RPGM An Alchemist's Tale [3.2 Alpha] [Captain Allegretto Games]

3.70 star(s) 15 Votes

Malcowitz

Active Member
Feb 14, 2018
757
1,108
Hey. Hey. Heyman. You know? Just. Yes. I know. And you hit the nail on the head. Alts have a cost and it's a box of worms to open any transformation. That said. There will be potion-based temporary transformations for the mc to use or give that will generally be isolated to within their own scenes.


The banner is in fact gay. MC is cannonically bi but the gay scenes are completely optional. No sissyfication in the game, really not a theme I think I could write well at all.
Yaah, that makes sense and good there's gonna be a tag added, though I gotta admit, that giving a young man tits and tickling his male-g-spot with the ole meat saber is some of the finest of pornographic contents out there, when done right, so it's a shame you don't enjoy that theme. If the part about it you don't like is the whole "dehumanizing/misogynist/humiliation" angle, you can take that part out though, and just have it as a bi lad as well that wants to try the other side, as gradual gender bender is also hella hot. Anyway, gonna give the game a thorough playthrough
 

Loktahar

Member
Aug 21, 2017
201
173
So I had this problem do I need to do something cause that option became white from gray so I think I should be able to have that available, but as you can see I click on it and it does nothing.
 

Captain_Allegretto

Member
Game Developer
Jan 29, 2020
277
771
So I had this problem do I need to do something cause that option became white from gray so I think I should be able to have that available, but as you can see I click on it and it does nothing.
That is me forgetting to remove a thing, it can be completely ignored.


Yaah, that makes sense and good there's gonna be a tag added, though I gotta admit, that giving a young man tits and tickling his male-g-spot with the ole meat saber is some of the finest of pornographic contents out there, when done right, so it's a shame you don't enjoy that theme. If the part about it you don't like is the whole "dehumanizing/misogynist/humiliation" angle, you can take that part out though, and just have it as a bi lad as well that wants to try the other side, as gradual gender bender is also hella hot. Anyway, gonna give the game a thorough playthrough
I think the term sissification comes with more then a few assumptions built in as you've noted. Gender/genital swapping is definitely on the table though.


how do you craft the treated wood bundle?
follow the quest to get the recipe and craft it at the cauldron.
 
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Loktahar

Member
Aug 21, 2017
201
173
So here are my questions -

I can't do anything else with the orc other than talk to her at night and challenge her. The Orc X Harpy content, No idea how to even do that. Bugged again.
Lisandra in the afternoon is missing, priest says she is in the main hall, but she is not here, I know she should be as I player a previous version of the game and did her content.
Rain Shop should be open at night, I can't enter it at all unless I pass time inside the shop itself.
Can I even do the main quest of 'Don't Burn the House'?
I have seen people talk about Gallery but I don't know where it is, was it added then removed or it is just not showing for me.

I am going to start a new game again this time not skipping the first day and see if it fixes things or this release is just buggy.
 

YiffMePls

Newbie
Jul 5, 2020
25
28
Am I dumb or am I bugged? Any time of day I enter the barracks I can't leave. Someone help pls.
 
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Captain_Allegretto

Member
Game Developer
Jan 29, 2020
277
771
So here are my questions -

I can't do anything else with the orc other than talk to her at night and challenge her. The Orc X Harpy content, No idea how to even do that. Bugged again.
Lisandra in the afternoon is missing, priest says she is in the main hall, but she is not here, I know she should be as I player a previous version of the game and did her content.
Rain Shop should be open at night, I can't enter it at all unless I pass time inside the shop itself.
Can I even do the main quest of 'Don't Burn the House'?
I have seen people talk about Gallery but I don't know where it is, was it added then removed or it is just not showing for me.

I am going to start a new game again this time not skipping the first day and see if it fixes things or this release is just buggy.
1)that's the only Allen X Zeleshi content this update, to get the orc/harpy scene reenter Green's grove while she is there until you hear the music change (assuming you've met both).
2)lis peek was moved to evening, Apparently I forgot to mention this is patch notes or move her evening house time to afternoon. This was just intended to spread events out over more time zones.
3)that's my bad, good workaround but yes the door's not unlocking correctly.
4)'Don't burn down' the house is aesthetic.
5)gallery is a craft-able item at the cauldron.
it dosn't sound like you need a new game at all though, the door bug i'll need to fix and the other scenes are just some timing issues.

Am I dumb or am I bugged? Any time of day I enter the barracks I can't leave. Someone help pls.
ok the door event is stealing priority over the circle event. Try again while facing up or down so the circle event will take over when you hit enter.

Are you asking how long the choice has been there? this update. how to trigger is in the change-log and walk through
 
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LordDarkwing

Newbie
Jun 26, 2017
31
27
Can't find if anyone else has suggested this already, but perhaps make some of the minigames tied to stats in some way to make them less monotonous. The higher your stats either it becomes "easier" or the minigame is eliminated.

For example the snake squeezing can be tied to strength, eventually making it so you don't have to do the minigame when your strength hits, say, 3. (or whatever number you decide).

Mushrooms could also be tied to something like dexterity/agility, or if you don't feel like coding in a new skill then stealth. I think the redshrooms would work best affected by stealth anyway, if you wanted them affected by anything, which would make them pause in their running more often and or not try to run away from you. Slipshrooms I'd say the minigame would be eliminated after (x) levels in the skill and chodeshrooms a few levels after (but maybe after the slipshroom one is done they then use the slipshroom minigame, give a sense of progression).

