She's a she not a he and I like the art style. It's improved too now that she actually has a tablet instead of using a mouse to draw. She's been overhauling some designs since then.when he was making this game what was he thinking ..... with all this ugly looking things
Books you can buy and read in the town shopping mall and XXX shop.Also, does anyone know how to effectively raise MC's stats?
You can also just use the online save editor a few times to tiptoe up to the edge of any thresholds. Or use the cheat system already built into the game.I stumbled upon a snowy mountain area blocked by arguing lagomorphs (past Mu Nuan's house). Will they ever move away? Do I have to complete a particular quest?
Also, does anyone know how to effectively raise MC's stats?
The dev wanted to make something like lewd Harvest Moon and that's basically her vision. I think the maps add texture to the game that I enjoy and I've enjoyed some complex Ren'py games but they have none of that aspect of poking around finding stuff that I like. Of course, different people will enjoy different things in games.I honestly feel like the map exploration is adding unnecessary complexity to the game. Just a thought I was having.
Something like this is better suited for ren'py at the moment. I get that the developers behind it want to have ranching/farming, cooking, needs management, but all that could be streamlined. The core aspects of the gameplay don't exactly need player movement or map exploration to work and could be better presented with writing and images, unlock flags for more options to travel in a given location and whatnot. Rewind is a good example that ren'py can still over complexity. And python has more world wide support than java-ruby, the backbones of the respective systems.
The writing and the artwork seem to get done well in advance, it's implementation into the map system that is gobbling up time and slowing the pace down.
The issue is, if you have a game that is nearing a ten year project... and you don't even have complete sex scenes for the core love interests... how exactly are you going to get to the part where you cook for your family, care for your babies, have a reason to raise money and engage with those systems? Neko is obviously putting in the effort. She needs more help for implementing or an easier to implement in engine so that she can do it herself.The dev wanted to make something like lewd Harvest Moon and that's basically her vision. I think the maps add texture to the game that I enjoy and I've enjoyed some complex Ren'py games but they have none of that aspect of poking around finding stuff that I like. Of course, different people will enjoy different things in games.
Honestly the choice of game engine is far less important from a development standpoint than people make it out to be. And I say this as someone who has been developing software for over 20 years now.The issue is, if you have a game that is nearing a ten year project... and you don't even have complete sex scenes for the core love interests... how exactly are you going to get to the part where you cook for your family, care for your babies, have a reason to raise money and engage with those systems? Neko is obviously putting in the effort. She needs more help for implementing or an easier to implement in engine so that she can do it herself.
Honestly the choice of game engine is far less important from a development standpoint than people make it out to be. And I say this as someone who has been developing software for over 20 years now.
Sure you wouldn't want to develop a 3D MMORPG shooter in RPGMaker or something equally silly like that. But assuming you pick one that is remotely within your general set of requirements game engines are ultimately just software frameworks like any other. Which is to say they are all more or less interchangeable.
And unless you are starting from absolute scratch as a developer you will get a lot more work done using an engine that you are familiar and proficient in and that you can work with comfortably than one that is maybe 5% more optimized for what ever it is you are doing on paper but which you are unfamiliar with.
This by the way is also why games switching engine mid development is a huge red flag for the project. As a software engineer when I see that I know that the whole thing is rotten to the core because they are either throwing out all the accumulated skills and experience of the dev team or they didn't have any to begin with.