- May 1, 2020
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I will write it in this message before responding to all new comments - I've received a couple of messages from people that this game confuses them because it doesn't seem like things are decided yet - well, that's the whole point of this forum, to get people to play stuff, feedback (like maaaany in this thread), and help make decisions that I will take to the full game and marketplaces - sooo, if this confuses you, wait for the full game
Or at least an early release I plan for November.
Wall of Text #1 - since a couple of other people gave detailed feedback too.
I clicked to respond to JohnF95zone message, and my browser broke because of the message size! Thanks for the feedback! I will cut down your quotes to keep this message sane size:
1) Action scenes - fast paced
2) Interaction scenes - chill and story / convo focused (not a lot of those YET, but Outlaw Bar and Library KINDA gives a glimpse how this should work + sandbox interactions)
3) Sex scenes - duh
Finding proper balance between all of them will be very important
I need to figure out better ways to track down this stuff as things scale -_-
I should've made it more obvious that the purpose of this build was mostly sandbox testing + new scenes, and everything will be aligned later... My bad - that's what happens when you rush, but I really needed to get Sandbox feedback, which most seem to accept.
And for Jasmin stuff - AHHHHHH, why am I always messing up the labels??? I need to organize this stuff better xD
b. point - this is, like, the least overwhelming I could make it xD I'm still trying to tone it down a little, but at the same time, I like details in my worlds... even if other people might not care much...
Map - Obviously, there will be more and more locations available simultaneously once you progress, go for factions, etc. That one was tough to avoid bugs in.
2. Quick Menu - I figured it's better to have it that not... Maybe will add an option to add/remove in options
3. That part has been a little difficult, still trying to make this work, but the letters stop looking lean at some points.. will be fully proper in the next one.
4. Those buttons are not quick to make... and the most difficult part is that I have written my own choice system to make it work, and it's a bit more difficult to use than your standard stuff. I like it too, I will figure out next build how to balance things out, or just redo everything as horizontal boxes.
2. I don't like single villain approach, Morgana will be one of the factions. What you've written makes sense and relates to the point 1. However, there is also case that is a bit more... specific to being a new dev. Which is - overexpose to see what the new game has in store to get the players excited. I think making the exposition shorter might help it... I get your point, though.
3. That whole language thing I need to iron out - damn time, including accents for different characters. Chim is supposed to be a slur, but as I am writing this message, I realize I both forgot to introduce it, and forgot to use it...
4. Sooo, as of right now, whenever you see choices, on the back end, they always influence either alignment or faction points, which in turn influences certain behaviors toward you.
I see your point about alignments, that was actually a motivator in point 1. to add those choices at the start.
To your point of the value of each alignment (redemption/corruption/anarchy), I think it will become a bit clearer in v2.0. I was thinking about it, and I think the preferred approach is that all factions fit into 1 of those 3 boxes. Therefore, by making alignment choices, you align (drink a shot every time I write align) toward the graces/hate of different factions. This allows me to connect the two systems. Something like this. I think once the STATS screen is done (didn't finish the stuff on the right) - it will be clearer, I've only recently finished brainstorming it.
2. You make a good point... Overall - I pointed it out above - but I will be doing a big revamp of all post-battlefield scenes. This includes adding a bit of humor, which to be honest, I was just too busy to integrate cause it's very different skill than storytelling xD
I want to be very careful with how I split the ACTION / INTERACTION / SEX scenes, so it will take some playing around to see what is a good balance, because I am wary of keeping people bored with lore dumps, so it kinda went in a direction of advancing things too fast.
Wall of Text #1 - since a couple of other people gave detailed feedback too.
I clicked to respond to JohnF95zone message, and my browser broke because of the message size! Thanks for the feedback! I will cut down your quotes to keep this message sane size:
There are three types of scenes:v0.1.5 review/feedback:
Overall, much more and better contents, features
and unfortunately bugs
as compared to the Demo. Personally, I still think the pacing is still fast, which I believe the original intention: fast paced high octane action pack, something like that, and Chimera: Bloodlines has some tricks up its sleeves to address and/or mitigate that.
