- Mar 27, 2020
- 40
- 9
why i can't talk to the men who sit in the chair (2 of them) at the inn at night (for MC clients), i can bite them sometimes but can't talk to them?
Their dialogues are not done yet. Characters without dialogue options don't have interaction yet.why i can't talk to the men who sit in the chair (2 of them) at the inn at night (for MC clients), i can bite them sometimes but can't talk to them?
all i can say is this game have a insane potential...when it's finished. Upload on steam and it will def get more attention. but def not current build.
We are already planning for that =)love the game hope it will be on steam i would definitely bought it
If you do put it on Steam, be sure to utilize proper pricing. If people see some big number they'll back off from it. Game that did pricing really good (and sales) was She Will Punish Them. Can use as an exampleWe are already planning for that =)
Thank you for your kind words =DWell, I've started to play this game today and what I can say is: wonderful!
You see, very few developers are brave enough to try to develop a 3D, Unreal Engine game. Most stick with the good ol' RenPy VN's as they're easier and players always know what to expect.
So firstly I'd like to praise Kalyskah for bringing this for us. I'm currently dealing with a move to another city so I'm a bit short on cash, therefore not abble to support the game yet - but do expect me do join your Patreon ASAP.
About the game per se: the game runs smoothly, controls are good (this is usually a problem on 3D games, like LifePlay for instance), so is the story, dialogues, graphics, etc. and the sex scenes are something else, although rare (only mechanic that I didn't like is the stamina part).
This will definetly be one of the best games every made when finished - if it ever reaches that (I'm really hoping so).
Hello!Just a question, I was playing an older version (0.13.2 I think) and when updated to 0.16.8, the save no longer worked.
Will this happen frequently? When it does, are official complete saves released for the public? Because in that case, maybe some people will feel discouraged to try it out before it's really out.
I'll start by saying I appreciate that you guys are active and take feedback seriously. Cut above. I was actually considering PM'ing you as well after looking back in the thread to see you keep tabs and respond to critique and suggestion but you beat me to the punch.Hello IG88a, thank you for your review!
I would just like to discuss with you a bit of the topics you raised because it might help you to understand why the game is like it is. I see every 1 star review as a player that had expectations on our game and then got frustrated by something, either be a bad experience in terms of bugs or confusion with the story or other mechanics. And I think it's nice to talk with these people to understand the reasoning and then maybe we can find a middle ground and change things so new players don't get as frustrated as you =)
How long have we been developing the game?
The game as it is right now, is not the result of 5 years of work, for the first 3 to 4 years we were building the necessary framework and community to allow us to create the world and start to make the quest system of it. So the game changed a lot during this period. We started with a sidescroller that was a proof of concept, then we changed the whole art and the level still having a sidescroller. We even did a few tests in different types of open-world until we reached the current format. Now we are almost done with building the core mechanics even though we don't have many quests. Why do we do it? Because once the core is done, scaling the project will be much faster. For example, we are being capable this month, of building the first quest from scratch and release it within 20 days, which is a great achievement judging by the fact that before having the frameworks we had to manually create every event when a player went from point A to point B and have this very slow programming development.
Also, with the help of our supporters through the years, we have been able to expand the team and in the past month, we got two new animators and a new character artist. With that in mind, we do know that what we aim to do can be completed since the speed things will be developing:You must be registered to see the links
Now about your ideas:
1 - Design around a central HUB:
This is not really necessary because Level Design is not a problem for us. We have people that can add new areas as long as they are not too big, and the core parts of what will be the place where our first chapter of the game will happen is already done.
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So now our goal is to write down more quests and add more events happening in this world so the player who is exploring can find new content and quests to do. The story of this area is already written so changing the whole game to something like we can see in Dark Souls, where you have Firelink that is the main hub where you do everything wouldn't work for what we aim for.
2 - Radiant Dungeon combat Loop
Although I said that Level Design is not a problem for us at the moment, this is true because most of what we need is already done, and what we need to expand is only details here and there to add places of interest. If we go in a direction that we would count more with dungeons than a story for the player to explore, this would be way much more expansive and the time players would spend on the game would actually be smaller. For example, if we want to add another dungeon as big as the first one, our level designer would need to work more or less 2 months on it, and this would only add 20 minutes of gameplay at tops. And the other solution would be to hire more level designers or increase the time our current one can work on the project, and to do so we would need to take the budget away from the story writer, the animators and maybe even the programmer. It wouldn't be worth it because we have made several polls on our Patreon and people who follow us are more interested in the story and in having new cutscenes for them to watch.
