- Jun 21, 2018
- 245
- 481
Finding out things for yourself is okay but having to go through every possible thing to do each day to find the right trigger... I guess it'd feel different if playing from start to finish but when trying to get "new content" it just felt a bit silly...
I used that guide when making my Ren'Py port so hopefully I didn't miss anything. I also IIRC combed over code to see if anything was left after initial version I ported on... I cut and paste from the RPGM json files to my renpy files (after heavy prepping) then look for any long lengths of coding left over that I might have missed in my playthrough (That is how I tend to do it) (there are a lot of small random npc interactions I don't bother with in most rpgms...)
I'm slowly getting better at Ren'PY coding![]()
Usually this type of approach works if the game is designed around it, so the "exploration" element will have some sort of logical approach, it's like how in BoTW you go to a tower, use your binoculaurs to find interesting places on the map, and beyond that the player will often get little clues about non-obvious areas by either talking to ppl, or reading shit, either way there's a method to the whole thing(The Architect's Goons Raid her actually does a good job with this), this game does not seem to follow that at all, lol.