Others Dark Dimensions: A Spiritual Successor [v0.07-8-13-25-Update_1] [Stray Dream Games]

4.70 star(s) 6 Votes

9to5wife

New Member
Oct 12, 2025
1
2
3
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
 

Morah SDG

Development Consultant & Revision's Supervisor
Game Developer
Feb 10, 2018
2,332
7,009
747
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
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.

1760298350004.png
 
  • Like
Reactions: Percipere0

Detective Cancer

Deep Cunt
Donor
Aug 28, 2018
2,098
4,363
501
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.
 

Morah SDG

Development Consultant & Revision's Supervisor
Game Developer
Feb 10, 2018
2,332
7,009
747
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.
For clarification on this on my end, what exactly is flag searching? Thanks!
 

dangreen969

Newbie
Aug 11, 2019
42
30
149
When I'm waiting for Sam to come over, my game freezes and doesn't move forward. Has anyone else encountered this problem, and if so, how can I fix it?
 

Percipere0

Member
Feb 17, 2024
125
187
88
For clarification on this on my end, what exactly is flag searching? Thanks!
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.
 

Detective Cancer

Deep Cunt
Donor
Aug 28, 2018
2,098
4,363
501
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.

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.
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.
 
Last edited:

Epadder

Programmer
Game Developer
Oct 25, 2016
583
1,106
302
I love when I don't get notifications on threads I'm watching... *sigh*
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'm just going to guess this is part of the general performance issues, which I've been working to solve since we last spoke.
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.
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.
 

charleshgrayson

New Member
Feb 1, 2024
8
2
13
I 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.
Fair. Just been excited, sad waiting :(
 

Percipere0

Member
Feb 17, 2024
125
187
88
Should 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.
 
  • Like
Reactions: Kalran
4.70 star(s) 6 Votes