3.40 star(s) 29 Votes

sandsea_urchin

Active Member
May 7, 2019
867
996
Meh. I can do long posts, too! :p
That's a gross exaggeration, this game came out just a little bit over a year ago!
Well, yes? Not to nitpick, but I doubt Lapis summoned the game on your HD in August 2019: you've probably spent well over 2 years on it already.

Developing this is really fun and I have no interest to burn myself out on it.
That's commandable. However:
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Agriculture is also sold by Azalea on Saturdays in the Brothel. You can also knock out the student
Well, that's the point - Student is heavily RNG-dependent. And Azzy is a placeholder.
However, I do note that Aria's early questline also provides wise alternatives (like that one potion, and benches). That questline does require Agriculture for the Peppercorn, though :(

-> Agriculture is an essential skill, and common sense has it that's it's easier to learn how to pick berries, than how to build a house or craft a suit of armor. Really, consider a way to learn it early and easily, like with Mining.

[Gobmart] fulfills her role decently at the moment. She was meant as an RNG merchant, while static stock merchants will be added along the game development, so the player will need to travel to wherever the merchant with the desired stock is located.
While we still can savescum easily, I'd tend to agree. But you mentioned the save system will be reworked.
Since the Gobs are doing the raids, it would make perfect sense to be able to bribe them to decide tomorrow's inventory. Perhaps depending on your local Reputation.

I'm doing parallax mapping, the image of the tree tops is on the very top, and there isn't a hell of a lot you can do to make yourself more visible (and to be honest I kind of like it like this)
I'm 50/50 about this design choice, but it does look good, can't deny that.

There is, however, a recurrent flaw in the path design:
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I wont say much on this, as the feature isn't fully done yet, but there may be a way to assign hotkeys directly from the Item menu in the future, along with the ability to search for Items by name.
I could also suggest an editable menu. Like, if I want Seeds 1st, I'd go over Seeds, press RShift (for example), move it on top of the list, paste it with RShift.
I know I've seen that somewhere before :unsure:

I'll definitely have a look at this, it would be a great addition to the game if the sound levels could be modified!
Not mine, I left the source in the code:
You might want to disable the "class Window_TitleCommand" part, as it is not compatible with your own Title commands.

[the material requirements for the best bed]
This one in particular will be changed at some point, it is a bit ridiculous!
What's even more ridiculous, is Saffron's reward... +5 affection, no $$$, no item, not even an headpat T_T

I really made the game to be something I enjoy playing myself, I can understand that a lot of people might not enjoy the sort of things I do. But I wanted a game I could sink multiple days into :)
Now that I think about it, we should just make Hentai mods for Rune Factory...:unsure:
Still, a laudable way for a dev to see things.

They aren't "droppings"!! They are Gems that grow out of its shell!!
:oops:
 
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Porn_Jesus

Forum Fanatic
Jun 21, 2017
5,613
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FeyRing, I need a way to farm potatoes, carrots, and onions pronto!
You need the acriculture skill and the necessary tools to harvest them. If you want to use your field you also need seeds (go to to the field next to your house in the village and use the seeds from your inventory) and water them by interacting with the plant.
 
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alertlikeamber

New Member
Jul 30, 2017
14
69
You need the acriculture skill and the necessary tools to harvest them. If you want to use your field you also need seeds (go to to the field next to your house in the village and use the seeds from your inventory) and water them by interacting with the plant.
Well darn, I've been standing in the field eating all my potatoes for nothing then. Where, pray tell, do I find seeds for all the vegetables?
 

FeyRing

Member
Nov 17, 2019
281
380
OH NO
Savescumming is like 90% of my playthrough!
I guess I can leave the function for the "Hero" game difficulty and just remove it in the "Minion" version. The problem is, saving anywhere can actually break your save sometimes if you save just before getting attacked by a hostile mob. So I would be alright letting the "Hero" game mode choose to have the function ON, but it would be up to them not to save the game before battles initiate.

Also, I said it on your itch.io and I'll say it again: I can't believe you made me do this to Tengu waifu for the better thesis weapon :( I persuaded her instead of finding the other ring alone, but she still sounded so sad :( :(
If you found the Ring alone she would be even more mad at you! You do actually get like a -4 to your rolls for Persuasion/Seduction/Haggle skills with her for stealing her research, finding the Ring solo would have added an additional -2 on top of that. For comparison, the "Gorgeous" trait gives a +5 and a "Beautiful Voice" gives a +4.

