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TK8000

Active Member
Game Developer
Jul 9, 2017
763
3,253
Guys, have you noticed a difference in the general quality of the texts/characters since Amelia's storyline? Or do you think everything is still the same?

I changed my work philosophy from Amelia's update on. If before I was obsessed with making scenes quickly and created them independently (often 100% based on improvisation with no previous plan), starting with Amelia I decided that I would create the entire story first and then apply it to the game. One drawback is that this made the updates take longer to get ready, but I think the end result is better this way. Amelia and Garnet in my opinion have the best structured scenes, although I still haven't found a way to make them flow properly. I personally always need to "adapt" to the rhythm of the game because whenever I start to play after a long time creating the scenes, my impression is that things flow badly, but after a while of adaptation things become more tolerable.

Another thing I did was to abandon the mechanics like "relationship points" and create things more like visual novels, where you simply meet the girl and progressively see all her story. Honestly, in a future game I will do everything like this, without trying to put any "game" mechanics, this includes the navigation on the map that I will modify in future projects, I find this thing of navigating through rooms by clicking on doors or little arrows unnecessary for what really matters and is often simply annoying.

Does anyone have criticisms or opinions? They would be valuable because after I finish Solvalley and am just working on the HS Tutor, I will start planning in my spare time a new project (whose theme will be quite different from the adventures of teenagers at school).
 

hawewon212

Newbie
Jan 25, 2020
86
24
Guys, have you noticed a difference in the general quality of the texts/characters since Amelia's storyline? Or do you think everything is still the same?

I changed my work philosophy from Amelia's update on. If before I was obsessed with making scenes quickly and created them independently (often 100% based on improvisation with no previous plan), starting with Amelia I decided that I would create the entire story first and then apply it to the game. One drawback is that this made the updates take longer to get ready, but I think the end result is better this way. Amelia and Garnet in my opinion have the best structured scenes, although I still haven't found a way to make them flow properly. I personally always need to "adapt" to the rhythm of the game because whenever I start to play after a long time creating the scenes, my impression is that things flow badly, but after a while of adaptation things become more tolerable.

Another thing I did was to abandon the mechanics like "relationship points" and create things more like visual novels, where you simply meet the girl and progressively see all her story. Honestly, in a future game I will do everything like this, without trying to put any "game" mechanics, this includes the navigation on the map that I will modify in future projects, I find this thing of navigating through rooms by clicking on doors or little arrows unnecessary for what really matters and is often simply annoying.

Does anyone have criticisms or opinions? They would be valuable because after I finish Solvalley and am just working on the HS Tutor, I will start planning in my spare time a new project (whose theme will be quite different from the adventures of teenagers at school).
I would give my opinion on 0.11.1 but I can’t download it so….
 

DrakeFace

Newbie
Jan 13, 2019
36
31
You're doing just fine TK8000!
Just don't fall the dark route of "remastering updates" a.k.a. blatant milking of the patrons.
 

buff

Well-Known Member
May 29, 2017
1,042
1,592
Guys, have you noticed a difference in the general quality of the texts/characters since Amelia's storyline? Or do you think everything is still the same?

I changed my work philosophy from Amelia's update on. If before I was obsessed with making scenes quickly and created them independently (often 100% based on improvisation with no previous plan), starting with Amelia I decided that I would create the entire story first and then apply it to the game. One drawback is that this made the updates take longer to get ready, but I think the end result is better this way. Amelia and Garnet in my opinion have the best structured scenes, although I still haven't found a way to make them flow properly. I personally always need to "adapt" to the rhythm of the game because whenever I start to play after a long time creating the scenes, my impression is that things flow badly, but after a while of adaptation things become more tolerable.

Another thing I did was to abandon the mechanics like "relationship points" and create things more like visual novels, where you simply meet the girl and progressively see all her story. Honestly, in a future game I will do everything like this, without trying to put any "game" mechanics, this includes the navigation on the map that I will modify in future projects, I find this thing of navigating through rooms by clicking on doors or little arrows unnecessary for what really matters and is often simply annoying.

