If you want players to experiment with potions then not having a way to revert unwanted changes, would have the opposite effect. As I sit here and think if I was going through your game again knowing that drinking a potion has the chance of doing something like putting a dick on my female character, I would never drink a potion. Players will be more willing to experiment if they know they can easily get back from what would be to them a negative consequence.
I'll use No Man's Sky for an example: I introduced the game to some people I used to game with, one of them was worried about landing on an alien planet and exploring because they were scared they wouldn't be able to get back to space and back to the base they built on a different planet. I informed them that they could explore freely in the game because every planet had the resources needed to launch their ship into space and so that person was then much more willing to do the thing the game wanted them to do: explore the unknown.
As far as resources for development:
Consider limiting the scope of what you personally work on for a limited time just so you can show potential patreons what your vision is in a more polished state. If you can personally make for example Redtree be exactly what you envision the entire game it to be with a year's worth of dedication you can leave the rest of the environment as space to grow into as you bring in more money to open up the possibility of bringing on more people to work on your project.
Yeah, I agree that telegraphing the potion consequences would be helpful to the player. But like as an example drinking one of the potions a minotaur drops will then give the player the minotaur's features. So there's a chance they'll get taller, more muscles, horns, a tail, and the minotaur's dick. But also eventually I'd like to add the feature to refine potions or something where then they have dedicated results. That way if the player is drinking anything that they find they run the risk of unwanted consequences but if they take the time to refine the potion themselves or at an alchemist then they can know exactly what they're getting. I dunno, it's just sort of a way of adding a bit of a gameplay loop and element of randomness where otherwise I could add those options into the character creator itself and it's just a customization step.
I think it's just a difference in design theory and gameplay tone. And also the player is never locked into having one type of anatomy or one body type. They can always keep drinking more potions. Lol it's potions all the way down.
You make a very good point with limiting the scope and I totally agree. I finally have the mechanics and systems in a solid enough place where I can start implementing "finalized" assets and designs. Well, mostly. Take Skyrim as an example and the town of Riverwood. For mechanics you need the ability to buy and sell items, dialogues, stealing, lockpicking, containers, renting a room at the inn, alchemy, smithing, pickpocketing, gathering ingredients, and then to get the full gameplay loop you'll need a nearby cave to explore. With Feign I'm just now at the point where I have enough of those base mechanics in and ready to go. And I'm still shifting them around to find the right vibe for the game.
And in the latest builds that's what I'm doing. Refining the first town of Redtree and the surrounding area. I just updated and added back in the tutorial level to get people up to speed on controls and basic mechanics. And I'm in the process of implementing that first cave / dungeon so player's can check out the full gameplay loop. As well as adding in quests and refining the systems that support quests. It's a lot of moving pieces but it's finally at the point where I have all (or at least most) of the pieces and it's just a matter of putting them together.
And thanks again! I do appreciate the feedback. There's so many design philosophies and paths to take that it makes me consider why I'm taking one design path instead of another one. Lol, mostly it comes down to vibes though.
Mind sending me that icon? Cus I tried and it doesn't work at all
Ok, I just tested this and it seems to work on my machine. It also seems like there are other posts on different steam forums for other games where people are running into the same issues for example
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But yeah, quick shortcut creation walkthrough to use dx11 (which I can now point people to in the future)
1. In the installation folder find the exe file usually Feign_versionnumbers.exe - right click create shortcut
2. On the newly created shortcut right click and open up the properties window
3. Find the 'Target' field in the shortcut properties
4. After the Feign_versionnumbers.exe put a space then -dx11
5. Double click on that shortcut and it should be running using dx 11 now
Hopefully that gets it running! Sorry again that you're running into issues. Dealing with hardware compatibilities and stuff can be a headache!
having some problem here i try to play this game but at first i facing a error (((idk what to called it but it like a "rainbow thing" i will attach a files to show you))) main menu like this it the same when i get into the game but after i try to change the setting of the game like the "overall" option i try to change it to medium and it work the main menu didn't have the "rainbow thing" anymore but when i try to get to the next part the say play my screen turn yellow instead of the "rainbow thing"
Ouch. Someone else posted this a while back in the thread but I don't know if they ever found a solution. My guess is that this is a hardware issue. So 2 things to try - updating drivers and checking if the graphics card supports the latest dx12 stuff. Or try switching to dx11. I just posted a quick how-to for creating a dx11 shortcut right above this. Hopefully that helps! Sorry you're running into hardware issues running the game!