1) Action scenes - fast paced
2) Interaction scenes - chill and story / convo focused (not a lot of those YET, but Outlaw Bar and Library KINDA gives a glimpse how this should work + sandbox interactions)
3) Sex scenes - duh
Finding proper balance between all of them will be very important
Overall - you caught the bugs correctly, some of those are me rushing to finish and using variables incorrectly, some are story elements, which I ran out of time to fix (like the story about Silver + not knowing Saya, etc.)Bugs........
I need to figure out better ways to track down this stuff as things scale -_-
I should've made it more obvious that the purpose of this build was mostly sandbox testing + new scenes, and everything will be aligned later... My bad - that's what happens when you rush, but I really needed to get Sandbox feedback, which most seem to accept.
And for Jasmin stuff - AHHHHHH, why am I always messing up the labels??? I need to organize this stuff better xD
ChimeraPad - I like how it turned out, except for all missing content and couple of elements I still didn't codeGameplay, Features, UI.......
b. point - this is, like, the least overwhelming I could make it xD I'm still trying to tone it down a little, but at the same time, I like details in my worlds... even if other people might not care much...
Map - Obviously, there will be more and more locations available simultaneously once you progress, go for factions, etc. That one was tough to avoid bugs in.
2. Quick Menu - I figured it's better to have it that not... Maybe will add an option to add/remove in options
3. That part has been a little difficult, still trying to make this work, but the letters stop looking lean at some points.. will be fully proper in the next one.
4. Those buttons are not quick to make... and the most difficult part is that I have written my own choice system to make it work, and it's a bit more difficult to use than your standard stuff. I like it too, I will figure out next build how to balance things out, or just redo everything as horizontal boxes.
1. I was afraid that the exposition was too long, and those choices added some alignment points to those characters which later give an additional dialogue option. I think I will cut down the text at the start - a lot.Worldbuilding, Storytelling......
2. I don't like single villain approach, Morgana will be one of the factions. What you've written makes sense and relates to the point 1. However, there is also case that is a bit more... specific to being a new dev. Which is - overexpose to see what the new game has in store to get the players excited. I think making the exposition shorter might help it... I get your point, though.
3. That whole language thing I need to iron out - damn time, including accents for different characters. Chim is supposed to be a slur, but as I am writing this message, I realize I both forgot to introduce it, and forgot to use it...
4. Sooo, as of right now, whenever you see choices, on the back end, they always influence either alignment or faction points, which in turn influences certain behaviors toward you.
I see your point about alignments, that was actually a motivator in point 1. to add those choices at the start.
To your point of the value of each alignment (redemption/corruption/anarchy), I think it will become a bit clearer in v2.0. I was thinking about it, and I think the preferred approach is that all factions fit into 1 of those 3 boxes. Therefore, by making alignment choices, you align (drink a shot every time I write align) toward the graces/hate of different factions. This allows me to connect the two systems. Something like this. I think once the STATS screen is done (didn't finish the stuff on the right) - it will be clearer, I've only recently finished brainstorming it.
1. Arrest will lead to her being placed in a trunk and driven to MC's as a prisoner, leading to other interactions xD She then can be either released and kept in the apartment, or continued to be kept in prison. I was hoping to get it done, but had too much damn work in August.Requests....
2. You make a good point... Overall - I pointed it out above - but I will be doing a big revamp of all post-battlefield scenes. This includes adding a bit of humor, which to be honest, I was just too busy to integrate cause it's very different skill than storytelling xD
No kidding, you basically wrote an entire analysis and bug report, which helps a lot!Man, that's a lot and takes a lot of time to compose too and I am sure that I forgot a few stuffs too. I wish that the contents weren't that big so that it is easier to give feedback. Okay, perhaps the contents weren't big but because of fast paced with too much information if feels like big...
I want to be very careful with how I split the ACTION / INTERACTION / SEX scenes, so it will take some playing around to see what is a good balance, because I am wary of keeping people bored with lore dumps, so it kinda went in a direction of advancing things too fast.
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