Does anyone have criticisms or opinions? They would be valuable because after I finish Solvalley and am just working on the HS Tutor, I will start planning in my spare time a new project (whose theme will be quite different from the adventures of teenagers at school).
I like the new system. VNs are fine; I'm enough of a completionist that to me the "your choices matter" just means "you have to carefully manage a shitload of save files or you don't get to see all the content". I don't want to write the frickin' story, that's YOUR job. Don't get me wrong, I don't mind choices that cover things like "which hole" or "which girl do I visit", I mean branching storylines that punish you for picking wrong by hiding scenes that you paid for.

I like ditching the points. Relationship points can be cool if it is a huge game with procedurally-generated content, but that's not common. (Lab Rats 2 is probably the only game around here that comes close at the moment, and it has... issues.) For most RenPy games it just means "unnecessarily grinding the same scene multiple times is required" and it has never been clear to me who that is supposed to help. Being able to revisit a sexy scene is great, but don't force me to do it just to unlock something. The only real problem with ditching points is giving players good feedback on their progression with a girl, but your event lists seem to cover that fine.

Keep it up!
 

Rock&Rule

Member
Mar 15, 2019
270
440
I got to replay as it has been a while. I remember the update for Kelly and her mom. I think I played the version after that as well. It's all a fog though. All the big mother and daughter scenes we're quite good so it won't hurt to revisit. :D
 

Lgn332

Member
May 23, 2018
100
145
Guys, have you noticed a difference in the general quality of the texts/characters since Amelia's storyline? Or do you think everything is still the same?

I changed my work philosophy from Amelia's update on. If before I was obsessed with making scenes quickly and created them independently (often 100% based on improvisation with no previous plan), starting with Amelia I decided that I would create the entire story first and then apply it to the game. One drawback is that this made the updates take longer to get ready, but I think the end result is better this way. Amelia and Garnet in my opinion have the best structured scenes, although I still haven't found a way to make them flow properly. I personally always need to "adapt" to the rhythm of the game because whenever I start to play after a long time creating the scenes, my impression is that things flow badly, but after a while of adaptation things become more tolerable.

Another thing I did was to abandon the mechanics like "relationship points" and create things more like visual novels, where you simply meet the girl and progressively see all her story. Honestly, in a future game I will do everything like this, without trying to put any "game" mechanics, this includes the navigation on the map that I will modify in future projects, I find this thing of navigating through rooms by clicking on doors or little arrows unnecessary for what really matters and is often simply annoying.

Does anyone have criticisms or opinions? They would be valuable because after I finish Solvalley and am just working on the HS Tutor, I will start planning in my spare time a new project (whose theme will be quite different from the adventures of teenagers at school).
First, thank you for asking our opinion.

I like the "game" mechanics and "relationship points" up to a point (where the grinding is bearable), but will replace map navigation trough clicking by a square with an image representing each room, and an icon over them telling us which character is in that room.

I personally dislike visual novels because i find them more like a comic and less like a game.
 

Gianthogarth

Newbie
Mar 17, 2017
25
34
Guys, have you noticed a difference in the general quality of the texts/characters since Amelia's storyline? Or do you think everything is still the same?

I changed my work philosophy from Amelia's update on. If before I was obsessed with making scenes quickly and created them independently (often 100% based on improvisation with no previous plan), starting with Amelia I decided that I would create the entire story first and then apply it to the game. One drawback is that this made the updates take longer to get ready, but I think the end result is better this way. Amelia and Garnet in my opinion have the best structured scenes, although I still haven't found a way to make them flow properly. I personally always need to "adapt" to the rhythm of the game because whenever I start to play after a long time creating the scenes, my impression is that things flow badly, but after a while of adaptation things become more tolerable.

Another thing I did was to abandon the mechanics like "relationship points" and create things more like visual novels, where you simply meet the girl and progressively see all her story. Honestly, in a future game I will do everything like this, without trying to put any "game" mechanics, this includes the navigation on the map that I will modify in future projects, I find this thing of navigating through rooms by clicking on doors or little arrows unnecessary for what really matters and is often simply annoying.

Does anyone have criticisms or opinions? They would be valuable because after I finish Solvalley and am just working on the HS Tutor, I will start planning in my spare time a new project (whose theme will be quite different from the adventures of teenagers at school).
I think you can strike a balance between planning out the core story for a particular girl and also throwing in random events as well as your development progresses. I wouldn't like to see you ever just have an update with a particular girl and then end it as some fans might grow fond of that individual and want to revisit for new content on them. It keeps the world alive. You do that now with the housemates and I would like to see it continue with the other girls, just my opinion.

