brave browser translate it as lower, click that and the download will starti don't see the download link on the page. dafuq
brave browser translate it as lower, click that and the download will starti don't see the download link on the page. dafuq
I completely agree about sound and how it creates atmosphere, and this applies to any game, by the way. Regarding the difficulties you described, I think 80% of what you describe is largely a matter of the game/novel creator's taste. Nothing prevents them from making a simple browser game with just 10 images that would be quite enjoyable, but it's still rare. The biggest disappointment in games with BE elements, in my opinion, is either the temporary BE effect itself, or just a small animation that then disappearsWell, I haven't chimed in for a while so I'll give a bit of a status update for everything I've got my eye on.
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If you don't care for AI stuff, don't feel obligated to check it. I'm only posting cause the river is totally fucking barren and even a drop of water is enough to give hope at this point.
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Again, if AI stuff is a total no-go, those interested need-not disappoint themselves.
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Anyone got Patreon content cracked on this one?>Maze of Ambition
It's a web game, so I think that would be pretty challenging. I haven't seen it anywhere. I've paid for access after a couple of large updates to Pearl and it's alright, but frankly I usually end up playing The Buxom in Slay the Spire if I'm in that mood.Anyone got Patreon content cracked on this one?
And Cabin in the Lake made that work in large because the developer made tradeoffs, such as each individual run of the game being quite short by typical VN standards. This short, high replayability model is what enables the game to have so many moving parts.Edit: Sorry for wall of text.
I have spoken to some creators of BE visual novels and many of them say its just so much work to account for every change in a character portrait when you make a decision for one person to have BE while another doesn't. you have to account for all the dialogue paths and update your code to be aware of multiple instances where the portraits may be different.
If this is the outlook of developers who make 2d art and shy away from BE due to the extra work it may account for:
To this I say, you can cut a lot of the headache out by making the options locked in, or linear. what I mean is give the player a path to choose near the beginning that goes linear, any future branching paths will be set, but you do not need to retroactively go back to past parts of the story to account for changes if that size is never shown earlier.
So many times in a game (like a japanese VN) do they have a BE sequence but its only temporary, or as an epilogue, and I think its because they see it as too much work. I also think that's why so many japanese devs still use RPG maker because its easier to program for different portrait sizes with the framework.
An example of what I mean. Here's a game in the VNDB That says this game has BE in it, but its only for one scene and then goes away afterwards.You must be registered to see the links
I think many creators get a bit too ambitious with their stories, and never having cut their teeth on smaller projects before, they get overwhelmed, and tap out early, or try to find an easier way to do it. then that usually involves all the old stuff being scrapped.
For example: you could have a story where you commit to a heroine early on and are stuck with that path. any future branching path would be to make them bigger or stay the same.
Another could be you want multiple heroines at the same time to grow, now that path is locked in.
However if you do a path where you pick one, grow them, then decide to change your focus to someone else in a BE story, you add a moving part that becomes harder and harder to account for, the more you progress in development. I tip my hat to the cabin by the lake dev because he's made a ton of moving parts that require going back and making checks for all levels of corruption. But if you find it unrealistic because of this, you have to know there are ways to make the experience simpler with BE.
Edit: Sorry for wall of text.
I have spoken to some creators of BE visual novels and many of them say its just so much work to account for every change in a character portrait when you make a decision for one person to have BE while another doesn't. you have to account for all the dialogue paths and update your code to be aware of multiple instances where the portraits may be different.
If this is the outlook of developers who make 2d art and shy away from BE due to the extra work it may account for:
To this I say, you can cut a lot of the headache out by making the options locked in, or linear. what I mean is give the player a path to choose near the beginning that goes linear, any future branching paths will be set, but you do not need to retroactively go back to past parts of the story to account for changes if that size is never shown earlier.
So many times in a game (like a japanese VN) do they have a BE sequence but its only temporary, or as an epilogue, and I think its because they see it as too much work. I also think that's why so many japanese devs still use RPG maker because its easier to program for different portrait sizes with the framework.
An example of what I mean. Here's a game in the VNDB That says this game has BE in it, but its only for one scene and then goes away afterwards.You must be registered to see the links
I think many creators get a bit too ambitious with their stories, and never having cut their teeth on smaller projects before, they get overwhelmed, and tap out early, or try to find an easier way to do it. then that usually involves all the old stuff being scrapped.
For example: you could have a story where you commit to a heroine early on and are stuck with that path. any future branching path would be to make them bigger or stay the same.
Another could be you want multiple heroines at the same time to grow, now that path is locked in.
However if you do a path where you pick one, grow them, then decide to change your focus to someone else in a BE story, you add a moving part that becomes harder and harder to account for, the more you progress in development. I tip my hat to the cabin by the lake dev because he's made a ton of moving parts that require going back and making checks for all levels of corruption. But if you find it unrealistic because of this, you have to know there are ways to make the experience simpler with BE.
does anyone know if there is a translated version of this game?My main concern with this, especially in the context of Japanese visual novels, is that titles from circles like SQUEEZ or Milk Factory often prioritize an enormous number of costumes for each heroine. Milk Factory/SQUEEZ at one point specialized in breast expansion but very rarely created CGs for it. I genuinely feel you could sacrifice even half of those costumes if it meant reinvesting that time and budget into proper BE alternates.
Even a title like Tsuribaka ends up with only one or two BE CGs, despite treating growth as a reward for paying attention to a smaller-chested character. The only game I’ve seen fully commit to the concept, at least from my own perspective, is Milk Island Musume. There, you can clearly see a paper-doll style implementation, where different faces can be combined with different bodies.
View attachment 5486476 View attachment 5486477
That said, having an artist who can design modular paper-doll assets and a programmer who can support that systemically is a significant demand on resources, even for a studio on the level of Milk Factory. I’ve never hidden that my own game draws heavily from both the Milk Factory titles and Milk Island Musume, and I’ve tried to reflect that in how the story and artwork are structured. Actually doing that in practice, though, requires a great deal of coordination, planning, and follow-through across both art and code.
My main concern with this, especially in the context of Japanese visual novels, is that titles from circles like SQUEEZ or Milk Factory often prioritize an enormous number of costumes for each heroine. Milk Factory/SQUEEZ at one point specialized in breast expansion but very rarely created CGs for it. I genuinely feel you could sacrifice even half of those costumes if it meant reinvesting that time and budget into proper BE alternates.
Even a title like Tsuribaka ends up with only one or two BE CGs, despite treating growth as a reward for paying attention to a smaller-chested character. The only game I’ve seen fully commit to the concept, at least from my own perspective, is Milk Island Musume. There, you can clearly see a paper-doll style implementation, where different faces can be combined with different bodies.
View attachment 5486476 View attachment 5486477
That said, having an artist who can design modular paper-doll assets and a programmer who can support that systemically is a significant demand on resources, even for a studio on the level of Milk Factory. I’ve never hidden that my own game draws heavily from both the Milk Factory titles and Milk Island Musume, and I’ve tried to reflect that in how the story and artwork are structured. Actually doing that in practice, though, requires a great deal of coordination, planning, and follow-through across both art and code.