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
1,061
So a couple of questions for those of you out there watching.

  • Is there anything in the current UI you feel is unclear/too clunky (that the stuff I showed in the preview a couple posts ago doesn't address)?
  • Are there things that you wished had been explained more clearly when you started playing/mechanics that are still too unclear?
And as part of question two, would it be more helpful to have an initial tutorial, an in-game wiki, or a more general quest log with an overview of your progress through the game. I mean I might do all of these at some point, but it's about which to prioritize and it probably wouldn't be included in the initial release of the next update. (I'll still at least put answers to questions in an FAQ section on the main post)
 

Craz

Newbie
Jun 2, 2017
23
0
Is there anything in the current UI you feel is unclear/too clunky (that the stuff I showed in the preview a couple posts ago doesn't address)?
The only "issue" I had with the UI was the delayed effect of clicking on an option due to the image change. If that's been considered for a tweak, that's good news to me.

Are there things that you wished had been explained more clearly when you started playing/mechanics that are still too unclear?
Not sure how to answer this one. Since I had actually played the source material, I was already familiar with the system. A couple of things are a little different, but nothing too difficult, in my opinion, to grasp.

And as part of question two, would it be more helpful to have an initial tutorial, an in-game wiki, or a more general quest log with an overview of your progress through the game. I mean I might do all of these at some point, but it's about which to prioritize and it probably wouldn't be included in the initial release of the next update. (I'll still at least put answers to questions in an FAQ section on the main post)
I would put my vote to a general quest log, but I can see the importance of a tutorial first to explain some of the differences between this version and Beorn's in the sense of the little system changes.
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,061
Well thanks for your response to my questions @Craz.
As for the UI "issue":
I didn't realize why the buttons were less responsive and it just kept getting pushed back to take a look at, this is the only working (mostly) project I've ever coded at all and my first time using Ren'py. The only coding things I did in the past were a few vbscripts, C# XNA Framework and created a SRPG style map with height and basic pathfinding, C# Monogame tried to port a puzzle game from iphone to pc, and screwed around in Unity trying to learn it.
 

Craz

Newbie
Jun 2, 2017
23
0
Still, thanks for looking into it. I was mostly curious why it was responding in that way. I've gotten used to it by now, but it's still nice to hear that you are thinking about it.
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,061
Ah, having the background image change with a dissolve transition makes everything else stop responding to input. Now why that happens exactly I'm not 100% sure, I assume its so a player doesn't click through transitions in the more visual novel side of things.
For reference the default 'dissolve' is 0.5 seconds, currently I have a custom dissolve down to 0.15 seconds.
 

Craz

Newbie
Jun 2, 2017
23
0
Hmm, that's what causes the little delayed effect then. Well, if that's how it is...
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,061
If you change the difficulty in the options. You will have to get to a new day before you'll get your new maximum and some sequences do automatically just consume every remaining action point.
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,061
Just a small status update on how things are going, currently working on finishing implementation of all the randomly generated twin sisters (not identical twins) for Venus. Has taken a bit longer than I thought to standardize the girls for a generation system, and also had to expand the code to account for characters that were associated to each other. :D

Also took a small detour to help crunch the original game down from its monstrous size due to using animated gifs. :eek::giggle:
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,061
Alright, just a small update again, still working been a bit slow this week diverted a couple of times and been a little under the weather. Also had a conundrum with how to fix a problem with some non-widescreen images having a composition that didn't let me expand and crop them into widescreen without issues.

4by3-messedup.jpg

Looking at a recent release of an old visual novel inspired a solution to the issue.

4by3-fix.jpg

To give an idea of the scope of the generation system:
  • Every Human Mother (12) has 16 generated daughters (Venus has 8 pairs of twins)
  • Every Generated Daughter has a pool of scenes that they can generate with (with 3-5 scenes in the pool[Venus Twins have 5-9 because they generate 2 at a time])
  • Every Generated Daughter has 1 foreplay scene (5 images per foreplay scene)
  • Every Generated Daughter has 2 sex scenes (7 images per sex scene)
  • Venus' Daughters all have a threesome scene (12 images per threesome scene)
  • Some Daughters have specific imagery that shows when they are pregnant. (7 images also)

The best comparison between this system is Haramase Sim's Random Girls which there are 16 in total compared to the 192 in this coming update o_O:D

As much as a more manual solution might be theoretically better the amount of editing and fiddling is already high enough for me :eek:
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,061
Just a quick update again, I am almost finished with standardizing all daughters in the Generation System. ;):D

There is something I would like to ask of you guys who have played through the current version, if you wouldn't mind posting a zip with your save files so I can make sure to nip potential problems in the bud before release. :D

Unfortunately because I spend most of my time in the current development build, my saves aren't necessarily a good reflection of what an average save file is like. :whistle:
 
D

Deleted member 207364

Guest
Guest
I use autoclicker in pretty much every renpy game, my save is probably an outlier :)
 
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Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,061
Hello everyone,

Thanks for playing this version of Adam and Gaia this year :D.

Sorry I couldn't manage to get the next update done before christmas, but have some backgrounds if you want them.
You can get a uncompressed png version of the backgrounds .

I'll be around now and again, but I expect work on the mod to be pretty sporadic till the start of next year.

To everyone watching the thread or who wanders in,
Have a Happy and Safe Holiday Season. :D
 

Fox.Mulder

Member
Jul 31, 2017
394
130
Played the original through, and did this one as much as I could find was possible in the game and really like both versions.

I would say that the responsiveness of clicking to new areas as mentioned is a real bother when trying to move to new areas having to wait for a preview image to appear on screen before clicking etc; seems unnecessary and I'd probably just remove the preview if possible but that's just me. My temp fix was to just hold CTRL when clicking anything but it does skip into following text and sometimes I missed things hehe.

Also, all the main matrons are CGs from existing games or something? I wonder 'cause, for science or something, I wanna know what games they're all originally from... xD
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,061
Whoops sorry about the late reply here... missed this in all the other alerts this morning :oops::whistle:.

Yeah the background change should be more responsive in the next update... I'll try and add an option to just disable it specifically for those who don't care about it at all / the improvement isn't enough.

For the final question: Yes all CG/Vocal lines are from other games, Music is from various artists that have a CC NC-BY (Creative Commons: Non-commercial with Attribution) license or just CC BY license, and the UI graphics are my fault :whistle:.

There will be an actual in-game credits section that you can access from the Title Screen in the next update, I'm pretty sure most of the games are still in Japanese but here is the list.

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Holy hell that took forever to list and format o_O.
 
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Mar 21, 2018
174
73
I don't get the installation guide. Is this its own game? Or do I need to copy paste all of these files into the main download in the original game creator's thread? I'm confused. Somebody please guide me through these dark times... *prays*
 
4.70 star(s) 3 Votes