there's a known bug where you need to nap till noon, (day 3 or 4), step outside and you'll get the scene with your neighbors significant other. The the game seems to move forward without any issues (in my playthrough anyway).Seems there is a bug of some kind at the start of the game. Lost my save and decided to start over everything worked fine up until the point where I am to start doing the chores, workout and tv watching as part of the main quest. Once I try to leave the house or enter it and end up on the porch the MC get's stuck and all the buttons are disabled though I am able to right click to change the direction the MC is facing. It's a clean install + save updated to 5.1. Gonna give a try and just restart from scratch since I've tried to restart the game and progress the story by staying in house. It first appeared before making the angel deal and then was still around after making the angel deal. Included save when it first appeared and then a save after the angel deal, file 1 first appear file 2 after angel deal.
Edit: Advanced the day even more and then the mom glitched into the wall when the MC woke up and then it somehow just worked again when I went outside and going back in again made the mom appear in house again so everything seems fine for the moment. Included when it worked again save as well, file 3 when it worked again.
Thanls that seems to have fixed it.there's a known bug where you need to nap till noon, (day 3 or 4), step outside and you'll get the scene with your neighbors significant other. The the game seems to move forward without any issues (in my playthrough anyway).
There was one day with mom in the wall, but leaving the house and re-entering fixed that.
Gonna be great to see how mc kids gonna be look like with each girl and how many he gonna have)yes, whenever we get there haha
I beg to differ. It's clear the dev has planned out everything since the whole map is already in place. If the dev had focussed on one part first, it would mean we'd be stuck there and not be able to progress with anything. Sabrina's quest, for instance, send us all over town, not to mention the main quest.however, the in game world clearly shows the dev(s) are a bit unorganized and have not planned out the development well.
It would've been better to build one part of the city first but finish it so that the player has a cohesive experience and then just add new party of the town along with new storypaths in updates.
Well, yes... Because that's how in-game worlds work (not just here). Unlike the real world, progress is gated. If you need to buy a bottle of wine for a quest, you won't find a bottle of wine anywhere prior to that quest. Because that's how RPG's work.The way it is now you've got way too many places to visit that don't offer much
Yes, because that's the introduction of that character. Obviously several "minor" characters will be tied in with other story lines, so you need to progress with other storylines to advance with those characters. It makes the world feel more alive because it's all intertwined.many Character-Questlines that end right after 1% because only the first quest is done (cassie).
I wrote "not planned out well", not "not planned out", speaking about differentiation. And no, it would not mean you're stuck. You'd just start with 2-3 parts of the town instead of 10 and you could put all neccessary shops and places into that. It doesn't really matter if the tech shop and the gym and the hospital are all in the east or spread across all sky directions. Or you just go with the current city, but still do finish introduced storylines first (or progress them far) instead of adding 6 new characters that you only do one quest for.I beg to differ. It's clear the dev has planned out everything since the whole map is already in place. If the dev had focussed on one part first, it would mean we'd be stuck there and not be able to progress with anything. Sabrina's quest, for instance, send us all over town, not to mention the main quest.
Again, if I need to walk across the whole town to the gym just to do one intro quest with Cassie only to figure out there isn't more yet, and then repeat that for several characters all over place, it gets pretty tidious. Players would enjoy more to start questlines they know that offer at least something. Even if they're not finished. Having too many loose ends during development isn't a good sign of structuring / well thought out plans.Well, yes... Because that's how in-game worlds work (not just here). Unlike the real world, progress is gated. If you need to buy a bottle of wine for a quest, you won't find a bottle of wine anywhere prior to that quest. Because that's how RPG's work.
But then you'd have the same situation, just that the districts are bigger. Right now, every district is about four screens. With your suggestion, yes, we'd have less districts, but districts that would be about twelve screens. With the quick travel, it's easier to get to a location since the district is smaller, but with a bigger district, it would take longer and thus be counter productive.You'd just start with 2-3 parts of the town instead of 10 and you could put all neccessary shops and places into that. It doesn't really matter if the tech shop and the gym and the hospital are all in the east or spread across all sky directions.
That's the result of introducing new characters. No doubt it'll set up a "loose end" that will be continued in a later update. The bane of too many games is that two or three characters are introduced, the dev puts up a poll to ask who to focus on, and then introduces another character to follow up with another poll. Obviously the newly introduced character won't be picked and the "old" characters will end up with more content than the new ones. Breadman, however, introduces a few characters, so it doesn't put "old" characters against "new" characters in polls, and he has already said he'll rotate the characer pool in polls, so there won't be any "favouritism" and everyone will have the same content.Having too many loose ends during development isn't a good sign of structuring / well thought out plans.
