Thanks for replyShit to do.....people to fuck...
Distracting activities that aren't grindy......places to visit that aren't empty....Thanks for reply
What kind of shit to do if you care to elaborate?
And start by making the location unreachable in the few firsts release, because obviously you'll not be able to make content for everywhere right from the start.A sandbox world shouldn't feel *empty*. Even if not everything is a girl to fuck, try to avoid a bunch of areas you can't go to, areas with nothing happening.
Or, what isn't used enough, a mark saying who's where ; or at least that there's someone, or something to do, in this location.Add little side sections, side quests, random stuff you can do to stay entertained, reasons to go certain locations even if there isn't a deliberate task pulling you there.
Distracting activities that aren't grindy......places to visit that aren't empty....
.....when i sober up i might elaborate a bit more...
Distracting activities that aren't grindy......places to visit that aren't empty....
.....when i sober up i might elaborate a bit more...
A sandbox world shouldn't feel *empty*. Even if not everything is a girl to fuck, try to avoid a bunch of areas you can't go to, areas with nothing happening. Add little side sections, side quests, random stuff you can do to stay entertained, reasons to go certain locations even if there isn't a deliberate task pulling you there.
The persona games do this exceptionally well; the fishing games, places to eat, minigames to play, soaking in the onsen, etc.
If it's called sandbox then decisions made by the player (usually via the MC rather than set-up style options) ought to effect the experience of playing and there ought to be completely separate paths making the game replayable for a different experience.
And start by making the location unreachable in the few firsts release, because obviously you'll not be able to make content for everywhere right from the start.
Or, what isn't used enough, a mark saying who's where ; or at least that there's someone, or something to do, in this location.
We don't expect the same level of content than a AAA game, so that there's empty location at a given time isn't a problem, as long as we don't have to pass them all in order to find where there's something to do.
But I think that the most important point is that if you decide to make a sandbox game, do not fake it.
There's way too many games where you've tons of locations, but never more than one with content at a given time. You're in MC's bedroom, the last sentence you see before being gave the control is, "oh, I should go 'there' now", and the only place that will have something to do is this "there".
It's more annoying than anything else. While those who do that perhaps think that they are smart and give a gameplay to their players, they more surely bore them to death. If there's always only on place where we can go, make us move to it automatically, don't let us imagine that on day in the future we will have a choice to make a this moment.
Not only it will be good for the players, that will not lost time trying to see if there's something interesting elsewhere, but it will also be good for yourself. You'll have less works to do, and also less risk to break your game.
There's a game, that I'll not name to not shame its author, where since now near to two years, and despite the author been warned about this, there's two locations that just sent you back in time if you click on them. This just because the author wanted to have a map where we choose our destination, while there's always only one place where we can go at a given time.
Do it like you feel it. Like Droid Productions said, the locations don't necessarily need to always have important content. What matter is that they aren't totally empty and meaningless most of the time.After reading your detailed explanation, I think I can only make somewhat half-sandbox at best?
well... most sandboxes dont have that per se . so id say it is more about UI separating it from VN.Sandbox games to me mean player freedom.
why not.Don't ever try to railroad the player down one specific questline or playstyle
The core of sandbox games is 100% player freedom. Every good sandbox game has multiple playstyles, Skyrim is a game that has quite an effective classless system. Often sandbox games have a rather short main quest, but have a lot of interactions in the world that you are missing most of the game if you choose to go for it first, this is true of a lot of RPG-sandbox games like Skyrim, Breath of the Wild, and No Man's Sky. Sandbox games very frequently don't have specific many quests at all and instead give the tools for the player to create their own story, Sims, Spore, Sandbox Evolution, Dwarf Fortress, Minecraft, and Terraria.well... most sandboxes dont have that per se . so id say it is more about UI separating it from VN.
why not.
can you name any 3Drendered game which did that and was noticable and playable?
nothing came to my mind, did u mean qsps/htmls?