Relationship points = grind. Just get rid of it imho. For some games it works but I am not fond of it for HS Tutor or SolValley.

I'm not opposed to scavenger hunts as long as it isn't overly tedious. The worlds you create aren't expansive enough to really get lost but I also see your point. Personally I don't mind a little exploration but it would be nice to not have too must "wasted space", meaning a girl is in a room and the interaction is limited to, "I'm busy go away". It would be nice to have a unique interaction with a girl in every room they are in. Just a thought.

Also, I've been an early follower of your work when you just began developing and have to say I continue to be impressed with your work. I will continue to follow your work now and in the future!
 

Valvette

Newbie
Apr 19, 2018
35
21
Guys, have you noticed a difference in the general quality of the texts/characters since Amelia's storyline? Or do you think everything is still the same?

I changed my work philosophy from Amelia's update on. If before I was obsessed with making scenes quickly and created them independently (often 100% based on improvisation with no previous plan), starting with Amelia I decided that I would create the entire story first and then apply it to the game. One drawback is that this made the updates take longer to get ready, but I think the end result is better this way. Amelia and Garnet in my opinion have the best structured scenes, although I still haven't found a way to make them flow properly. I personally always need to "adapt" to the rhythm of the game because whenever I start to play after a long time creating the scenes, my impression is that things flow badly, but after a while of adaptation things become more tolerable.

Another thing I did was to abandon the mechanics like "relationship points" and create things more like visual novels, where you simply meet the girl and progressively see all her story. Honestly, in a future game I will do everything like this, without trying to put any "game" mechanics, this includes the navigation on the map that I will modify in future projects, I find this thing of navigating through rooms by clicking on doors or little arrows unnecessary for what really matters and is often simply annoying.

Does anyone have criticisms or opinions? They would be valuable because after I finish Solvalley and am just working on the HS Tutor, I will start planning in my spare time a new project (whose theme will be quite different from the adventures of teenagers at school).

Having played HS tutor from very early development I did notice the big difference in quality from last 2 updates.
While I agree that the relationship points works in some games HS tutor isn't a big enough game for that mechanic.

I don't mind having to work to progress through a specific characters story arc as long as it isn't overly tedious. For example games where you need to find a very small item hidden somewhere in the world. Instead maybe buy something from a shop but again finding that right balance since some games also make you work for hours just to buy one simple item.

One game I thought did this well was My tuition academia where the more you invested in a specific trait the more you earn and the faster you can finish buying everything.
 
Aug 9, 2017
12
60
Guys, have you noticed a difference in the general quality of the texts/characters since Amelia's storyline? Or do you think everything is still the same?

I changed my work philosophy from Amelia's update on. If before I was obsessed with making scenes quickly and created them independently (often 100% based on improvisation with no previous plan), starting with Amelia I decided that I would create the entire story first and then apply it to the game. One drawback is that this made the updates take longer to get ready, but I think the end result is better this way. Amelia and Garnet in my opinion have the best structured scenes, although I still haven't found a way to make them flow properly. I personally always need to "adapt" to the rhythm of the game because whenever I start to play after a long time creating the scenes, my impression is that things flow badly, but after a while of adaptation things become more tolerable.

Another thing I did was to abandon the mechanics like "relationship points" and create things more like visual novels, where you simply meet the girl and progressively see all her story. Honestly, in a future game I will do everything like this, without trying to put any "game" mechanics, this includes the navigation on the map that I will modify in future projects, I find this thing of navigating through rooms by clicking on doors or little arrows unnecessary for what really matters and is often simply annoying.

Does anyone have criticisms or opinions? They would be valuable because after I finish Solvalley and am just working on the HS Tutor, I will start planning in my spare time a new project (whose theme will be quite different from the adventures of teenagers at school).
Certainly did. Huge quality upgrade! The Garnet episode especially I thought was immaculate. Maybe my favourite porn game story. It felt like I was watching a proper tv show and it was a refreshing take on whatever trope Garnet pulls from. A new game written like that from the start would be eagerly anticipated.

