File "renpy/compat/__init__.py", line 94, in compat_open
    return python_open(*args, **kwargs)
IOError: [Errno 13] Permission denied: u'C:\\Users\\\\AdamAndGaiaTHXE-DoomedCity-R4-B_pc\\AdamAndGaiaTHXE-DoomedCity-pc/game_debug_log.txt'
anybody know how to fix this? Thanks.
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,064
When I try to run the game, this pops up:

Code:
I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/zcode/0000-python/0000-log_and_callback.rpy", line 1, in script
    init -3 python:
  File "game/zcode/0000-python/0000-log_and_callback.rpy", line 1, in script
    init -3 python:
  File "game/zcode/0000-python/0000-log_and_callback.rpy", line 20, in <module>
    systemfunction_CustomLog("&&&& SESSION START &&&&")
  File "game/zcode/0000-python/0000-log_and_callback.rpy", line 17, in systemfunction_CustomLog
    with open(config.gamedir +"_debug_log.txt","a") as f:
IOError: [Errno 13] Permission denied: u'C:\\Users\\AdamAndGaiaTHXE-DoomedCity-R4-B_pc\\AdamAndGaiaTHXE-DoomedCity-pc/game_debug_log.txt'

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "renpy/bootstrap.py", line 326, in bootstrap
    renpy.main.main()
  File "renpy/main.py", line 515, in main
    renpy.game.context().run(node)
  File "game/zcode/0000-python/0000-log_and_callback.rpy", line 1, in script
    init -3 python:
  File "game/zcode/0000-python/0000-log_and_callback.rpy", line 1, in script
    init -3 python:
  File "renpy/ast.py", line 922, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "renpy/python.py", line 2218, in py_exec_bytecode
    exec(bytecode, globals, locals)
  File "game/zcode/0000-python/0000-log_and_callback.rpy", line 20, in <module>
    systemfunction_CustomLog("&&&& SESSION START &&&&")
  File "game/zcode/0000-python/0000-log_and_callback.rpy", line 17, in systemfunction_CustomLog
    with open(config.gamedir +"_debug_log.txt","a") as f:
  File "renpy/compat/__init__.py", line 94, in compat_open
    return python_open(*args, **kwargs)
IOError: [Errno 13] Permission denied: u'C:\\Users\\\\AdamAndGaiaTHXE-DoomedCity-R4-B_pc\\AdamAndGaiaTHXE-DoomedCity-pc/game_debug_log.txt'
anybody know how to fix this? Thanks.
Replace the file in your game with the one in the zip attached to this post.

The folder structure is the same as the zip (game/zcode/0000-python).
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,064
Fallen Utopia Update 19

Update time again. :)

Overall Writing Progress:

  • Hanu - 100% (3,000 words)
  • Sybil - 100% (3,500 words)
  • Elven Quest Misc - 100% (800 words)
  • Islynor - 100% (7,000 words)
  • Celeste - 100% (8,000 words)
  • Uzume - 100% (5,500 words)
  • Toyotama - 15%
  • Saffronea - 15%
  • Caeda- 15%

Progress Since Last Update:

I was able to complete writing Uzume's section for the next update.


Plans:


I will be moving onto Toyotama's section next and should have it completed by the next update. If I can I'll start Saffronea's but am anticipating that it will be a character at best per progress update for the foreseeable future.


Until next time, everyone stay safe. :cool:

I'll be back on July 9th with the next progress report.
 
4.70 star(s) 3 Votes