Would it be possible for me to use joiplay to play the game?
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.
This sounds like a really interesting project.
Thanks, this thing will be getting muc bigger soon!
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Here we go for another big one xD
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.
Yeah, so i think the final concept is the following "Elysium-esque":
1) The choices will NOT be lucked 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.
What 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'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 preparing
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?
)
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.
Oh, and also, looking back at Sam's sex scene - I am now realizing it is
not great. I learned how to make them a lot better from the demo release, so stay tuned!
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.
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.
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
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.
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.
Lol, you captured the focus pretty well.
Early game: experience all factions (there are more than 3: government, inquisition, mafia, rebels, [2 more secret ones] - lots of ideas, but oviously, I need to be mindful of the scope) + side character interactions
--> decisions within factions influence how factions perceive you.
Mid game: select a favorable faction [the way this happens is still tbd]
End game: climax + finishing all side character interactions
End game +: more in season 2! (helps me make it financially viable and ensure continuity if the game is well received)