TomberryDude

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May 22, 2017
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Yep yep, it's really like a classic hefty expansion sized DLC. I guess it would take me over a year to finish. It's ambitious, but I would be happy with the result. Essentially, two games in one.:)
Good thing I'm patient. I'd think it's worth it though. I'm not a huge fan of having a "Prof Oak" choice when all it changes is whether people call you "he" or "she".
 

Huitieme

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Good thing I'm patient. I'd think it's worth it though. I'm not a huge fan of having a "Prof Oak" choice when all it changes is whether people call you "he" or "she".
Well, for what it's worth, I'm planning to add a FeMC as well whose plot would be totally different (being a viking world and such, it's quite necessary :p)
 

Goblin Baily: DILF

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Sep 29, 2017
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So I'm thinking of dropping the clickable stuff entirely, throwing out the weird little talk and movement boxes and replacing them with something simpler. The above model would be more consistent with how the rest of the game would be going forwards for example so that makes sense from that perspective alone.
finding Annie's mig was fun and made the game more fun, please don't remove those elements that change the options...
as of the nw model.. I'll have to remind you that the Vanny is one of the oldest gals on duty...
 

DA22

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Jan 10, 2018
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Ran across this bit weird collaboration that works somehow, wonder if Notty will like it or hates it. :p
 

Dripping

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Feb 16, 2019
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Well, for what it's worth, I'm planning to add a FeMC as well whose plot would be totally different (being a viking world and such, it's quite necessary :p)
The thing I'm working on only has a female MC. And since I don't care much for BDSM, find corruption games too unrealistic, and completely hate Futa stuff, I guess it's going to be a fairly vanilla game, right? :rolleyes:
Oh, and she has no familly either, so it's already a recipe for failure. :p
 

TomberryDude

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May 22, 2017
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The thing I'm working on only has a female MC. And since I don't care much for BDSM, find corruption games too unrealistic, and completely hate Futa stuff, I guess it's going to be a fairly vanilla game, right? :rolleyes:
Oh, and she has no familly either, so it's already a recipe for failure. :p
It's not that "corruption" games are unrealistic that bothers me. It's that the corruption is just going from a somewhat pure girl, maybe a little shy to a mindless living sex toy. And that's kind of boring. Especially when it's all the time.

I like sex when it's fun for everyone. I d rather a girl "discovers" she likes sex and that's why she does it.
 

DA22

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Jan 10, 2018
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The thing I'm working on only has a female MC. And since I don't care much for BDSM, find corruption games too unrealistic, and completely hate Futa stuff, I guess it's going to be a fairly vanilla game, right? :rolleyes:
Oh, and she has no familly either, so it's already a recipe for failure. :p
Well vanilla can work as well, especially since there is plenty of the other stuff around and not much nice vanilla. Think Triangle was the last I saw. Agreed Thornberry, why would you need corruption if a woman likes sex herself. :p
 

TomberryDude

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May 22, 2017
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Well vanilla can work as well, especially since there is plenty of the other stuff around and not much nice vanilla. Think Triangle was the last I saw. Agreed Thornberry, why would you need corruption if a woman likes sex herself. :p
I guess that's the logic in some people's mind. Where's the challenge if she "likes it". But I disagree.

Vanllla's great. I'm into romantic lovey dovey shit. I mean the sex can be wild and filthy that's not a problem, at all, the dirtier the better. But if there's a loving, sweet relationship I'm signing up.
 
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frap

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Oct 17, 2018
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Also, have anyone noticed how close we are to the 800 pages landmark?
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I prefer Laibach's version... although it's not as tweaked as their version of Life is Life.
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Akamari

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Hmm. Blocked in my country. Did anyone tell them we're not commies anymore?:confused:

Or they just don't like their music shared by some commies. :)
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Nottravis

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finding Annie's mig was fun and made the game more fun, please don't remove those elements that change the options...
as of the nw model.. I'll have to remind you that the Vanny is one of the oldest gals on duty...
I take the point that they do add more gameplay - but Chapter One was the only one I had them in and they don't add that much. It's a risk that it's more of a chore to actually find these things by having to click everywhere and there are other ways to get content in.

If we look at the three chapters out so far, I doubt many people would say that Three suffered by an absence of clickables for example. So for consistency they'll come out,
 

TomberryDude

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May 22, 2017
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I take the point that they do add more gameplay - but Chapter One was the only one I had them in and they don't add that much. It's a risk that it's more of a chore to actually find these things by having to click everywhere and there are other ways to get content in.

If we look at the three chapters out so far, I doubt many people would say that Three suffered by an absence of clickables for example. So for consistency they'll come out,
You mean this isn't a hidden objects game?
 

Huitieme

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Only really a test but even so!
*is pleased with her little self!*

Needs a lot of work but as a proof of concept, it works! :)

Oh and "Rock Becca"

View attachment 396131
Finally found time to watch it! That was simply great :D

Would there be any plan to just do...
moar.jpg
of if? :3
 
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Dripping

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Feb 16, 2019
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I take the point that they do add more gameplay - but Chapter One was the only one I had them in and they don't add that much. It's a risk that it's more of a chore to actually find these things by having to click everywhere and there are other ways to get content in.

If we look at the three chapters out so far, I doubt many people would say that Three suffered by an absence of clickables for example. So for consistency they'll come out,
I liked the clickables, but do think they needed some kind of a "hey, this thingy is clickable!!" indicator. Like, no indication that Annie's mug is clickable when you just have the screen open, but a thin blue border around it when you move your mouse over it.
(Not sure how to do it in Ren'Py, but I've seen other developers manage to do this, it's probably to do with adding an overlay on some event called "Mouse_over" or something similar. It might need removing again on some other event, not sure.
A possibility is also placing an overlay object (like, a button) above the mug with a transparent texture, which could then have that "Mouse_over" event tied to itself, which then (temporarily) changes its own picture. It varies a bit with each programming language how to do tricks like these, and what the exact event would be called and whether it disables itself, or needs some other trick to disable again.

But seriously, if you can keep the eastereggs hidden, but with just a little indicator, that would be perfect!
 

Akamari

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If we look at the three chapters out so far, I doubt many people would say that Three suffered by an absence of clickables for example.
Aye, I didn't miss them at all. I don't mind clickable objects, but I can do away without the need to click on characters to talk to them. That gets slightly tiresome after a dozen or so playthroughs.

IMO they really don't add much. When I discovered the mug I didn't go "Oooh! This was clickable! I wonder what else is!" but rather " Ah, this little bugger was clickable. Hmm, it did felt out of place. Ok." With the cargo, it was even less exciting since there was nothing else to do but click on those. (Though I confess that it took me months before I discovered tritanium has effect on dialogues with Chris). :) Last but not least, only fraction of my saves have unlocked first BP because I tend to forget about it (not its content though, that's memorable!)

I liked the clickables, but do think they needed some kind of a "hey, this thingy is clickable!!" indicator. Like, no indication that Annie's mug is clickable when you just have the screen open, but a thin blue border around it when you move your mouse over it.
That would help, but still those objects are tied to screens where you have to click on something. What would work, I guess, is if those screens appeared only if there actually are clickable objects. It would also work as indication players can look for them. As I mention above, I don't particularly like them when all there is to do is click on a character to initiate dialogue.

Ultimately, I agree with Notty's point about consistency.
 
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