- Sep 8, 2018
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Yet this one has all the hallmarks:
Stats to grind for both MC and LI. An Inbox. A Map.
Yet this one has all the hallmarks:
Ah, I get the misunderstanding now. It's not a point grind, those are stats that lead you to different paths. Alignment, not a run to max each one.Yet this one has all the hallmarks:
Stats to grind for both MC and LI. An Inbox. A Map.
You know what, looking back at the interface, I realized that it's a lot easier to replace all of these points with just:Yet this one has all the hallmarks:
Stats to grind for both MC and LI. An Inbox. A Map.
It's all 3 things combined that leave a sour taste in the mouth.Re: Inbox/Map, I don't see how freeroam to initiate quests and additional chats with characters are grindy, though, I must say, inbox system requires a lot of effort to make (because of different responses and variations), I might leave it for later. This one was inspired by chats in Being a Dik.
Pretty much a taste thing, yep. Thanks for interacting with the thread in any case xDIt's all 3 things combined that leave a sour taste in the mouth.
You seem nice and with hearth in it, like my favorite Dev here recreation, so I probably will give it a try in the next version but I doubt I will change my mind. And hey, I know your job isn't to please everyone, so no pressure.
It's just a constant of life that Sandbox, like Open World in real games, is grindy as fuck. Same goes for that nobody can write a good and believeable NTR story.
My biggest problem with it is that it's almost exclusivly achieved by having the MC being an idiot/loser and the LI being innocent but also being "pushed" by the idiot MC. Well, I know it's the original trope from Japan... But if you look iRL, most women just can't keep their legs closed, no matter how one does behave.I wouldn't intentionally play NTR (maybe read sometimes), but I love cheating/netori games, or when the option presents itself..
That's rule 1b. Rule 1a is: stay true to your vision and don't include stuff you personally dislike1) Be receptive to feedback, adapt, create awesome games that people like
I think with NTR it's an approach "wow, this dude has it much worse than me, I work 12-hour days, but hey, at least I ain't getting cucked"My biggest problem with it is that it's almost exclusivly achieved by having the MC being an idiot/loser and the LI being innocent but also being "pushed" by the idiot MC. Well, I know it's the original trope from Japan... But if you look iRL, most women just can't keep their legs closed, no matter how one does behave.
But hey, I'm getting off topic so...
True, and it's generally good for motivation to mix up some development. Otherwise, you kind of just write, write, write, write... Makes it a bit more challenging I guess, and in most cases, I don't think interactivity is a bad thing. I feel like an average casual Steam user might prefer it too.That's rule 1b. Rule 1a is: stay true to your vision and don't include stuff you personally dislike
*laughs in german*pleaseYou must be registered to see the links
Half-Austrian here, so trust me, I'm well-versed in the art of dodging those wacky restrictions. No wonder some of y'all are channeling your inner Jack Sparrow with pirate hats and getting fancy with wooden legs. Can't blame ya. ☠*laughs in german*
Take one guess why I Jack Sparrow porn novels.
It's a demo, not much to say on this one, it happens later in the full-game, and a little differently from this version. You willl understand what's actually going on by that point.Not a fan of the locked choices for the sanctum. It's too early for 5 possible choices to restrict freedom to choose the mc's intentions, when the alignments aren't even clear yet. Later maybe, but not on day zero.
Oops, will check where the error is from.There's a bug where using powers in the base(run to library) shows the opposite scene.
No, the idea is playing all paths, but the sequence and decisions within each path have outcomes on other paths.Hope the game doesn't branch into 3 exclusive paths at the end. It'd be nice to be involved with all 3 factions, slowly deciding alignment over multiple decisions.
I talked about it in a couple of responses above, I will be changing the stats system a little to be more alignment based and less of a number swarm.Finally, with the morality being split into 3 variables rather than a single slider with high, low & zero, hope there's content consideration for moderate path players (2:3:4 vs 0:9:0 distribution of points)
Thanks! I think the system how I want everything to be happening is more or less decided. While there are redemption/corruption/anarchy as core stats, there are many alignments, including the 'lone wolf' what you refer to in the message.Anyway game looks nice, visually & storywise. Hope there's selfish/ambition end/route where you don't follow any factions & try to become the ruler of the world yourself.
Those numbers don't matter in absolutes, they only matter relative to each other, which one is largest, medium, smallest. That's why I am removing them from the interface and replacing with a little more easier on the eye info.Oh, & I hope you keep the numbers for the girls & mc. Be annoying to have to use the console for that. Helpful for keeping track of past choices & current overall situation of everybody.
While I can understand this sentiment, you also want to make sure that the story makes sense. For example, picking a choice that majorly helps one side or is something that an enemy faction is extremely against, and then in the next scene being buddy buddy with the opposing faction wouldn't really make any sense. As you make actions people in the world should react to those actions, both closing and opening different paths with various groups, people etc.Hope the game doesn't branch into 3 exclusive paths at the end. It'd be nice to be involved with all 3 factions, slowly deciding alignment over multiple decisions.