She is more likely to give you "Footjobs" though, if you stole her research.

Also also, it should IMO be buffed to +2 INT, as it's not that much of an improvement over the copper scepter which also gives +1 INT (even though it's not stated in its description). That or let us use the thesis as an off-hand item.
I forgot the Copper scepter does that. I will change it to +2 in the next version. Also, you can wield both the scepter and the book in any hand!

Well, yes? Not to nitpick, but I doubt Lapis summoned the game on your HD in August 2019: you've probably spent well over 2 years on it already.
That doesn't count, I could have taken months or even years in between making anything during that time (or even remaking the game from scratch at the time).

If you intend to make 3-4 villlages, it makes sense to estimate the game is less than 20% complete.
Going with my 2-years figure from before, you'll probably still be working on this in 8-10 years. If you're OK with this, my concerns are indeed pointless. A lot can happen in that much time.
I have no time line for this game as I am not sure how many villages there will be. Furthermore, I don't neccessarily plan to stop making it just because the main story line ends, since I can add maps and new enemies to it regardless. I will probably be working on it for as long as it is fun to work on! :)

Well, that's the point - Student is heavily RNG-dependent. And Azzy is a placeholder.
However, I do note that Aria's early questline also provides wise alternatives (like that one potion, and benches). That questline does require Agriculture for the Peppercorn, though :(

-> Agriculture is an essential skill, and common sense has it that's it's easier to learn how to pick berries, than how to build a house or craft a suit of armor. Really, consider a way to learn it early and easily, like with Mining.
There will be a location to learn it early game... at some point. I might look into it after I do the Caves update, or maybe in parallel if I can justify it.

You don't require Peppercorn, you can just give her a Black Dye instead, the rewards are even better then.

While we still can savescum easily, I'd tend to agree. But you mentioned the save system will be reworked.
Since the Gobs are doing the raids, it would make perfect sense to be able to bribe them to decide tomorrow's inventory. Perhaps depending on your local Reputation.
I will probably leave the saving system to be toggle-able on the "Hero" difficulty.

I'll consider the option to bribe the Merchant for the next day's stock!

Dead ends forcing you to go back the same way for miles (especially when you harvested everything on the way before) are a big no.
Examples:
-the Quartz, Amber wilds East. Obviously you should be able to jump back to the Western shore, or to fall a tree to make a permanent bridge.
I'm not really sold on this idea. I think dead-ends are a functional feature of the terrain and are justify-able so long as there is something at the end that's worthwhile getting.

-the Forest Chest location. It needs a shortcut to the Hives. Perhaps, after you fixed the bridge, lightning can strike down a tree across the Eastern cliff? or open a path around in the North?
I might just add another location for that Chest, in retrospect, it probably shouldn't have been that hard to get to, given that Keys already require a skill check.

-the Mines are lacking a passage between the 2 excavatable areas in the NE
Do they really though? The area between them is significantly "thicker" than the walls you had to mine out to open the rooms in the first place.

I do plan the Werewolf Caves to be connected to the Mines if you mine through them, so I'll see what changes I add there when I get to that point, but I don't want to change the Mines too much either way.

Pretty much every map has such examples; instances when MC must backtrack over an empty map (empty because harvested before) should be kept to a minimum for QoL.
There are a lot of ways to create shortcuts; these can be 1-way, of course, like jumping down a building down to a straw pile (Ezio? is that you?)
I have made some shortcuts, and I do plan to add more in the future maps. Though, the maps in general aren't that big to walk across (especially while sprinting), and I kind of doubt people strip mine them of resources to the point that all maps are empty and there is nothing to pick up (I doubt anyone has the VP for that). But yeah, I do add shortcuts but I don't want them to be so prevailant that their value as a shortcut deminishes. Mostly I plan to have them at points where they will save considerable amount of time.

I could also suggest an editable menu. Like, if I want Seeds 1st, I'd go over Seeds, press RShift (for example), move it on top of the list, paste it with RShift.
I know I've seen that somewhere before
I can't promise that, I don't know if it's even doable. But then again, I didn't think a search fucntion was doable until someone volunteered to make one.

Not mine, I left the source in the code:
You might want to disable the "class Window_TitleCommand" part, as it is not compatible with your own Title commands.
Thank you!

