3.40 star(s) 19 Votes

assc0bar

Lewd Maze Developer
Game Developer
May 12, 2018
472
851
Let me check exact numbers~
You need "small_diamond" count="10" or more.
Note scene will change based on debuff type~
(Horny will give you female character in lead vs futa imp, Futa debuff will give you futa character in lead vs Female Imp)

Btw for 1st stage gallery you need "sticky_fluid" count="30"

You can also open save files with any text editor and change small_diamond from 6 to 60 (dont go over 99)
 
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aradan3

Newbie
Feb 17, 2022
23
37
...

>>
It's inconvenient that I can't see what my party's health is while exploring the map, since various traps will damage your party and you shouldn't have to open the menu for it
On the topic of the menu, it should be closeable through ESC as it would be in any other game
Lots of mechanics aren't explained, you're just thrown into the game

Man, ANY QoL ideas are welcome, i usually suck at doing these.
I can add indicator at Isometric map, but it may cover chunk of screen. Should we make it like, a button?

If you're concerned about the map being covered, consider making the bottom-right message box a fade-in/fade-out element that only appears when updated. Since it only displays loot notifications, it's primarily an alert rather than something that needs persistent visibility. Any further interaction—like checking what the item is or how much of it you have—would naturally lead the player to the inventory screen.
You could have the message box appear for around five seconds (or whatever feels natural—not too fast or too long), then gradually fade out to full transparency. This way, the notification remains visible just long enough to be noticed without cluttering the screen. Bonus points if there's some indication of what text is new and what isn't (the "not new text" being slightly more grey for example)

As for character information, take inspiration from games like League of Legends or Baldur’s Gate. A sidebar showing up to four characters could work well—only displaying characters actually in the party (no placeholders). If screen space looks like an issue, add a small "hide" button to slide the panel in and off-screen. Many successful games invest heavily in user experience—so just copy bits of their UX/UI.
When it comes to displaying character stats, showing health is essential; mana might also be useful, maybe more in the future since spells are really used by 1 class alone, and you dont really care for mana in the isometric map, outside of the times when you open the inventory to cast them. Level and level progression could be cool but not necessary at all. Of course, you'll need to balance these features with UI and coding limitations, but these are just some ideas for keeping the interface compact and readable.


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3.40 star(s) 19 Votes