Mod Others Completed Love Potion Disaster Mod Edition [v3.2] [RedEye Samurai]

4.80 star(s) 10 Votes

What should I focus on first besides completing Stage 5?

  • Finish the Pregnancy Mod

    Votes: 34 44.2%
  • Add the ability to choose different skins for characters

    Votes: 9 11.7%
  • Add a new character

    Votes: 34 44.2%

  • Total voters
    77
  • Poll closed .

WeebLoop

Well-Known Member
Sep 8, 2020
1,966
896
This idea seems nice. However, I'm starting to wonder that if I try to add it, where exactly will it be placed, how hard will it be to find and how many enemies will it have. For now, I'm propably not implement something like this in the upcoming updates, but maybe later I'll come back to this idea and think once more about it.
Maybe at a mid point of the second stage. But that would require to add a new segment on that Stage.
Like, there is a cave / tree with a "Help!" sign. You enter, and the challenge starts, similarly to the Lava Challenge during the Lost World Stage
 

RedEye Samurai

Active Member
Jul 14, 2022
573
2,059
Maybe at a mid point of the second stage. But that would require to add a new segment on that Stage.
Like, there is a cave / tree with a "Help!" sign. You enter, and the challenge starts, similarly to the Lava Challenge during the Lost World Stage
hmm... I was thinking more about adding such a level more visible. For example, when we finish stage 2 a short animation will turn on with Vanilla icon asking for help will appear. Then a path leading to her will be unlocked. The player will be able to rescue her, or not. However, the game will allow you to rescue her even if you play other levels such as stage 3, 4, etc. To be honest, I thought of one more thing I could add. Namely, mostly in games, skipping a quest and coming back to it later doesn't do anything serious. Yet, I thought to myself that I could make it so that the more you procrastinate on rescuing Vanilla (i.e. go through another stage). She will be harassed by more and more enemies and a different animation will play out after rescuing her. In turn, depending on when we save her, she will be more or less angry on us, and this will affect the prices for the items she will be willing to sell. However, I do not know how much such a thing will be accepted by players.
 

WeebLoop

Well-Known Member
Sep 8, 2020
1,966
896
hmm... I was thinking more about adding such a level more visible. For example, when we finish stage 2 a short animation will turn on with Vanilla icon asking for help will appear. Then a path leading to her will be unlocked. The player will be able to rescue her, or not. However, the game will allow you to rescue her even if you play other levels such as stage 3, 4, etc. To be honest, I thought of one more thing I could add. Namely, mostly in games, skipping a quest and coming back to it later doesn't do anything serious. Yet, I thought to myself that I could make it so that the more you procrastinate on rescuing Vanilla (i.e. go through another stage). She will be harassed by more and more enemies and a different animation will play out after rescuing her. In turn, depending on when we save her, she will be more or less angry on us, and this will affect the prices for the items she will be willing to sell. However, I do not know how much such a thing will be accepted by players.
That sounds like a interesting idea.
Each Stage having the option to rescue her if you want.
I thinks like a mechanic of "Risk-Reward".
You enter to help her, you have to deal with a lot of enemies and the opportunity to gain a good amount of money, plus getting the store for that zone.
 
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WeebLoop

Well-Known Member
Sep 8, 2020
1,966
896
Yet, I thought to myself that I could make it so that the more you procrastinate on rescuing Vanilla (i.e. go through another stage). She will be harassed by more and more enemies and a different animation will play out after rescuing her. In turn, depending on when we save her, she will be more or less angry on us, and this will affect the prices for the items she will be willing to sell. However, I do not know how much such a thing will be accepted by players.
well, that sounds more like a punishment. So i don't see a way to make it viable to postpone her rescue.
The only way i would see it attractive should be in the case that "If you ignore her in X Stage, she will appear as a enemy (due to corruption or resentment) to attack you in the next stage" Plus the higher is the number of the stage where you let her down, the stronger she will come.
But that would require to add a new enemy and animations as well. It sounds interesting tho
 

Stonem_

Newbie
May 16, 2022
53
32
I'm not sure either. However, I plan to put stage 6 in the city at night, where we have to rescue Dr. Akari. Stage 7 will be to enter the skyscraper and find the scientists responsible for creating the pink cloud. And stage 8 will be just one level with a boss fight.