GL ? but it has tons of halfcooked forgettable scenarios. and i think developed ones are rathere short...just too stretched in time via heavy rng
thecompany routes? imo as dev had to spread his attention - the actual quest/events chain felt too short as well.
but, say, SoaB and big kuyash (despite having alt routes for some npcs) have quite straightforward but more developed quest chains. which i like. so if it is easier for dev to implement id support that route instead of messy 'freeroamish' one he would prolly fail to bear and ditch eventually
but we are talking about specific niche of games ("f95-type" ...indie, slum, amateursexgames, small scale games, whatever the name is)The core of sandbox games is 100% player freedom. Every good sandbox game has multiple playstyles, Skyrim is a game that has quite an effective classless system.
I'm not super well versed in the adult gaming community, largely because I don't like VN, Dating-Sim, or JRPG style games, which seems to be the majority of what is out there currently. You keep naming specific games and using acronyms, so you should know that I'm not picking up on any of that. I suppose considering my ignorance, sandbox game in the context of this thread could be referring to injecting sandbox elements into those types of games, rather than trying to be a true sandbox experience. I don't think it's fair to imply that true or "classic" sandbox games are simply out of reach for starting indie developers. Minecraft, the most successful sandbox game ever was made by one dev. Dwarf Fortress was also made by one dev. No Man's Sky and Terraria were small indie teams. Obviously I'm not expecting someone's first game to be a Skyrim, GTA V, or Hytale level sandbox, but I also think people overestimate how much work it takes to make a true sandbox game.but we are talking about specific niche of games ("f95-type" ...indie, slum, amateursexgames, small scale games, whatever the name is)
so i dont see how "classic" vision can be applied there as you simply cannot expect having some GTA5 and with tons of interactable npcs with tons of options leading to tones of routes .
(couple or so 3Dopenworld exceptions i guess can be found there as well... was it a lifeplay, i assume made by several devs and contributors... some gtavicecity-ish one...some with some humanoid cats...havenot played so not sure about other freedoms)
what kind of sandboxes we can expect here is demonstrated by the site's content ->
x. semi-sbxes (vns with some sbx ui, and all sorts of boarderline cases. dod, badik.)
a. narrative/quest-based sbxes (some are narrowed down to task completion - mostly related to time-location tracking , some allows more interaction with environment (npcs, actions, items, locations to toy with inbetween)
b. sbxes datesims/trainers (and any a&b overlap) ...
i checked Rogue-Like briefly, it should fit datesim sbx category.
and personally i am not into datesims, because without cheating all that relationship raising is a grindy exercise to me (though i understand that it is a core of the datesims)...so i cheat and thus unlock all the lewd options. insta end game.
but some factors to consider:
i. looks like it is pretty old game. 2016? and i assume most/all options are pretty much the same for all 2-3? femnpcs (meaning that im not surprised that devs had time and energy to come up with more choices and to squeeze some "dynamic interactions". otherwise it would be rather unimaginative datesim)
ii. it is 2d drawings, i dont know if it will be easier to saturate a game with some dynamic interactions, phone ui and rng-events when using 3d renders. (i dont know many 3dR datesims, maybe one ...holiday island) surely much less problems with that in rp-qsps/htmls but not sure if topic starter had this in mind.
iii. generally speaking, in datesims/trainers instead of unlocking next quest chain steps you unlock options (which you use to raise stats further to unlock other options). that progression ladder is just executed in a way giving you somewhat free choice feel simply because datesim gameplay is based on choices and its variety including those deriving from mood or relationship scores . (but in the end it is the same if A-action then B-result to me. including mentioned mini-quests / actions-prerequisites with doors or memory. not much difference with quest-based sandboxes, apart from being repeatable i assume )
24/7 access to hopeless femnpc is also to be expected as datesim is about constant interacting with npc.
obviously nothing prevents me from agreeing that it is not a true-sandbox game, but just a game with 'some sandbox elements' / semi-predetermined sets of choices and options. but if you might have guessed, there would be no much point in doing that ... so i cannot say that devs misunderstood or made mistakes in understanding sanboxes ...it is just the way how things are done (*can be done) & called "here"...so basically sbx would be a game with a certain UI and time-place sensitive tasks or a game where u raise npcs relationship-etc stats via one options to be able to use other options.