Well, there's a anarchy >3 check in the mafia event, but that's just alternate dialogue I guess. I can kinda see how it'd work from the sanctum event.Those numbers don't matter in absolutes, they only matter relative to each other, which one is largest, medium, smallest. That's why I am removing them from the interface and replacing with a little more easier on the eye info.
On the full character page (when you click to select an interaction) - still considering what to do.
I was thinking more like cooperate with all sides, build followers loyal to mc over the faction on all sides, then use that group consisting of your followers to establish a new faction based on mc's rule that treats everyone equally unfairly(based on alignment).While there are redemption/corruption/anarchy as core stats, there are many alignments, including the 'lone wolf' what you refer to in the message.
What I meant by "slowly deciding alignment over multiple decisions."While I can understand this sentiment, you also want to make sure that the story makes sense. For example, picking a choice that majorly helps one side or is something that an enemy faction is extremely against, and then in the next scene being buddy buddy with the opposing faction wouldn't really make any sense. As you make actions people in the world should react to those actions, both closing and opening different paths with various groups, people etc.
Yep, JoiPlay support is built-in, I believe. The demo build didn't include the Android version (because there were certain things I had to make work specifically for mobile, and ran out of time during the Demo) - but all new builds will.Would it be possible for me to use joiplay to play the game?
Thanks, this thing will be getting muc bigger soon!This sounds like a really interesting project.
Yeah, so i think the final concept is the following "Elysium-esque":Well, there's a anarchy >3 check in the mafia event, but that's just alternate dialogue I guess. I can kinda see how it'd work from the sanctum event.
That's explained a bit above, but you will also have stuatus screens that show how your past choices affected girls/word, etc. It is kinda functioning already in the version I'm preparingWhat I meant was that it helps you track past choices. 2 corruption shows I chose to atk then blackmail the fire girl. Helpful in a game with multiple girls & released in pieces(updates).
That will all be present in the stat screens. I want the pregnancy in the world to be a huge deal, because it's essentially illegal in the world to breed chimeras (resulting from human x chimera or human x human of different bloodlines) - so I want to have interesting outcomes there, some will be very dark.Ofc you could put a summary of past choices in the profile(full character page).
Like for Sam: I chose to exploit my authority during my 1st meeting with her (corruption+1) (Btw why no preg variable for Sam? )
Yeah, those pages I shared are mostly mid-design wireframes, they are supposed to pop and give you a quick overview of everything. I focused on finishing/redoing Characters page, which is done now, I like the new structure & looks.More work but better.
So the numbers serve as a history of what you did with each girl throughout the story.
As for the alignments on the main page, you could make them glow? Like the largest is glowing on the left, the medium is not glowing in the middle & the smallest is dim on the right.
Like: Alignment: Corrupt - Redeem - Anarchy.
Be cool looking & apparent at a glance.
Part of sandbox / faction alignment mechanic. In development. A glimpse will be available in the next release cooperating with different factions in different ways - and a lot more will be available in version 3 as I will transition on making the factions + character interactions the focus of how the story progresses.I was thinking more like cooperate with all sides, build followers loyal to mc over the faction on all sides, then use that group consisting of your followers to establish a new faction based on mc's rule that treats everyone equally unfairly(based on alignment).
Wonder if it qualifies as lone wolf if you are establishing your own faction to rule the world
Lol, you captured the focus pretty well.For this game specifically the early game should have independent quests to build rapport with the factions & possibly introduce new characters. Mid game onwards should have intertwined quests where different factions want different outcomes for the same issue. Multiple such quests would slowly decide your alignment. Even an option to choose your own path. Like if for 2 quests the Ink/Rebel want you to protect/kill a character, you could protect both, choosing each side equally, but more importantly, by choosing to always not kill, people remember it: (you didn't kill her so we aren't happy, but you didn't kill [our character] either, so we cannot be mad at your moral stance)
Given the spirit girl's dialogue about the mc, the mc's importance gives some leeway storywise for factions to be more forgiving with his choices since they 'need' him.
Anyway such continuity issues are more of an inherent consideration. A good dev will(should) automatically take it into consideration, which is why I didn't expand on it.
Which is why I was surprised Sam scene didn't have a pregnancy variable. Since choosing to cum inside was a decision that seemed important from the dialogue, both previous & with Sam. Even a inside/outside flag wasn't present(iirc). You'd think every creampie would be flagged given how significant it is lorewise.I want the pregnancy in the world to be a huge deal, because it's essentially illegal in the world to breed chimeras (resulting from human x chimera or human x human of different bloodlines) - so I want to have interesting outcomes there, some will be very dark.
Sounds greatYeah, so i think the final concept is the following "Elysium-esque":
1) The choices will NOT be locked UNLESS you have done something irreversible like killing a character, etc., which locks you from a path
2) Within the DIALOGUES, you will have occassional different options pop up (I call them status checks) - where you get slightly different lines depending on your playthroughs and choice, which I hopes adds some additional flavor and variability.
Concept & gameplay looks solid based on the demo & your replies. As long as the sandbox is minimalist & streamlined, this should take off. Just my personal view ofc.End game +: more in season 2! (helps me make it financially viable and ensure continuity if the game is well received)