Creeping Death

dies in loneliness
Donor
Jan 28, 2018
2,307
15,485


Sneak Peek: Bullpen #1

You ain't ever milked a cow like this before.



-------------------





May '19 Patron Polls

Hello and welcome to another set of patron polls!

This month, we'll be polling on the topic of scene variation for Claire's Quest.

As players should know by now, Claire's Quest is a game with numerous branching options and scene variations, or even scene skips, depending on the type of 'build' you go for, and which of the four attributes you prioritize.

Currently, there is a mix of three approaches to the level design. I'll give examples:

1) SIMPLE (x2 OPTIONS):

Claire needs to buy a famous bottle of wine. She goes to a bar where it's sold, but the bartender is charging a very high price. Claire can intimidate him into giving it to her for free (if Defiance is 7 or higher), or seduce him into giving a discount (if Seduction is 5 or higher).

2) VARIED

(x4 OPTIONS): Claire needs to buy a famous bottle of wine. She goes to a bar where it's sold, but the bartender is charging a very high price. Claire can intimidate him into giving it to her for free (if Defiance is 7 or higher), or seduce him into giving a discount (if Seduction is 5 or higher), or steal it when he's not looking (if Intrigue is 7 or higher), or impress the bartender with her love of the finer things in life, causing him to give her the bottle in exchange for promising to attend a party he's hosting (if Depravity is 7 or higher).

3) COMPLEX

(x4 BRANCHING OPTIONS): Claire needs to buy a famous bottle of wine. She goes to a bar where it's sold, but the bartender is charging a very high price. Claire can...

... intimidate him into giving it to her for free (if Defiance is 7 or higher), but he reports her to the guardsmen who try to arrest her; she can trick the searching guardsman by acting innocent (if Seduction is 5 or higher), fight them off successfully (is Defiance is 14 or higher), or get arrested and thrown in jail (100 silvers for bail, or make an escape attempt if you have a lockpick and Intrigue of 5 or higher)

... seduce him into giving a discount (if Seduction is 5 or higher); if she passes the Seduction check, she can give him a quickie to have him give it to her for free (if Depravity is 7 or higher) rather than pay the discounted price.

... steal it when he's not looking (if Intrigue is 7 or higher); if the attempt is made without sufficient Intrigue, the guardsmen are alerted, and try to arrest her; she can trick the searching guardsman by acting innocent (if Seduction is 5 or higher), fight them off successfully (is Defiance is 14 or higher), or get arrested and thrown in jail (100 silvers for bail, or make an escape attempt if you have a lockpick and Intrigue of 5 or higher)

... or impress the bartender with her love of the finer things in life, causing him to promise her the bottle in exchange for attending a party he's hosting (if Depravity is 7 or higher). At the party, Claire realizes an orgy is about to occur, and either joins in automatically and happily (if Depravity is 10 or higher), or tries to run away and ends up imprisoned and toyed with at whim, with the bottle discarded on her person at the end of her ordeal; or, she fights back against her captors and butchers them (if Defiance is 14 or higher), and takes the bottle off their corpses.


While complex quests are always fun to design, keep in mind no matter how complex the quest is, there can only be one or two CG sets assigned to it, as due to the branching nature of the quests, there is a high chance of missing out on certain scenes depending on routes you take, which is counterproductive at times. It also means the more less-varied quests there are, the more scenes you can 'collect' across the game, at the cost of less gameplay and replay value.

These polls are to gauge your preferences, so please, vote away!
I prefer SIMPLE quests! (Large amount of quests, usually only 2 branching paths)

I prefer VARIED quests! (Average amount of quests, with at least 4 branching paths)

I prefer COMPLEX quests! (Small amount of quests, but with up to 12 branching paths per quest)
 
Last edited:

Dharak

Member
Jan 13, 2019
194
56
Would someone have the full save for v0.15.2? that's the only version I can play but I'm missing few scenes in my gallery. Thanks!
 

Tuong

Newbie
Feb 8, 2018
29
4


Sneak Peek: Bullpen #1

You ain't ever milked a cow like this before.



-------------------





May '19 Patron Polls

Hello and welcome to another set of patron polls!

This month, we'll be polling on the topic of scene variation for Claire's Quest.

As players should know by now, Claire's Quest is a game with numerous branching options and scene variations, or even scene skips, depending on the type of 'build' you go for, and which of the four attributes you prioritize.

Currently, there is a mix of three approaches to the level design. I'll give examples:

1) SIMPLE (x2 OPTIONS):

Claire needs to buy a famous bottle of wine. She goes to a bar where it's sold, but the bartender is charging a very high price. Claire can intimidate him into giving it to her for free (if Defiance is 7 or higher), or seduce him into giving a discount (if Seduction is 5 or higher).

2) VARIED

(x4 OPTIONS): Claire needs to buy a famous bottle of wine. She goes to a bar where it's sold, but the bartender is charging a very high price. Claire can intimidate him into giving it to her for free (if Defiance is 7 or higher), or seduce him into giving a discount (if Seduction is 5 or higher), or steal it when he's not looking (if Intrigue is 7 or higher), or impress the bartender with her love of the finer things in life, causing him to give her the bottle in exchange for promising to attend a party he's hosting (if Depravity is 7 or higher).

