- May 12, 2018
- 149
- 486
Nice! We all know this thread will be perverted but still it worth a try 
Few thought about this:
Few thought about this:
I'm all for a discussion of possibilities for charm, looks, affection, anger, love, etc.
What would be great is to have a differentiation between "new stuff to do" and the way game mechanics should/could work to make it a better experience.
I was mainly talking about the latter in my patreon post. Your above posts suggest you're mixing the two which is not a bad thing in general, but it's hard to make something I can use in the game with it.
So for example: Fusing looks with charm as @jikorde suggested falls into the latter (second) category. The idea is sound, I agree with the statement. How to exactly implement it in the game is still a different matter.
Another example (more complicated): Anger could stop the talk action for that girl until she gets a gift from you. as suggested by @Puppet Master. This is mainly a use case for the anger attribute, so it falls into the former (new stuff) category. But it touches the game mechanics as well, because gifts have to lower anger (which is already implemented btw).
Let me try to outline the ideas I have for a change in game mechanics:
In the end what I'm aiming for is the follwing:
- Keep the values as they are now in the background (range 1 to 100, except for looks)
- Replace them by values ranged 0 to 5 where you, the user/player can see them directly (e.g. 0 to 5 hearts for love, 0 to 5 angry "faces symbol", etc.)
- Link all actions, scenes, parts of scenes (e.g. have vaginal sex, titfuck and so on) to certain ratings (e.g. you need 4 hearts and 3 lust to have real sex with the girl, or at least 3 hearts and 5 lust, something like that)
- If an action was mainly "lust triggered", the girl could get second thoughts about it afterwards, making her angry. This way we could have certain scenes "before their time", but a ta certain cost in anger.
- If anger is >= 2, the girl won't do a), b), c) with you. If it is >= 3 - she won't do d), e) , f) if it is 5, she will leave the island. E.g. anger gets down by 1 point per week when she's not on the island. But affeciton/love could get down too.
- To come back to the type of scenes: We could e.g. have different categories:
basic actions (like working out at the gym with her) --> e.g. requires 1 or 2 affection, anger < 4
a little more advanced (like walking the beach or swimming) --> e.g. requires 3 affection, anger < 3, or 1 affection and xx looks/charn
advanced but still basic stuff (e.g. posing at the pool, gym training yoga) --> e.g. requires 4 affection, anger < 3
and so on... The short list isn't meant to be "real" or how it has to be. They are just examples to categorize the scenes- Advancement in hearts/affection --> Since the background values are still 0...100, the values 0 to 5 will be non linear.
E.g. >=10 -> 1 heart, >=25 -> 2 hearts, ..., >= 95 -> 5 hearts- Only advancements up to a certain point can be made with talking or kissing/hugging, or the allowed frequency could be lowered to make it a less repetitive/boring thing. Or you have to alternate to advance the stats. E.g. the game rememebrs last action was "hug/kiss". So to advance love you have to do something else, like use a gift. After that you can "hug/kiss" again.
- To make this work, we need new ways to advance affection and love. (we have talking, hugging, kissing, gifts right now). Also through scene interaction, but which is kinda random right now (I put some where I thought it might fit kinda logic).
I was thinking about spending time with the girl as a general thing and maybe do something "special" for her. Like get her a special flower, a swimsuit, whatever else...- I have though about the "max love", "max affection" stuff as well. Depending on the way the changes are done, they might no longer be necessary. Or they could be used in another way. To allow for love, affection go down under certain circumstances. But it will be easier to brig them back up, since you already had them at that level (which is stored in the max... variable)
- Change the anger attribute into more of an anger/jealousy attribute. This will give additional options. E.g. if three girls are at the pool and you pick one to swim with her. The other 2 "remember" they were not picked. If a girl isn't picked xx times, she gets angry/jealous. Once you pick her, it will be reset. The level could be different for each girl. E.g. Yvette doesn't get angry/jealous so easy. She is not the type. While Eva will do so quite fast.
- Less boring and grinding game start
- Less repeptitive (girl) stats advancement
- Still having a use for talking, hugging, kissing after a certain point with a girl has been reached
- More transparency as to which requirements are needed for what scene or type of scene
- A better feeling of advancement/having accomplished something with a girl for the player. I think switching from a 0 to 100 value range to a 0 to 5 "hearts" rating will help doing that. Right now you either use cheats or click "talk", "hug", "kiss" a felt 50 times, until all stats are maxed without reading the stuff or looking at the images any more... I really would like to change that.
- Make the different personalities of the girls more important in stats development
- Love the general idea. I know it's a pain in the neck to do it, but I strongly feel that will worth to be done the sooner the posible.
- Not a fan of using icons instead of a 0-100 number scale but I have to admit this will make the game more intuitive and easy to understand. That's the way most of the games are developed right now and the reason is certainly the usability improvement.
- In the other hand it probably won't be a good idea to use them as the check scale. Thinking in a mid-long term you may feel you unnecesarily restrained youself having to set up the checks in a 0-5 scale having the 0-100 in the background.
- If you are looking for a better usability, a non-linear scale to show the symbols it probably won't be the most intuitive way. You can always use a non-linear internal requirements in your 0-100 scale to do the checks but it will probably be better to show up the symbols in a linear scale.
- I've always though the love meter should way more difficult to fullfill and, in a long term, can be used to set up very very specific scenes and storylines for every character. I know this will finish one of the best features of HI where you don't need more than one savegame to access to all the content, but, thinking in terms of realism, when women really fall in love to their maximum they usually turns even more jelous. The feature can be just set up and non-used for a very long time (even only used for future endings ofthe game) in order to preserve the total access current feature.
- I'd strongly encourage to take the advantage of doing this work to increase the number of stats, attributes, skills the MC and the girls have. The more they have more options you will have in the future to set up new actions to do the game more dynamic and less repetitive. For sure, it musn't be set up a large amount of them, the game would turn too complex and difficult to understand.
- And the last big reccomendation is to take advantage as well to set an easier or arcade mode. Many things like an auto-succeed system on checks can be set up. This way the game will be less disgusting for the lazy players and will be able to get rid about some of their constant complains about grinding or having barriers to access to content.