3 - Companion progression through combat/romance
We have two different things planned on that side: On one hand, we will have main NPC characters that will react to Kalyskah's choice and follow her on the main plotline. On the other hand, we won't be having a companion system as you can see in games such as Skyrim. This means that the NPCs will be there in important times and important choices, but they won't follow Kalykah around for two big reasons: The first one is that the narrative we want to build is one where Kalyskah is trying to figure things out by herself on this changing world she woke up in. And the second one is because implementing a satisfying companion experience is something extremely complex and even AAA games can't get it right most of the time, which makes companions usually more annoying than helpful to the players.
Now about the framework, that we already got. The game might look small right now but there are many things in the back-end that are done. And now our job is pretty much to get the more quest written and put into the game while we fix bugs and add some polishment to areas that are needed. But the skeleton of what we need is there. Changing this skeleton would slow us down and also disappoint the people that are following our game for a while and are already aware of the direction we are going.
About the scope: I must that it is actually something feasible! We have people on the team that have been in the game's industry for quite a while and I myself am graduated in game design. That doesn't mean that we are not flawed, but it means that we can see what is and what is not possible for us to pull up judging by our capabilities, and in terms of mechanics, everything we are proposing to do are things that we know that given some time and working step by step, it can be done. =D
Female Protagonist framing
We are not planning to do either of those things you mentioned. Yes, right now at the dungeon we have the negotiation system with the acolytes where Kalyskah can charm them and then have sex. This is a thing that will eventually be removed from the game so we can implement the new mechanics: Where negotiation with seduction will be possible before the combat starts, but not after defeat. This way we won't make it look like she's being coerced into having sex, it will be written in a way where she's using her seduction skills to manipulate people.
About the "dumb slut" framing, Kalyskah is a smart woman. We don't have a corruption system on our game exactly because for many games the more corrupt the character gets, the dumber or the more controlled by their desires they will also get, and this usually means that players that are more interested in seeing the erotic content will feel like they don't actually have a choice.
So the way we are doing this is that Kalyskah will increase\decrease her compassion and her dominant personality during the game. That's because she is a vampire, and her choices spin more around whether she should treat humans as cattle or as friends. And her choice to have sex or to seduce won't be blocked by this mechanic. We consider that since the player is the one in control over Kalyskah, we don't want to make them feel like they have options blocked because they "didn't grinded slutness enough with random events".
About the protagonist choice:
Choosing between female, futa and male protagonists is an impossible task. This is about Kalyskah and her story. Giving a protagonist choice would be as if someone is wanting to play The Witcher with someone other than Geralt, which wouldn't work, would be a whole different game.
About what you wrote on "suck a guard's cock". Remember that in that particular scene, Kalyskah can actually go to the stables to pretend that she will do what the guard is asking her to do, but then she can just say "Change of plans" and bite him without even touching him. Also, even while she is at the scene, the player ALWAYS have the choice to stand up and leave or to bite him as well. So if Kalyskah will indeed blow him, is entirely on the player's hand.
I hope I could get some of your questions answered.
I disagree with that. The first steps were when we were building a team and a base where we could build upon, also testing what works and what does not work. This is why the stage of prototyping is for. We've made some prototypes, put them out to see what would work. Made some changes on the team and here we are.A lot of work, but a lot of backtracking. Reinventing the game, redoing sections, redesigning systems.
Actually, you will. We have some plans for new dungeons and there's a new one already mostly done that we just need to add some context before we make it playable:And apparently we'll never see it again. Or these enemy types, barring a reskin.
We have a vampire hunter/crime system on our roadmap. Attacking people with normal weapons will be a normal crime, doing vampiric things will raise the player's exposure. So you know those guys in armour that you can see when you leave the dungeon? The Seekers? So, the idea is that they will be setting traps for you when you are not careful about what you are doing. About recreating every vampire the masquerade mechanics, we can't do it exactly like that because we don't feel like every single thing there is necessary for us since our vampires are different from the ones you can find there. And also because this could cause a lot of legal problems hahahaI shouldn't be able to do this. Any of this.