3) COMPLEX

(x4 BRANCHING OPTIONS): Claire needs to buy a famous bottle of wine. She goes to a bar where it's sold, but the bartender is charging a very high price. Claire can...

... intimidate him into giving it to her for free (if Defiance is 7 or higher), but he reports her to the guardsmen who try to arrest her; she can trick the searching guardsman by acting innocent (if Seduction is 5 or higher), fight them off successfully (is Defiance is 14 or higher), or get arrested and thrown in jail (100 silvers for bail, or make an escape attempt if you have a lockpick and Intrigue of 5 or higher)

... seduce him into giving a discount (if Seduction is 5 or higher); if she passes the Seduction check, she can give him a quickie to have him give it to her for free (if Depravity is 7 or higher) rather than pay the discounted price.

... steal it when he's not looking (if Intrigue is 7 or higher); if the attempt is made without sufficient Intrigue, the guardsmen are alerted, and try to arrest her; she can trick the searching guardsman by acting innocent (if Seduction is 5 or higher), fight them off successfully (is Defiance is 14 or higher), or get arrested and thrown in jail (100 silvers for bail, or make an escape attempt if you have a lockpick and Intrigue of 5 or higher)

... or impress the bartender with her love of the finer things in life, causing him to promise her the bottle in exchange for attending a party he's hosting (if Depravity is 7 or higher). At the party, Claire realizes an orgy is about to occur, and either joins in automatically and happily (if Depravity is 10 or higher), or tries to run away and ends up imprisoned and toyed with at whim, with the bottle discarded on her person at the end of her ordeal; or, she fights back against her captors and butchers them (if Defiance is 14 or higher), and takes the bottle off their corpses.


While complex quests are always fun to design, keep in mind no matter how complex the quest is, there can only be one or two CG sets assigned to it, as due to the branching nature of the quests, there is a high chance of missing out on certain scenes depending on routes you take, which is counterproductive at times. It also means the more less-varied quests there are, the more scenes you can 'collect' across the game, at the cost of less gameplay and replay value.

These polls are to gauge your preferences, so please, vote away!
I prefer SIMPLE quests! (Large amount of quests, usually only 2 branching paths)

I prefer VARIED quests! (Average amount of quests, with at least 4 branching paths)

I prefer COMPLEX quests! (Small amount of quests, but with up to 12 branching paths per quest)
Complex more fun cuz u kinda op with the cheat menu duh
 

Creeping Death

dies in loneliness
Donor
Jan 28, 2018
2,307
15,485


Blog(s) 139-144

Hello all, and welcome to another blog series! Heads up, though, this is gonna be a pretty long post detailing some of the work we've been doing!

First things first, the 0.10 series of Overgrown: Genesis is now publicly available, and mostly patched free of all issues! You can download the latest version via the release post, which can be found by searching under the "release" tag.

In the following 0.11 updates, Juno will be able to enter and traverse the University stage, where she'll need to gather clues as to the whereabouts of the missing Dr. Zara and Dr. Feinstein, all while running away from and fending off the advances of the inexorable Dryad, the final boss of the game who is totally immune to conventional damage, and can only be temporary staggered to allow Juno some breathing space.

Now, let's discuss the upcoming 0.17 update for Claire's Quest!



As mentioned previously, the 0.17 update for Claire's Quest is the last part of the overhaul, and focuses on bringing Rathpike up to date with the new graphics, UI, quest system, and much more. Compared to the lush greenery of Valos, Rathpike presents a stark contrast in the form of an arid, gritty landscape, plagued by sandstorms and harsh sea-winds.

Much of the graphics are well underway and we are presently focusing on getting the various quest markers and interactions polished up and ready for the release.

One thing we're experimenting with and hoping to bring more of into the game is interactive UI portraits. Currently, when you change your outfit, the UI portrait remains the same. However, we tested the interactivity by introducing a "drunken" Claire portrait that triggered whenever Claire was drunk. This proved quite popular, so we decided to implement more of it.



For instance, here, Claire is wearing the barmaid outfit, as part of the job requirements to work at a pub in Outer Valos.



After the 0.17 update, when you put on such outfits, the UI portrait will change to reflect the outfit Claire is currently wearing, and will persist until Claire takes the outfit off (in this case, when the job is over).

This interactive UI portrait reacts to all outfits - such as the bunnygirl, the Sister (Nun), and maidservant outfits.

Another thing we're thinking of introducing is a quest indicator system!



It's a pretty simple premise - a large, floating exclamation mark will appear over all quest-givers in the game, such as shown here with Sally in her restaurant. The quest indicator only appears for the first quest in the entry - for example, even though Sally gives more quests after the first, the indicator disappears as soon as you accept the first quest from here.

This is because from that point on, the quest is logged in the quest journal, and you can track the quest from there, and you've already been notified of the quest's existence itself.