While the game elements in your games have certainly felt superfluous, the agency to choose your own progression between all the girls I do like very much. I guess it does hamper the flow of the game a little though. Compared to, say, Waifu Academy, which does away with most of the agency, the writer has more freedom to control the pace. By allowing the player to hop between storylines you sacrifice some of that freedom. Still I think it's more a positive than a negative. The ability to choose what storyline you're in the mood for is one of the reasons your games are such a reliable pleasure.
 
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Sharks are Evil

Active Member
Jul 17, 2021
695
1,119
Guys, have you noticed a difference in the general quality of the texts/characters since Amelia's storyline? Or do you think everything is still the same?

I changed my work philosophy from Amelia's update on. If before I was obsessed with making scenes quickly and created them independently (often 100% based on improvisation with no previous plan), starting with Amelia I decided that I would create the entire story first and then apply it to the game. One drawback is that this made the updates take longer to get ready, but I think the end result is better this way. Amelia and Garnet in my opinion have the best structured scenes, although I still haven't found a way to make them flow properly. I personally always need to "adapt" to the rhythm of the game because whenever I start to play after a long time creating the scenes, my impression is that things flow badly, but after a while of adaptation things become more tolerable.

Another thing I did was to abandon the mechanics like "relationship points" and create things more like visual novels, where you simply meet the girl and progressively see all her story. Honestly, in a future game I will do everything like this, without trying to put any "game" mechanics, this includes the navigation on the map that I will modify in future projects, I find this thing of navigating through rooms by clicking on doors or little arrows unnecessary for what really matters and is often simply annoying.

Does anyone have criticisms or opinions? They would be valuable because after I finish Solvalley and am just working on the HS Tutor, I will start planning in my spare time a new project (whose theme will be quite different from the adventures of teenagers at school).
as long as you keep your games non cartoonish, as in 3D style, I'm good. it wouldn't hurt to have younger characters but I understand you need to take care of patreon. sharing and hardcore is also important so to have that option is always good (this way both NTR lovers and those who don't, can have fun) since HS Tutor does not have sharing/hardcore I was hoping your next game will be more like the first game (doesn't have to be in school settings ofc)

TLDR -

keep the game 3D (no cartoons/hentai)
try to have both NTR and non NTR (something for everyone)
keep incest and hardcore if you can
 

Badjourasmix

Conversation Conqueror
Sep 22, 2017
7,090
15,977
as long as you keep your games non cartoonish, as in 3D style, I'm good. it wouldn't hurt to have younger characters but I understand you need to take care of patreon. sharing and hardcore is also important so to have that option is always good (this way both NTR lovers and those who don't, can have fun) since HS Tutor does not have sharing/hardcore I was hoping your next game will be more like the first game (doesn't have to be in school settings ofc)

TLDR -

keep the game 3D (no cartoons/hentai)
try to have both NTR and non NTR (something for everyone)
keep incest and hardcore if you can
I am pretty sure that the dev has said in the past that this game wouldn't have NTR and if he decided to add it at this point in development it would turn into a shit show really fast.
 

Sharks are Evil

Active Member
Jul 17, 2021
695
1,119
That's gonna piss off a large amount of people. NTR doesn't bother me, but for several people, it's an absolute deal breaker.
people will always find reasons to be mad. I was also talking about his next game, as an option, not the current HS Tutor. it is his project, if he wants or dislike NTR addons, these are his choices, not ours. the reason I suggest NTR is because it has more content, games without NTR are limited by a single male which means less sex scripts options and positions/animations. having everything as a choice is the best of both worlds. but I'm not gonna ask the Dev to work harder, it's just a cycle. first game had NTR, current one does not, so it makes sense that the next game will have NTR as an option or even full blown NTR plot.

whatever the Dev decides it is his choice, I simply think he should not limit himself because of a small group of people who see NTR tag and get angry.
 

Badjourasmix

Conversation Conqueror
Sep 22, 2017
7,090
15,977
I meant as an option for the next game.
For me as long as the ntr is avoidable, and by avoidable I mean it doesn't happen in the story if you make the right choices (some devs say it's avoidable but you only skip the scene), it doesn't really bother me too much. The main problem with a lot of games is that the devs aren't open about the fetishes they are planning to add and it always ends up with massive shit shows.
 
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4.20 star(s) 89 Votes