What's even more ridiculous, is Saffron's reward... +5 affection, no $$$, no item, not even an headpat T_T
It was an early attempt at making Quests. Though I am considering the possibility that as part of the reward the bed would appear in her home and you can use it. Some of her Quest rewards may change as the game develops (they have already at least once).

Not sure if every vegetable has seeds but there are a few.
Yes, all of them do, unless I messed up somewhere! Also, you can turn those Maple Seeds into flour if you don't plan to use them! :)
 

planta

Newbie
Mar 25, 2018
15
5
I put the thesis on my second hand slot without any issue.

I really made the game to be something I enjoy playing myself, I can understand that a lot of people might not enjoy the sort of things I do. But I wanted a game I could sink multiple days into :)
About the game in general, I feel like there's a conflict between design philosophies.
One one hand character creation, general RNG, most quest being non repeatble, stuff being permanently missable and there being game overs would point to a roguelike game design. But roguelikes are fast paced and you get enjoymen out of running things multiple time differently.
On the other hand advancing your stats or XP are a long gring, and quest can become huge timesinks if you don't have the right skill, and through quest you'll eventually want generally high stats and skills in multiple areas, instead of just being able to win with any build.
From your recent comment it seems you aim more for the latter style of gameplay, where your character grows slowly over time. In that case, I would suggest considering a few things:
-Giving all the basic books for free upon character creation and letting us choose 2 points worth of specializations on each (so either 1 specialization level 2 or 2 level 1).
-In line with the previous suggestion, extra opportunities to get memory points during character creation. Say I don't want any guile skill, I reject it, get a "good alignment" trait or something like that which prevents using guile skills and gain memory points to use elsewhere.
-More repeatable content in general.
-Dropping game overs, especially if save scumming is removed in favor of save points.
 

joeys88

Member
Oct 10, 2017
273
389
-Dropping game overs, especially if save scumming is removed in favor of save points.
I'd like if they still have consequences, just have one of the areas monsters rescue and take advantage of you. Like a werewolf chases off regular wolves, goblins chase off rats in the mines, etc. So you still lose morality for failing, and possibly lose one of your first times.
 

FeyRing

Member
Nov 17, 2019
281
380
About the game in general, I feel like there's a conflict between design philosophies.
One one hand character creation, general RNG, most quest being non repeatble, stuff being permanently missable and there being game overs would point to a roguelike game design. But roguelikes are fast paced and you get enjoymen out of running things multiple time differently.
On the other hand advancing your stats or XP are a long gring, and quest can become huge timesinks if you don't have the right skill, and through quest you'll eventually want generally high stats and skills in multiple areas, instead of just being able to win with any build.
From your recent comment it seems you aim more for the latter style of gameplay, where your character grows slowly over time. In that case, I would suggest considering a few things:
Character creation followed by extensive character progression and permanently miss-able events/items exist in many RPG games ranging from the Elder Scrolls series to Final Fantasy. Being able to miss things does not necessarily mean each playthrough has to be quick. The above games all have miss-ables and Gameovers, yet full playthroughs can last weeks if not months (for me at least). I generally don't play roguelike games myself, so the design was mostly aimed at more conventional nonlinear RPGs.

A lot of Quests in this game were designed to be solved in parallel to each other for optimal efficiency, rather than focussing on one quest at a time or trying to solve one Quest line as quickly as possible.

-Giving all the basic books for free upon character creation and letting us choose 2 points worth of specializations on each (so either 1 specialization level 2 or 2 level 1).
You're supposed to start the game being able to do barely anything, your soul was removed so you are basically a husk that needs to be filled up with a few skills and trait points, just so you can function in the world at all. Giving all skills and 1-2 specs for each would, in my opinion, be way beyond what even a beginner adventurer would have in most settings.

-In line with the previous suggestion, extra opportunities to get memory points during character creation. Say I don't want any guile skill, I reject it, get a "good alignment" trait or something like that which prevents using guile skills and gain memory points to use elsewhere.
That's basically the Flaws system which already exists at the start. I can eventually add more options to it though.

-More repeatable content in general.
Repeatable content in general is hard to do without making it seem like "grind" to most people. But I am trying to have more of it, it's definitely something I'm aiming to make.