The main purpose of this is to simply let players know where the quest-givers are. In the large, open-world environment of Claire's Quest, much of the feedback we've received is how the aimless exploration can detract from the experience. In similar open-world games, such as Witcher 3, there's always been some kind of indicator to show you the way - and so this is an approach we believe will benefit the game as a whole.

Next up, we have monsters!



A big part of Rathpike's gameplay revolves around monsters. Unlike Valos, which revolves more around aristocratic politics, supernatural phenomena, and wild beasts, Rathpike is a far more rugged and vicious place. Monsters are aplenty here, and they all act in different ways, and can be fought or even bartered with in different ways. For instance, manticores (as portrayed above) patrol a set zone, and do not stray from it.

Meanwhile, rockbeasts will chase Claire to the end of times.

And while both manticores and rockbeasts roam alone, dreadflies move in big swarms and can quickly overwhelm even the most well-prepared of players if they're not careful.

While many can be driven away temporarily with the Monster Repellents provided by Gypsies, provided Claire has specific items, or fulfilled certain requirements, she can slay these monsters, sneak away from them in plain sight, or even befriend some of them.



As of 0.17, Rathpike will be in the game, meaning travel between the Isles is possible. We've updated the travel system graphically, so whenever you trigger the travel option it brings up this beautiful interactive map.



This map's features are pretty simple, basically letting you select where you want to go, with some flavour text for inaccessible areas. It's really just a neat addition of artwork, letting you see the world of Claire's Quest in greater detail and giving you a sense of scale for everything.

Anyway, that's all for now! Stay tuned for more news, and I hope you're excited for the upcoming iteration of Claire's Quest!
 

DZE

Newbie
Jan 11, 2019
38
26
In Valos inner city go left and then south, you'll fnd some old man with a boat, pay him and he will lead you to the island housing the Temple.
 

Creeping Death

dies in loneliness
Donor
Jan 28, 2018
2,307
15,485


June '19 Polls

Hello patrons and welcome to a rather important set of patron polls!

For the last poll, we've had some interesting results that will influence our approach to the development of Claire's Quest.

In terms of quest design, a majority of 66% voted for varied quests that carry implications for all four attributes (Defiance, Depravity, Seduction, and Intrigue), over simple quests with only one or two attributes in play, and complex quests with branching paths of each attribute.

That being said, Claire's Quest is heavily reliant on attribute-influenced dialogue and puzzle-solving. While actions are possible, these are mainly expressed by text.

Thus, I have decided to add more flavour and advanced gameplay to Claire's Quest by giving Claire actionable abilities. Although Claire is not a character for the frontlines, as in she's not the heroic party leader taking down the demon lord in combat or anything, she's an effective behind-the-scenes character who influences decisions through means more akin to espionage and politics.

As such, patrons, I'd like to know what kind of actionable abilities you'd most like to see Claire exercise! An example of an existing actionable ability is lockpicking, which lets Claire pick locks after it's learnt (provided her Intrigue is high enough + a Lockpick is in her inventory).

You can vote multiple times, as Claire should logically get access to more than one of these abilities (and each ability runs off different attributes, circumstances, and items).

The choices are detailed below:

---

ALCHEMY
Claire can analyse parts salvaged from monsters, such as the detached tail-stinger of a Manticore. The analysis of these monstrous parts can lead to certain scenes (ie. a Manticore's venom is paralytic; Claire distills it, unaware of its potency, and ends up paralysed for hours; a couple of mischievous passersby might take advantage of her petrified state...)

To be willing to perform these experiments, Claire's Depravity must be high enough.

After successful analysis, the parts can be made into valuable items that can be sold for a profit, or used in other endeavors.

---

BREACH
When Claire is equipped with a Pickaxe, she can destroy natural obstacles and/or barricades, provided her level of Defiance is high enough. These obstacles and/or barricades may block the way to faster, less-convoluted routes to objectives, or simply hide valuables behind them.

---

ENTHRALL
A sorcerous ability that allows Claire to enthrall human characters, instilling in them an unbreakable compulsion to do her bidding. Success of his skill is reliant on Claire's Seduction.

---

SNEAK
Claire masters the art of blending into the shadows, becoming unseen in plain sight. The ensuing invisibility's effective duration depends on Claire's Intrigue.

---

SHAPESHIFT
Claire abandons her humanity, temporarily assuming a bestial form that terrifies and awes all who behold her, while simultaneously granting her the ability to to navigate wild or subterranean sub-routes that quicken her arrival towards key objectives.

Effective duration depends on Depravity; exceeding the effective duration causes Claire to lose herself to the beast within, resulting in a permanent gameover as she abandons all humanity and becomes unplayable.

---

ASSASSINATE
If Claire successfully sneaks up on somebody, she can initiate an assassination attempt, springing out of hiding and slitting their throat from the back. Success is dependent on Defiance. The resulting corpse will remain visible for all to see, unless Claire hides it by using up a special Body Bag item.

---

EMPATHY
Claire gains the ability to communicate with monsters and wild beasts on a deeply personal, subconscious level, completely negating their aggression towards her, as well as allowing her to communicate with them in special dialogue.

Success depends on her level of Seduction.
 
4.40 star(s) 113 Votes