At present, the game's potential seems enormous, and if the developers can keep up with frequent updates, I believe it will surely succeed.
i hope soAt present, the game's potential seems enormous, and if the developers can keep up with frequent updates, I believe it will surely succeed.
Epadder, who has worked a great deal in Ren'Py and other similar engines, said Godot was the best choice for trying to incorporate the level of control and elements we want to add in. So his word is basically law about that stuff, and I trust him with my game dev life in that regard.Is there a reason the devs are using Godot instead of Renpy? What was the thinking behind that choice? Because you're potentially adding months of unnecessary work if you don't have a specific reason to use a full game engine
For clarification on this on my end, what exactly is flag searching? Thanks!As long as it doesn't become as insufferable and inconsistent with "combat" and flag searching as the other one was.
That one pissed me off so much I wrote an essay.
I think they meant looking for clues on what to do next. The other guy could mean it differently, but when I think of flag searching, I think of games that are sometimes excessively stuffed full of moments where you have to puzzle out what to do next. I can think of a few games (Mall Creeps, Another Chance) where you could find yourself having to find a breathtakingly specific set of actions just to move forward onto the next event. Lots of backtracking, finding items in different rooms and combining them, etc... I find those games fun, but sometimes when you are just trying to get to the next sexy scene or story event, spending 40 minutes trying to find the "flag triggers", items, or actions that'll let you progress forward will kill the mood a bit.For clarification on this on my end, what exactly is flag searching? Thanks!
It's just a thing a lot of sandbox games do where you end up using up daily action caps going back and forth between screens/maps/locations to talk to NPCs trying to find something to trigger or to raise arbitrary numbers so a switch flips and suddenly a character wants to talk. Some argue it's a form of padding, I think it makes the sandbox moot since the content is linear most of the time anyway.For clarification on this on my end, what exactly is flag searching? Thanks!
Close, I don't mind backtracking or exploring if it's a game with engaging mechanics, movement, or combat, like a Metroidvania or something like that, but in a VN jumping between screens wasting my time so a character talks to me is insufferable. Sandbox VNs will have specific days actions or dialogue triggers and that's fine if you're given a schedule and the ability to do something interesting between events but most don't.I think they meant looking for clues on what to do next. The other guy could mean it differently, but when I think of flag searching, I think of games that are sometimes excessively stuffed full of moments where you have to puzzle out what to do next. I can think of a few games (Mall Creeps, Another Chance) where you could find yourself having to find a breathtakingly specific set of actions just to move forward onto the next event. Lots of backtracking, finding items in different rooms and combining them, etc... I find those games fun, but sometimes when you are just trying to get to the next sexy scene or story event, spending 40 minutes trying to find the "flag triggers", items, or actions that'll let you progress forward will kill the mood a bit.
I'm just going to guess this is part of the general performance issues, which I've been working to solve since we last spoke.Game crashed out of nowhere while I was playing
It's the scene after Danny ends talking with Jazz and will go up to his room I assume, it just crashes the game, when normally these kind of warning screens from Windows ask if you want close the application, it took the initiative and close it for me this time
I'll keep this in mind... honestly when the quest log is fully functional this shouldn't be an issue. What I might do is an options toggle for the quest hints, that when turned on will add a 'hint' button that will then display in plain language what is needed to fulfill a quest step. So if someone is lost or really just needs a helping hand... then it's there to be used. My hope of course is that no one will need it... but rather have it there just in case.It's just a thing a lot of sandbox games do where you end up using up daily action caps going back and forth between screens/maps/locations to talk to NPCs trying to find something to trigger or to raise arbitrary numbers so a switch flips and suddenly a character wants to talk. Some argue it's a form of padding, I think it makes the sandbox moot since the content is linear most of the time anyway.
Close, I don't mind backtracking or exploring if it's a game with engaging mechanics, movement, or combat, like a Metroidvania or something like that, but in a VN jumping between screens wasting my time so a character talks to me is insufferable. Sandbox VNs will have specific days actions or dialogue triggers and that's fine if you're given a schedule and the ability to do something interesting between events but most don't.
This seems unlikely... even if it is possible I doubt you'll have a good experience.How?
Fair. Just been excited, sad waitingI love when I don't get notifications on threads I'm watching... *sigh*
I'm just going to guess this is part of the general performance issues, which I've been working to solve since we last spoke.
I'll keep this in mind... honestly when the quest log is fully functional this shouldn't be an issue. What I might do is an options toggle for the quest hints, that when turned on will add a 'hint' button that will then display in plain language what is needed to fulfill a quest step. So if someone is lost or really just needs a helping hand... then it's there to be used. My hope of course is that no one will need it... but rather have it there just in case.
This seems unlikely... even if it is possible I doubt you'll have a good experience.
Probably here would be best honestlyShould I post things like links to the update posts here on this forum, or on the game "Discussion" forum?
Post here!... Please lolShould I post things like links to the update posts here on this forum, or on the game "Discussion" forum?
Here for updates, game Discussion forum for the fun stuff, like "behind the scenes" or the making of... Both forums for stuff like links to votes and surveys, if any. I know some do that partway through to see what character players liked the most, or what part of the game was the best, or what kind of scenes they'd like to see next.Should I post things like links to the update posts here on this forum, or on the game "Discussion" forum?
Why does this need two threads anyway?Should I post things like links to the update posts here on this forum, or on the game "Discussion" forum?
It started out as just the discussion page before the game itself properly existed, as a way of getting people interested and hyped.Why does this need two threads anyway?