>be wearing karstairn vampire queen armor in public
>eat a rat in broad daylight
>be in broad daylight
That's good that you feel like Kalyskah will be offended, and that's why she has the option to intimidate him or even bite him1. take offense at being called a slut and emasculate the guard
We can't do it in 5 minutes because we need to add context to the story. Level design is just the first step, now that we have it, we can add quests exploring it. Now about the gems, every new gem the player finds will give Kalyskah a new power and a new piece of information about her past. We can't rush things.And you're practically done with your entire starter town, no second gem to find yet.
And you can do that in 5 minutes.
Kalyskah has a compassion mechanic is related to the endings the player will be able to achieve and also so the player can direct her character growth. And again, the consequences for killing NPCs is something that will be implemented in the future. I'm sorry but it appears like you are reviewing this game as if it's a full product while the fact is that we are still working towards adding this type of polishment. The basic mechanics of walking around, getting/completing quests, hitting things and having checkpoints are done. Story, spells and this life to the world is our next priority....to being given a lv1 witcher 3 "moral quandary" about banditry presented by these morons. Especially when the most moral and most viable gameplay strategy at the end of it all is to justrepeatedly use their essential marked ragdolls to fill your blood meterkill them to zero consequence.
That's because of the polls we did from where to start with. Our Patrons wanted to see the branches where Kalyskah is submissive getting done first. Now that they are done, we are working on the branch of the heirloom lost quest where Kalyskah dominates Boris:Whether you intended or not, every sex scene that isn't with the succubus requires her to be coerced, tricked, or trade her body to avoid death. There is no "regaining her power" moment to biting guardbro when she's been tricked in the first place. And mechanically you still lose those tendency points.
Look, I feel like you have good intentions. But honestly, I also feel like you have a concept of a whole different game that you would like to play and then you reviewed what we have here based on this concept... The concept you have might be a fun game, but is not the game we are bringing here or something we want to spend our time and resources to develop. Yes, what we plan to do is indeed a big game and we are fully aware of every technical detail we'll have to go through in order to pull that up. But we have been studying for years and we have tons of documentation and other things that details every step we need to take and also what is the story we want to tell.There is a lot of good you could do with the resources you've developed for the present game, but the level of work to flush out your starting town (much less propel the story to the lofty "rebuild the karstien legion" type endgame I'm sure you're envisioning) is simply monumental. It's a different tact than you're on, but there is a toptier readily achievable 15-30 hour companion based dungeon crawler/pornographic relationsim buried in the mechanics of your AAA scale game.
Unclear language, the 5 minutes was referring to how long it takes to hypothetically speedrun most of the content in the town if you're playing the game vs hunting for porn, not how long it'd take to justify the next gem fragment. The next leg of the game will hopefully be longer than 5 minutesWe can't do it in 5 minutes because we need to add context to the story. Level design is just the first step, now that we have it, we can add quests exploring it. Now about the gems, every new gem the player finds will give Kalyskah a new power and a new piece of information about her past. We can't rush things.
More of a vibe check. These are perceptions based on the content you've released and content direction visible boots on the ground. You took notice enough to respond congenially so I can assume some of it you've given though to. Like you say, you've done a lot of prototyping to get to this stage. Now some of it can all be fluffed and buffed, given a onceover so existing content like above conforms to a sandbox quest approach, but scale balloons with every quest cross interaction unless they can be compartmentalized. The detailed, silent kind of work to make sure the player never notices the game constraints of your sandbox. Part and parcel for the game scale you're deadset on and immediately noticeable.it appears like you are reviewing this game as if it's a full product while the fact is that we are still working towards adding this type of polish
That from the outside seems like a bit of an overfocus. Considering the sex game framework and the tact you took for the gate guards of using your sexgame scenes with cinematic camerawork and dialogue. A very concise, efficient way to make interesting scenes out of on hand animation loops even if the girl one isn't quite polished. I'm sure you might toss that rig into the pool with the others after it's implemented, but designing scenes specifically around throwaway characters (the dual one is very situational) is the main thing that cocks my eye considering the size of the game you want to make. Common problem of female protagonist games, the shallowness of sex content because you can't truly build anything out of a character jumping from new guy to new girl to new guy infinitely. That's fine when something knows it's going to be moderately short and the main character is branded slooooot from the beginning (a game like wanderlust; also unity, 3D sandbox, combat playloop, companion element, and female protagonist) but in comes the scope of making a game in the 40+ hour range instead of the ~4 hour range.That's because of the polls we did from where to start with. Our Patrons wanted to see the branches where Kalyskah is submissive getting done first. Now that they are done, we are working on the branch of the heirloom lost quest where Kalyskah dominates Boris:
I trust you on part of that, but other parts seem incongruous with your design decisions. From what I gleaned from patreon and your freelancer posting you're intending to try at 2 animations an update for instance, which will go far towards flushing out the game world, but then comes where you're placing them. How many scenes at 2 scenes a month will you need when you're introducing them through one time use characters? Over the full run of the game. 100? More?Yes, what we plan to do is indeed a big game and we are fully aware of every technical detail we'll have to go through in order to pull that up. But we have been studying for years and we have tons of documentation and other things that details every step we need to take and also what is the story we want to tell.
