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jackofshadows

Member
May 24, 2018
317
592
Also, people don't really know how branching works on Ren'Py, the job that DPC it's already doing it's fucking hard and the branching it's already complex for a game that probably 1/4 or less.
I'm not sure to which exact features of Ren'Py are you implying, personally I've always considered that engine as one of if not the best for the story branching. But anyway, I'd say it's not about difficulty of the devs work, rather simply about amount of it. As we all know, DPC presumably is working all by himself, therefore each fully fledged branch roughly means n+1 multiplier to resulting update deadline. (considering that, I was impressed when saw three potential options for staying the night at the end of ep3)
Even AAA Games with choises/route/branching can't do that and the only things that really play different are the endings,
Nah, it's not they are cannot do branches but they are not doing them for other reasons. And one of the biggest is today's requirement for a total voice over (fucking expensive, obviously) even in isometric RPGs like D:OS2 not to mention majority of console story involving games.
 
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DaHaremKing69

Newbie
Jan 29, 2020
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Dumitas

Active Member
Game Developer
Nov 22, 2019
737
16,938
I'm not sure to which exact features of Ren'Py are you implying, personally I've always considered that engine as one of if not the best for the story branching. But anyway, I'd say it's not about difficulty of the devs work, rather simply about amount of it. As we all know, DPC presumably is working all by himself, therefore each fully fledged branch roughly means n+1 multiplier to resulting update deadline.

I'd say, it's not they are cannot do branches but they are not doing that for other reasons. And one of the biggest is today's requirement for a total voice over (fucking expensive, obviously) even in isometric RPGs like D:OS2 not to mention majority of console story involving games.
I know there is nothing stopping from doing it, it's doable but the amount of time and the management of the branch make it near to impossible. And Ren'py it's great but it's linear in terms of writing, the text. New engines use more visuals approach like UE Blueprints or Unity's Visual Scripting, where regardless of the general use for the actual game you can use it as a branching for a story and it will be visual, you literally create branches.

What I really mean is that it's really fucking hard not only time consuming but as you mention every choice will exponentially increase the time.
 

Ryder-Wilson

Member
Aug 29, 2017
245
2,166
Also, people don't really know how branching works on Ren'Py, the job that DPC it's already doing it's fucking hard and the branching it's already complex for a game that probably 1/4 or less. They want DPC to basically write an entirely new game from every decision.
The best way to put it actually it's that he writes the main story which is "The Novel" and then add branches of events that will affect dialogs or others events in that main story, some of those decisions will change events or make some events not happen at all, or new events appear. But pretend that you can basically write your own main story during a game it's insane and naive.

View attachment 535402

This is a random branching from google image, you see there that some events can be avoidable but some regadless of the route you can't avoid, probably can be played diferent. Now imagine that this is not the case, so for every decision a new branch start that doesn't colide with other, after 10 desision you end up with at least 512 branches... HOW THE FUCK ANYONE CAN DO THAT? Even AAA Games with choises/route/branching can't do that and the only things that really play different are the endings, and at the end DPC writes the games not the player, he creates a novels, and player desides how it ends, end of the story.
I am sure that the "main" story it's already finished in the mind of the developer(or already written). Also, there are already many routes and storylines, the main girls and some side girls (maybe the swyper ones too). The only linear storyline it's the main one. Without that, the game would collapse in a sea of no sense. For my opinion, that it's already good. There is no reason to add girls after girls and random stories with thousands of no sense choices. That why even AAAA and AAA rpg do not make these things. Quality is better than quantity for a good story and unfortunately they cannot coexist(without years of development and huge economic resources)

Now imagine if BaDIK was like this example:
The MC is admitted to college. He meet random girls and try to romance them. Finish of the game
In that case you could make thousand of routes but the problem is that the game would be incredibly boring without twist or interesting things and probably would be heavily repetitive as well. A main linear plot it's mandatory if you want to make a good story. If people want a game like my example i am sure they can find something similar in this site.

This game has another direction and the target of DPC it's to tell a story which can arouse you many emotions and keep yourself "glued" to the screen. Not just simple porn.
 

Dumitas

Active Member
Game Developer
Nov 22, 2019
737
16,938
Can't tell right now but that was a regular choice, right?

Anyway, telling Derek it's really a bad idea if you really want something more with her, and after those scenes who in the right mind want to ruin that? That's so far, the best thing that ever happens in the game.


On a side note, that red dress blow up doll looking girl creep me out.
 

Tserriednich'sNen

Engaged Member
Jan 16, 2020
2,254
6,061
Can't tell right now but that was a regular choice, right?

Anyway, telling Derek it's really a bad idea if you really want something more with her, and after those scenes who in the right mind want to ruin that? That's so far, the best thing that ever happens in the game.


On a side note, that red dress blow up doll looking girl creep me out.
Yeah you have to have to choose don't discuss when you click on her
 

jackofshadows

Member
May 24, 2018
317
592
as you mention every choice will exponentially increase the time.
Technically, it will be exponential only if you split each main branch further in at least exact amount of smaller ones but nevermind. Especially considering that in practice the more complex game you creating - the more potential fuckups along the way and other unexpected shit, so it may turns out exponentially anyway :HideThePain:

What I was getting at, obviously it's much more development wise to create fake branches and fake choices (at least some of them), not the real ones. Moreover, considering that not all the players actually appreciate multiple real branches due to impossibility to check all the content (not necessarily adult one) in a few runs. Problem is to make all of that subtle and fine enough. DPC imo did a very good job in this regard but some people just hate that sort of stuff so when they do discover it (even a minor fake choice) - they get angry. There's nothing you can do about it. Alternative as a making the story absolutely linear would be obviously boring af.
 
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TuffyTenToes

Member
Aug 11, 2019
387
1,684

Buttsmarnnn

Member
Sep 18, 2019
442
3,714

Gods

Newbie
Sep 19, 2019
66
716
We need new theories, so I just looked up the meaning of some of the names.

NameMeaning
Josy​
variation of Josephine, meaning "God shall grow"
Maya​
"the supernatural power wielded by gods and demons"
Sage​
"profoundly wise"
Jill​
"Child of the gods"
Josy:giggle: Maya:love: Sage:) Jill "Child of the gods" :eek:
Why? lape23
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