-Dropping game overs, especially if save scumming is removed in favor of save points.
You'll still be able to have the saving anywhere option in the "Hero" mode. But in general I don't see a reason to drop Game Overs, they exist practically in any game, and they do make sense to have... at least to me.

I'd like if they still have consequences, just have one of the areas monsters rescue and take advantage of you. Like a werewolf chases off regular wolves, goblins chase off rats in the mines, etc. So you still lose morality for failing, and possibly lose one of your first times.
I did sort of do this for the starting areas during the day at least, losing to Hornets and Rats shouldn't lead to GameOver for example and some Goblin drags your ass back home and takes some money as compensation. And I think for most people, if they didn't plan to lose their first time, they would load the game anyway.

Does the iron lamppost still break saves? I need to know before I start interior decorating.
It shouldn't, it was fixed a long time ago. Buuuuut make a backup just in case!
 

sandsea_urchin

Active Member
May 7, 2019
867
996
She is more likely to give you "Footjobs" though, if you stole her research.
Banish the thought! Who would ever want that !? :eek:

I'm not really sold on this idea. I think dead-ends are a functional feature
I was just trying to give a few constructive(?) remarks. You're da boss of your game. I might be a vet of Rune Factory 1 to 4 (HM would be more relevant for map layouts involving collecting), but that doesn't mean I hold the Perfect One Truth. Far from it :LOL:
When you finally have a daily 1500 workable VPs (w/ Cure and w/o Healing Glow nor food), time/path optimizations matter more.

I don't know if it's even doable. But then again, I didn't think a search fucntion was doable until someone volunteered to make one.
Of course it is? You can do pretty much anything with VX.
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I was just suggesting that alternative, since you're bound to rework the menus soon-ish. All things considered, the hotkeys menu's lack of categories might be a more critical issue, and easier to adress.


Not sure if every vegetable has seeds but there are a few.
I have 34 different seeds in my inventory. Just a couple dozens more to go! (y) (and I think I'm missing a few as well)
 
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FeyRing

Member
Nov 17, 2019
281
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When you finally have a daily 1500 workable VPs (w/ Cure and w/o Healing Glow nor food), time/path optimizations matter more.
That's true, but by then you might have other ways to navigate through the map! I am considering adding Swimming to the game at some point so that will decrease the significance of water as an impassable terrain.

I was just suggesting that alternative, since you're bound to rework the menus soon-ish. All things considered, the hotkeys menu's lack of categories might be a more critical issue, and easier to adress.
I'm actually considering removing the Hotkeys menu from the list when the search function is implemented as there wouldn't really be a need for it at that point if you can assign keys straight from the item search result.

You're familiar with the on_item_ok and on_item_cancel handlers. It's as simple as creating another on_item_custom handler (on Input.trigger?:)RSHIFT)), and as complicated as saving the new order in game.ini (like the Volume thing does)
IIRC the handlers for categories in Yanfly are on_types_xxx
I'll be honest, I got no idea what any of that is, I don't know programming in any language! o_O

I was planning to pick up and learn some basics of Ruby at some point to redesign the ui, but I haven't really set a time and date for that yet.

3- Azzy, brothel, on Saturdays
Azalea does not sell Athletics, she mostly sells Skill books for Skills that can't be easily acquired through quests.

At the Moment she only sells:

-Cooking
-Artifice
-Tailoring
-Construction
-Perception
-Agriculture
-Guile
-Black Magic
-Charisma

She used to sell Alchemy too, but I removed that once Aria came out. I plan to delete entries out of her stock as more viable venues of acquisition come out.
 
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alertlikeamber

New Member
Jul 30, 2017
14
69
Can you get the artistry/white magic skillbook from the forest chest or has all my save scumming been in vain? I desperately need to sing to all these goblin virgins.
 

FeyRing

Member
Nov 17, 2019
281
380
Can you get the artistry/white magic skillbook from the forest chest or has all my save scumming been in vain? I desperately need to sing to all these goblin virgins.
The Forest Chest doesn't drop any Skill Books. Also, Artistry isn't really fully implemented, there are only a few places you can use it in game so the Skill can't be obtained outside character creation. White Magic you get from the Priest Traveler if you donate 1g (10000 Copper) to him in one go.

how to use recipes ? i cant create anything in that
That's just the Recipe list, you craft things at the appropriate crafting benches, like the Anvil in the Goblin Foundry. You will need the associated Skill to use it though.
 
3.40 star(s) 29 Votes