We fully trust in our capacity to get this game done in the way we envision it and on the way that people who have been following us for years and participating in our polls and communicating with us want to see.
That'll be a welcome addition. Few VA'd lines about "I won't let them suffer like this" and you'd be able to showcase one of the best parts of your game systems. If people feel they can fully experience the dungeons hell you might even find those polls skew a bit towards the combat mechanics based gameplay.So with that said, I do think you made a good point on adding replayability to our dungeons and this is something we will think about to see how we can make it happen. Either by making enemies respawn or spawn with different sets of powers or something else.
So, the idea is that we'll leave the cutscene sex scenes for things that will happen in the main quests or the ones that the characters would be in a very unique place. And the other sex scenes will be an expansion of the current sandbox system we have. We have some nice plans to expand that but we'll share the information once we have at least half of it done. What I can say is that it will have a lot of replayability =)I trust you on part of that, but other parts seem incongruous with your design decisions. From what I gleaned from patreon and your freelancer posting you're intending to try at 2 animations an update for instance, which will go far towards flushing out the game world, but then comes where you're placing them. How many scenes at 2 scenes a month will you need when you're introducing them through one time use characters? Over the full run of the game. 100? More?
We have a list of 4 individuals that will be the core NPCs that the player will interact the most. So your hint is correct because that's the direction we are going: A small cast of important NPCs with more scenes, and then the scenes that will happen on the side-quests and side mechanics. This will help the player to have a group of characters that they will care more about.Change nothing about your playloop or game design, but replace what you're doing with side characters with 3 girls and 2 guys. Named, developed, important characters (faction leaders, quest givers) spread around your map with a quest structure around getting 5 scenes with them. 25 scenes in ~12 months with each scene having context and involving characters the player would have a connection with. Instead of X0 scenes pursuing shallow, ultimately pointless trysts with bandit3 and townsman8 and guard2.
This we won't be able to have because mixing sex with immediate violence is frowned upon especially by patreon. But there will be bite interactions on sex scenes, Kalyskah just won't kill the other NPC.stealth bite kill via the sex combat menu
That's because the stealth mechanic is a pretty recent thing in our game. Eventually, we might have situations where mixing stealth with telekinesis might get some interesting combos and we also have a skill tree planned where Kaly will be getting some new powers and executions while in stealth. We are just focusing more on the story for now because sometimes it will naturally lead us to this kind of polishment required for the mechanics. For example, we have a quest planned where Kalyskah will need to infiltrate the Seeker's fort. So when it comes the time for us to do that quest, that's when we'll improve the feel of the stealth. Otherwise, we might spend too long working on mechanics without moving forward with the story.The way the first dungeon is structured it was a small disappointment the setup for a stealth assassinations is there but has no mechanic using the available systems.
No no no, you misunderstand. She'd simply sneak up behind them and seductively ask if they "want this" with a faction specific response to the affirmative about release or deep dark fetishes. Then they'd get sleepy after being masturbated and activate their teleportation crystal. Being bitten during? Don't kinkshame bro. Leaving their lootpool items? Accident. Teleportation sharing the same dissolve animation as death? Asset constraint.This we won't be able to have because mixing sex with immediate violence is frowned upon especially by patreon. But there will be bite interactions on sex scenes, Kalyskah just won't kill the other NPC.
Those two options were in the game back when we were scaling the breast bones instead of using morph targets to make them have a better look and also have physics. Trust me, the breasts used to look very bad when we had those options and moving those sliders were necessary to try to achieve a more natural look xDTime to break the wall of text!
Here's a simple query, is there a reason the following options were removed?
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