Obviously things like Wes's Woodcutting probably shouldn't need to be changed, since that's the primary source for gaining strength. Although maybe if you add more ways that grant greater strength xp (not sure if more xp need per level?) you could do away with the minigame when you are strong enough to unlock that better source of strength and woodcutting becomes obsolete. I suppose in that vein you could make it so that all actions requiring minigames give small xp boosts until they become obsolete but that might be a little cheaty for things like snakes and shrooms which don't advance time, unless you make it really small, like one or two per victory.

anyway, hope I didn't make this too long and boring for you to sit through, and that you like the idea xD
 

LordDarkwing

Newbie
Jun 26, 2017
31
27
Another thing, more selfish this time. Can we get a second chance for the Janna scene if we take the money (possibly by accident without saving for ages before turning in the quest because we are dum). Perhaps from a high relationship (gained by working for her?) she give the option for other rewards instead of gems.
 

Captain_Allegretto

Member
Game Developer
Jan 29, 2020
277
771
Can't find if anyone else has suggested this already, but perhaps make some of the minigames tied to stats in some way to make them less monotonous. The higher your stats either it becomes "easier" or the minigame is eliminated.

For example the snake squeezing can be tied to strength, eventually making it so you don't have to do the minigame when your strength hits, say, 3. (or whatever number you decide).

Mushrooms could also be tied to something like dexterity/agility, or if you don't feel like coding in a new skill then stealth. I think the redshrooms would work best affected by stealth anyway, if you wanted them affected by anything, which would make them pause in their running more often and or not try to run away from you. Slipshrooms I'd say the minigame would be eliminated after (x) levels in the skill and chodeshrooms a few levels after (but maybe after the slipshroom one is done they then use the slipshroom minigame, give a sense of progression).

Obviously things like Wes's Woodcutting probably shouldn't need to be changed, since that's the primary source for gaining strength. Although maybe if you add more ways that grant greater strength xp (not sure if more xp need per level?) you could do away with the minigame when you are strong enough to unlock that better source of strength and woodcutting becomes obsolete. I suppose in that vein you could make it so that all actions requiring minigames give small xp boosts until they become obsolete but that might be a little cheaty for things like snakes and shrooms which don't advance time, unless you make it really small, like one or two per victory.

anyway, hope I didn't make this too long and boring for you to sit through, and that you like the idea xD
both the woodchop and the snake are in fact tied to strength as of this build and scale with it. though strength is capped until i expand Zeleshi again (she is the next strength trainer) so there isn't much room to see the difference in the snake minigame, it will in fact become trivial, the woodchop should already be near trivial at 4.

tieing the shrooms to a stat could be interesting but I'd need a way to procedural generate the event chain... oh wait no i could simply increase the available time relative to a stat. that's definitely doable and a great idea, having the minigames themselves increase experience is actually a solid idea too.


Also Janna is reviewable in gallery via the thought drought. her scene in will be re-viewable in game after i do her second quest, at the moment that got delayed due to art hiccup. If that continues I might put some temp way to re-view in 2.0, I just hate writing temp things when i can avoid it.
 

LordDarkwing

Newbie
Jun 26, 2017
31
27
tieing the shrooms to a stat could be interesting but I'd need a way to procedural generate the event chain... oh wait no i could simply increase the available time relative to a stat.
Tbf the time available is not a problem, it's just that the event itself drags on a bit, particularly for the chodeshroom. Super easy, just monotonous. That's not an invitation to make it harder btw xD. Honestly, for the shrooms specifically, I can't think of a good way to reduce this (that wouldn't be a huge pain to code) is to have the minigame not trigger if you had a high enough stat.

That said I suppose you could, rather than procedurally generate the event, just have set strength values at which shorter events trigger, making it a milestone as opposed to improvement each time you gain a level. For example the slipshroom event is about 8-10 inputs long (didn't count tbh), so maybe at strength [3] it drops to 5 and maybe drops further or is disabled at strength [6]. And the Chodeshrooms being at 30ish inputs (again a guess because I didn't count xD) drop to 20, then 10 etc.

Shouldn't bee more complicated than copy pasting the code you have now, changing the number of inputs, and then adding some "if" triggers the same way you do for events based on the relationship values (except of course, this time you would base it on if a stat was higher or lower than a specific value or not). But yeah, don't worry about making it procedurally generate, cause f that, it would be hell.
 
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Captain_Allegretto

Member
Game Developer
Jan 29, 2020
277
771
don't worry about making it procedurally generate, cause f that, it would be hell.
Though I don't often like to mix work and pleasure I am in fact an actual programmer. So I'll be playing with a few iterations of scaleing auto-generated versions of this minigame. ;)

It's mostly a question of how to best scale it. I'm sure the first iteration will make everyone mad but hey, that's why I put Alpha in the title lol


Edit: figured it out. Using the currently unused stealth stat to reduce the number of items in the qte minimum 1. Training stealth via peeking scenes (maybe even a flat increase once when first seen).
 
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Dec 24, 2020
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It's a nice game. It has Warlock and Boobs vibes, but still remains its own thing. I think I prefer the idea of temp TFs (if any) as the idea of being the village potion master is kind of comfy.
 
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ItsDaBoy22

Member
Aug 24, 2022
296
316
I do like the TF idea as it gives the chance for more variant to scenes and dialog. I would prefer it be perm (with of course a potion you can make to change it back) since that would give a bit more weight to choice. Tho understandably it would also mean an increase in cost of art and programming can be time consuming
 
3.70 star(s) 15 Votes