Christ, you thought they would've done that when they FIRST added essence. Fucking basic game design.Changleog said:v0.761
- Added: Essence requirements in the barn UI
- Added: New dialogue for Emissary that explains Essence
BOTN has been in development for 3x longer. In the past 3 years alone we've only really seen a revamp of the world progression, addition of 1 species (rabbits), and integration of sex toys. The main strength this game has is the in depth character editor, which hilariously is locked behind a paywall.Really sad, I was looking something similar so I tried wicked island but omg... that thing is full of bugs, unplayable "building" system, you get stuck anywhere and for any reason, the monster are ugly and so on... what I mean is if you compare both games this one is not that bad...
TL;DR: Essence levels are what determine the rarity of wild nephelym.Maybe a noob question at this point but since I haven't given basically two fucks about any progression related thingys, I hate to ask but.... What exactly the whole Essence stuff does? XD
So what I'm taking is that he took the already grindy as hell system of the World Level and made it astronomically grindier on newer aspects u didn't had to deal with before? D:TL;DR: Essence levels are what determine the rarity of wild nephelym.
The essence system is the replacement for the world level system. Going off of memory, when the nephelym rarity was introduced he also made every race have a "level" that would determine the spawn rate of the various rarities added. It had a few changes from its initial inception but initially, in order to progress you would have to release captured or bred nephelym out into the wild which would add points to that races level which would then eventually level it up. It was grindy and unclear at first but then he raised the "experience" needed to level but also increased the experience payout to offset that along with getting a bigger bonus for releasing pregnant, high level females.
Then he separated all the genders (male/female/futa) into their own separate experience pools and made it have comparatively less effect on higher rarity spawns and also removed the release requirement, instead opting into a system where you have to jump through specific hoops to "level up" a races essence such has having specific traits on specific races.
I haven't played the latest update but going off of the patch notes it looks to still be the same, just less vague.
It's kind of his M.O. to make things more time consuming without making it interesting, probably a consequence of him not actually playing games. In his defense I will say that this system is more interesting than what came before and I can understand why he went in this direction to make breeding more involved, it's a step in the right direction in my opinion. However I can't say the same for how portals, breeding, and gates work right now.So what I'm taking is that he took the already grindy as hell system of the World Level and made it astronomically grindier on newer aspects u didn't had to deal with before? D:
Why would someone who doesn’t play games ever decide to become a solo dev?a consequence of him not actually playing games
I don't know but the pessimist in me wants to say he's doing it for the money. He's stated a few times on discord that while he doesn't play games he does like dark souls and wants to deliver the lore in this game in a similar fashion. When I found this out, all the odd decisions he has made over the years finally began to add up. I still think that if he listens to his patrons (assuming they don't just blindly agree with every decision) he can turn it around even if he doesn't see the logic in some concessions like making portals available to be unlocked from the start.Why would someone who doesn’t play games ever decide to become a solo dev?
Like, I can understand someone studying modelling or something and joining a team just because it’s a business with lots of opportunity at the moment, without having any real passion for games; but how does one decide to start developing a game on their own via Patreon and the like without being first a passionate gamer himself?
Lets be honest, it is 100% for the money. A minor update with things that should have been added in the initial UI update and it all took what? 6 months? If the guy wanted to deliver lore like a Souls game then why not have more lore and items with lore descriptions? Why don't characters talk about the world aside from "We really horny ;P"? Hell. Why not make the gameplay more like Dark Souls if the only games he likes are DS? Defeat a wild Neph in combat then dominate it in order to bring it back to the ranch?I don't know but the pessimist in me wants to say he's doing it for the money.
He picks apart what he likes from his limited experience with actually playing games to include in what his take on the monster breeding genre is. So what we get is something trying to be a monster breeder but without interesting breeding mechanics/gameplay, with lore that's light-hearted and goofy but intended to be delivered in a vague and not entirely spelled out fashion. Everything makes more sense when you understand that he's a modeller trying to self-learn game development and doesn't play video games.Lets be honest, it is 100% for the money. A minor update with things that should have been added in the initial UI update and it all took what? 6 months? If the guy wanted to deliver lore like a Souls game then why not have more lore and items with lore descriptions? Why don't characters talk about the world aside from "We really horny ;P"? Hell. Why not make the gameplay more like Dark Souls if the only games he likes are DS? Defeat a wild Neph in combat then dominate it in order to bring it back to the ranch?
There is being a pessimist and there is being a realist observing trends in these types of games.
Right you are there. I experimented with WI and it is far from ready. The Animations / Alignments are not great and you can list issues within 5 minutes of game play. While it is promising. BotN has a bit more time and polish to it. Ultimately at the end of the day making games is hard, as a solo dev even harder. Really would like to see their work flows and how they do their solo dev journey.Really sad, I was looking something similar so I tried wicked island but omg... that thing is full of bugs, unplayable "building" system, you get stuck anywhere and for any reason, the monster are ugly and so on... what I mean is if you compare both games this one is not that bad...