You would just re-organize the placing of buildings and swap some important ones for the filler ones, so the map size would stay the same. Or you simply just plan (right from the beginning) how you could progressively start with the story over 3-4 map parts and then just focus on that before you move on to add 100 more houses and dead-end-characters that have no value for the players at their given state.But then you'd have the same situation, just that the districts are bigger. Right now, every district is about four screens. With your suggestion, yes, we'd have less districts, but districts that would be about twelve screens. With the quick travel, it's easier to get to a location since the district is smaller, but with a bigger district, it would take longer and thus be counter productive.
That's another story. My comment was about introducing 2-3 characters and give them decent progression instead of introducing 10+ new characters that you barely can interact with.That's the result of introducing new characters. No doubt it'll set up a "loose end" that will be continued in a later update. The bane of too many games is that two or three characters are introduced, the dev puts up a poll to ask who to focus on, and then introduces another character to follow up with another poll. Obviously the newly introduced character won't be picked and the "old" characters will end up with more content than the new ones. Breadman, however, introduces a few characters, so it doesn't put "old" characters against "new" characters in polls, and he has already said he'll rotate the characer pool in polls, so there won't be any "favouritism" and everyone will have the same content.
Given how big some buildings are by necesity (the hospital, the school and the mall for instance), mapsize would increase if you put more locations there. Also, it wouldn't make sense since it's modelled after a US city pattern. While in Europe, "districts" aren't really a thing, they are in the US. Residential houses next to shops aren't common (even though it's, well, more convenient). Adding new locations in new area's would make no sense and just complicate things in the long run. Need a shop? Don't bother looking at the shop area, because there's no shop area, but go and find it in one of the other locations.You would just re-organize the placing of buildings and swap some important ones for the filler ones, so the map size would stay the same. Or you simply just plan (right from the beginning) how you could progressively start with the story over 3-4 map parts and then just focus on that before you move on to add 100 more houses and dead-end-characters that have no value for the players at their given state.
The thing is, the whole point is that it's supposed to be parallel instead of linear. Yes, some characters will be locked away by other storylines, but in the completed game, you're supposed to be able to choose which "main" girl you're going after, rather than finish them in a linear fashion. Also, this brings up the "problem" with polls again. Previous introduced characters will always win in the polls, rather than new characters. By introducing all the characters as soon as possible, you take away that bias.So it would be smarter to approach new characters linear instead of in parallel.
You're thinking way too complicated. Maps like the Hospital are standalone maps, so you don't need to merge them anywhere and they don't affect the size of any other maps.Given how big some buildings are by necesity (the hospital, the school and the mall for instance), mapsize would increase if you put more locations there. Also, it wouldn't make sense since it's modelled after a US city pattern. While in Europe, "districts" aren't really a thing, they are in the US. Residential houses next to shops aren't common (even though it's, well, more convenient). Adding new locations in new area's would make no sense and just complicate things in the long run. Need a shop? Don't bother looking at the shop area, because there's no shop area, but go and find it in one of the other locations.
There's no problem, you make a poll, give people 5 characters to favour and then, when creating let's say the first additional map with new buildings, start with the first 2 characters the community wants to see the most. Then you slowly add the picks 3-5, and this way the new map and its characters come to life. But all the time with content that really matters and offers more than just a simple intro quest.Also, this brings up the "problem" with polls again. Previous introduced characters will always win in the polls, rather than new characters. By introducing all the characters as soon as possible, you take away that bias.
I think give little bit more bigger breasts like and she will be awesomeI think Babs is a girl we underestimated a bit, it will be a lot of fun at some point to see what this nerdy girl will bring. Tuesday Sam! View attachment 2346451
I'm not talking about the interior maps, but the buildings in the world. You can't sell a hospital having a large map if the exterior building is just a small building. It's not the Tardis. You can't have a one story building have several floors with additional wings.You're thinking way too complicated. Maps like the Hospital are standalone maps, so you don't need to merge them anywhere and they don't affect the size of any other maps.
They did plan it right away, that's what you're complaining about.You do imagine this like the town would already exist and the devs have to deal with it (Like: Oh shit, we need a tech shop, but we don't have a shopping district so we need to put it between houses which is unrealistic for the USA). They're the creators, they can plan it right away.
But again, it's not supposed to progress linear. For instance, right now we have the Sabrina questline, but in the completed game, we could decide to do one of the teachers first before we even touch Sabrina (pun intended). That would mean we'd go to the "newer" area's before we go to the "old" ones. But as it is right now, there's no old or new area's, so it all flows logically once the time's there for more characters.As the first 1/4 of the game progresses, the 4 parts of maps are being filled with life and the characters all have something to offer in terms of quests, then the game can naturally expand and unfold into new areas, introduce new characters and make previous progressions more complex.
