Nothing To worRy about, I'm sure.
Yeah that never even crossed my mind. And now I just think it's hilarious that people go to that extent to avoid a tag.
I'll be honest I don't even know what tags are on my game at this point. I'd have to check the OP.
Not trying to attack you, you have another job and it takes precedence. But there is likely a correlation between updating once per year and earning 6.50 an hour on the game. It's your project and you can do whatever you want with it. I just raised a valid concern about adding more MC's and more complexity to a project that already suffers time constraints. I like this game, but i don't have much of a say with it anymore for understandable reasons I think. Not trying to be bitter about "WHERES MY UPDATES"
Oh there is definitely a correlation. But I can't imagine a scenario where my game's income will surpass it's expenses and my salary combined. The dollar amount is just something I like to throw out there when I feel like people are giving me shit about release dates, which apparently you weren't so I apologize for that.
All the same though, it's all the changes to reduce the complexity of the infrastructure that is making the option of having multiple MC's possible without any additional work at all on my part.
I've finally resigned myself to the reality that this game will forever be a fun side project for me. Patrons and Subscribers showing support is definitely encouraging and helps offset the cost of software licenses and digital assets. 100% of the patreon income goes back into the game in one direct fashion or another because I honestly don't need those funds for anything else. It make the hobby affordable. But now I'm off on a tangent and you didn't ask about any of this and I no longer know where I was going with this response.
Uh, so yeah. With my simplified classes they are versatile enough to handle multiple MC's without the need for any additional programming or mapping. That's the gist of it.
Ah, yeah. That changes it up. First thought was: Nope. Not sharing Amanda, since she was mentioned in your previous post.
I was just throwing out examples. I don't even have any cross over stories planned yet. I'm just running thought experiments on a few ideas and was curious to know what the players at large thought about the topic.
This poll kind of supporting the view that all those people crying about NTR in every god damn game is a vocal minority. Figures, since I can recognize the dozen or so names that always pull this shit.
To be fair, the game does have toggleable NTR, futa and whatever, so the players visiting this thread might already be of the open minded and tolerant sort.
Whoa! Uh...I'm just gonna say that I don't personally think that 165 votes is a statistically significant sample size...but that's just my two cents.
Anyways, if the plan is for us to play different MCs from Dr. Amana's patient list, I'd be all for recurring characters and cameos. If you want to do something really complex, you can even make events that intersect between the MCs' timelines. Choices from one story could affect their character in another MC's POV. The most complex way would be to allow the player to play any MC's storyline whenever they want. What a coding nightmare lol.
This is generally the idea. I've always had ideas for new MCs and their own games, all of the being patients of the doctor, and having cameos between stories etc. But I'm quickly coming to the realization that after three years of working on this game and still having so much story to tell with these characters that I"m not likely to ever get to tell those other stories.
But if there is a possibility to merge some of those ideas into the existing game, it might be worth exploring after a time.
The stories would ideally impact one another. Choices of one character would have an impact on this character or that which crosses over into another story and back and forth. There would be two caveats to how this would play out though.
First, None of the MC's could even have their face shown. I find that MC faces interfere with my personal immersion so no MC could ever have his face on camera. This means that the MC's would never appear in a scene together. Their stories may overlap and characters might move between them, but they'd never be in the same room at the same time under any circumstances.
This keeps the storylines well defined and lets the player get full immersed in each protagonist. IF, I chose to do this some where down the line.
edit: Oh, but I do worry about the scope of the game and more importantly, the developmental process. It would be best to just finish Roger's storyline first and foremost before doing anything else. At least for the players like us that need to play this in an incremental way.
That's the other trade off. The story will become more episodic and unfold in a specified pattern. Patrons and Subscribers still get to vote on who the next episode is about and there will be an organic development as a result, but with each episode having a self contained plot, I no longer have to code for a dozen what if variables.
Games with multiple protagonists just don't work for me (exception being Yakuza 0).
Even a sequel with a new protagonist that has a cameo from the old protagonist turn me off because I know my boy is still out there in universe while I'm with this new guy.
My plan was always for the characters in this game and future games to exist in the same universe, but no MC's would ever meet because I have a strict 'no face' rule when it comes to the MC's in my game. I personally prefer never seeing the MC's face because it's helps me personally get immersed.
I wouldn't do it because it adds to the complexity of the game too much. We already have multiple LI's, if those LI's all have multiple "MC" LI's themselves, especially considering you make alternative renders for most things and the red/blue paths, the scope of the game will be way too big to manage.
You often talk about making updates quicker, and then add more complex stuff to the game. I don't think these two things can co-exist. Especially multiple MC's.
It's actually all my recent efforts to simplify that now make this possible without adding any complexity. Momentarily I'll repost some of a different conversation I had yesterday that might help clarify my mindset.
At the end of the day the last piece of the simplification puzzle is reducing the time it takes to produce the final draft for a scene. Changes I'm making in that department are opening up the possibility for more dynamic stories without added complexity.
I'm working on a stupid long developer post that might illuminate some of my thought process, but I'm still working on that.
If you can't help it, then instead of making new "MC" LI's, just make the girls themselves MC for certain segments. Maybe Roger is off working with Naomi, and Emily and Cassie are hanging out at home. You'd take control of one of them and make decisions. These decisions would impact their relationships, and their relationship with Roger. Maybe if Emily is cheating on Roger, she tries to turn Cassie against him too. Maybe if Cassie is being corrupted by Roger, she tries to corrupt Emily herself.
At the end of the day I like staying outside of the head of my LI's. One, I like their thoughts and desires to be mysterious to some degree, and two, I want control over how their personalities develop through the story because that makes it easier to write. There has to be some degree of two-dimensionality to the characters to keep them grounded and moving in a logical direction while that third dimension, the red/blue paths are free to vary.