I was thinking of making the ending of the game different depending on whether we get all the emeralds. But it's just an idea and I don't know if I'll eventually include something like that in the mod.
in the stage 7 city level you can add an enemy that is swat type and that can block the attacks of the players, as well as big or evil zeta, it's just an idea
 

kickersboy07

Member
Aug 31, 2021
145
147
Well... I used this animation in the game, but not now, only in the next update. Some people mentioned this animation a few weeks or months ago. That's why, I contacted Mykiio and talked about what he thinks about it.
To be honest, he would rather not put his creations in my mod, because as he said:
"I'd rather they not be used for this mod of yours just yet since they are supposed to be added in the next official update and tweaks will possibly be made."
On the other hand, he mentioned that
"there is really nothing I can do if you take and use what is already publicly available, as long as the credit is properly given."
I think it would be a shame not to use something so good in this game, because I personally don't know when the original developers want to update their game (or do something with it).
However, I think it would be nice to mention this author and maybe others in the future if they appear.
That's why I think I will add a SPOILER tag on the main page, which will contain links to the authors whose work was used in this mod. This will be as a kind of thanks for help in improving the mod.
Tbh it's been more than 3 years since we had an official update to this game plus with no new development insight, I think it's safe to say that this game is pretty :skull: . But I think it's great to credit people who worked on this game for their hard work.
 
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Mαlice

Member
Jun 10, 2018
230
305
I do have a bunch of ideas that could possibly expand and make this Mod more refreshing than the original:

Levels

Stage 3

There is only one thing I'd suggest to change to keep up the pace of the zone and that would be how you earn the Yellow Emerald as that Bonus Stage drags on for far too long imo. Perhaps a secret area could be worked into it, similar to the other zones? Maybe an underwater cave or a sunken ship.

Minigames
I like the idea of how they are set out but instead of it unlocking automatically after a level and paying, each Zone should contain a hidden collectable item (Red Ring perhaps?) that unlocks its corresponding Minigame permanently on the World Map, without the need to pay each time you enter.

Mission 1

Instead of having the sperm of random enemies we already have seen, perhaps have them be that of main cast males from the Sonic series, each wave being different after defeating the cock, such as:

Sonic for Wave 1, Tails for Wave 2, Shadow for Wave 3, etc.


Mission 2

As a similar idea as to what was mentioned in Mission 1, each Rock, Paper, Scissor challenge that you beat could increase in difficulty with each successful win, altering between the main cast males of the Sonic series as you progress. Obviously a defeat will still end as normal however.

Enemies
Stage 4 had a good variety, due to the fact it had Mobians. Seemed to be more fitting for this game. These types could be consistent across the game, not totally replacing all enemies we have already of course, fitting a theme for each level, for example:

Stage 1, a Babylonian Mobian, due to the level taking part in the sky.

Stage 2, an Echidna Mobian, similar to Knuckles' tribe, due to it being a dense forest.

Stage 3, an Aquatic Mobian, due to being underwater.

Stage 6, Civilian Mobians, due to taking part in the City/Casino.

** Will Expand On Ideas I Have Here Tomorrow**
 
Last edited:

Zeldapro

Member
Jun 25, 2020
117
129
Echidna Mobian, similar to Knuckles' tribe
That really reminds me of my confusion of what the theoretical lore of this world would be. Sure, it doesn't matter because it's the more silly kind of H-game full of whatever, but sometimes I can't help myself. xD
 

WeebLoop

Well-Known Member
Sep 8, 2020
1,966
896
I think i found the one that did the game over animations (not sure at all)


 

Mαlice

Member
Jun 10, 2018
230
305
Working on a new style map for the Mod, the black area will show the Stage background which you are selecting, along with the name and character you are using. (If Red can possibly make that happen.) The main path is in red, from Stage 1 through to 6 and the yellow paths lead onto Bonus Stages. Still a WIP as I have not added any art for Bonus Stages, Stage 1 and 3 yet. Any thoughts?
 

WeebLoop

Well-Known Member
Sep 8, 2020
1,966
896
Working on a new style map for the Mod, the black area will show the Stage background which you are selecting, along with the name and character you are using. (If Red can possibly make that happen.) The main path is in red, from Stage 1 through to 6 and the yellow paths lead onto Bonus Stages. Still a WIP as I have not added any art for Bonus Stages, Stage 1 and 3 yet. Any thoughts?
I think you can use the old map design (from this mod) as a reference. You can download the older versions in the link in the OP
 
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Mαlice

Member
Jun 10, 2018
230
305
I think you can use the old map design (from this mod) as a reference. You can download the older versions in the link in the OP
I originally tried doing this but it just didn't fit as neat on the screen itself. I'm trying to make it look a little similar to the map styles what we have had in the Adventure and Advance games to keep it more Sonic-Esque, with the display on top, it makes it easier to see what place you are selecting and who you are playing as so the map needed some alterations in position anyways.
 
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WeebLoop

Well-Known Member
Sep 8, 2020
1,966
896
I originally tried doing this but it just didn't fit as neat on the screen itself. I'm trying to make it look a little similar to the map styles what we have had in the Adventure and Advance games to keep it more Sonic-Esque, with the display on top, it makes it easier to see what place you are selecting and who you are playing as so the map needed some alterations in position anyways.
Good luck with that then. Also, some Mario games have that kind of design for the world map. Those might give you some insight
 
4.80 star(s) 10 Votes