And that would limit the progress to the available area's. By unlocking the world right at the start, you can place anything anywhere. If you lock things away, you're restricted to what's available. With your method, it's more showcasing what the new area has to offer, rather than focussing on the character's storyline.There's no problem, you make a poll, give people 5 characters to favour and then, when creating let's say the first additional map with new buildings, start with the first 2 characters the community wants to see the most. Then you slowly add the picks 3-5, and this way the new map and its characters come to life. But all the time with content that really matters and offers more than just a simple intro quest.
Nobody said the exterior should be a small building. And of course you can, you'll just unlock the new floors and additional wings gradually when there's content for it avaiable. This is especially easy since the game anyways works with the classical approach of requiring the player to have absolved certain parts of the game to access specific areas.I'm not talking about the interior maps, but the buildings in the world. You can't sell a hospital having a large map if the exterior building is just a small building. It's not the Tardis. You can't have a one story building have several floors with additional wings.
Again, I never said they didn't plan anything. I said they did not plan it well. They planned the whole game and didn't think about their target audience and what would've been the best approach, which is why they ended up with a huge empty world with snippets of content spread across everywhere which is very tidious to find and little rewarding in the same time, while it's disappointing that main progressions can't be unlocked further. Stuck with the main mom-content at home because they rather created 12 other quests that offer nothing because they don't progress yet neither.They did plan it right away, that's what you're complaining about.
That's something you can implement later once it's all done. So for now, we'd have the full questline from Sabrina, then they add another teacher, then another teacher, then another teacher. And then when the game is out and done, they can make it avaiable that you pick by yourself in what order you want to progress them simply by spending more time with their quests.But again, it's not supposed to progress linear. For instance, right now we have the Sabrina questline, but in the completed game, we could decide to do one of the teachers first before we even touch Sabrina (pun intended).
Quite the opposite - for instance, the gym could have a fully fledged questline with Cassie now. But it hasn't, it has been sacrificed to add other 12 NPCs to the empty world that also don't have anything to offer because all of them only got intro quests. That's why it's better to focus more rather than have 100 places in the same time under construction without much of value.And that would limit the progress to the available area's.
You're saying yes to high quality content and no to a lot of under-construction little rewarding content. That's the desired approach when creating an early access game that is supposed to be enjoyed during development.If you lock things away, you're restricted to what's available.
No, why would that? Like I said, for instance we could have the whole gym questline with Cassie now. But the time was spent adding more and more under-construction content instead.With your method, it's more showcasing what the new area has to offer, rather than focussing on the character's storyline.
IMO many developers don't understand that when they go for crowdfunding/patreon/early access, the would benefit so much from that modular approach instead of trying to be a jack of all trades and do everything at once. Breadman is no exception here, unfortunately.I mean, I get what you're saying, there's nothing more annoying than have a character that just has one line, but given that we're merely at the start, I think we can be a bit lenient here. It's clear Breadman has things planned out, so let's give him the benefit of the doubt.
And if you follow one questline, you'll stil lend end up a huge empty world with snippets of content spread across everywhere. Because that's how questlines work.They planned the whole game and didn't think about their target audience and what would've been the best approach, which is why they ended up with a huge empty world with snippets of content spread across everywhere which is very tidious to find and little rewarding in the same time, while it's disappointing that main progressions can't be unlocked further.
And now we have a woven and interwoven content, in all the area's of the game. If we did it your way, we'd have entire sections of the town that are just untouched while we do our stuff. And what if several characters need something similar? Are you going to put in three locations that sell wine, or going to revisit an older location (which makes more sense)?And then when the game is out and done, they can make it avaiable that you pick by yourself in what order you want to progress them simply by spending more time with their quests.
This would require to have a good roadmap right from the start with all their characters and relationships, so that you can plan well out to also create complex and interwoven content, just in your first 3-4 areas of the game already.
That's assuming Cassie's questline involves only the gym. Sabrina's questline had (going by memory) the school, several shops, the MC's old home, all in different area's. Cassie's questline, so far, also had several locations as well, each in a different area.Quite the opposite - for instance, the gym could have a fully fledged questline with Cassie now.
On the contrary, Summertime Saga (amonst others) started out with a world that got stuff added later on, causing the map to change. If you use Ren'py it's easy to change the world map, but in RPG maker it's a lot harder. You need to have everything set out at the start so you can fit it all together.IMO many developers don't understand that when they go for crowdfunding/patreon/early access, the would benefit so much from that modular approach instead of trying to be a jack of all trades and do everything at once. Breadman is no exception here, unfortunately.