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Embercat

Newbie
Aug 8, 2024
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43
This is helpful but the courage stat (aka caution points?) is a little unclear and means I will most definitely have to start a new game from the beginning.

How many choices thus far add caution points? Can some choices reduce those? Any clarity you can offer on that system Embercat ?

Also, if you don't mind sharing, are any other scenes (past or planned for the future) affected by those as well?
Glad the above was helpful to you.

There are a lot of choices through out the game that swing MC's Courage vs Caution. In testing it is already full possible for players to max out Courage/caution either way by this point in the game with certain choices and the same is true for Dishonest vs Honest and Good/Evil.

To explain better how the stats work, it's a scale where you start on 0 and the balance can shift one way or the other.

If you do something that gains you +1 courage you move to 1 on the scale and start being considered courageous.

If you then make a cautious decision you get -1 Courage and return to Neutral. Get another cautious decision after that, and you're now starting to be consider cautious.

Until now, the stat system has mostly been focussed on letting players build up a base line for who their character is and I have only recently started to add gated decisions that are locked if a player doesn't have enough of a certain stat. I want to make sure there are benefits and penalties for each side of the coin. So sometimes, like in the update just released, a courageous player is reward with a fuller sex scene because MC's courage allowed him to take a risk at doing something risque in public. But other times, a more cautious player might get rewarded by having the foresight to take precautions that ensure they won't be disturbed when spending time with a particular LI, or covering their tracks so they don't get into trouble.

Much like games like Mass Effect (Ouch I'm dating myself holding that up as my example) I don't want players to feel they are being punished for playing one way. I want players to instead feel their character's choices matter and have consequences that feel believable. I mean, this is still an erotic AVN at the end of the day, so some things are going to still be larger than life, but I want there to be a feeling that you could replay the game different ways and have a unique experience every time with it / find more to uncover.

Lastly, on your question about where and how these other decisions come in, what decisions earn stats etc... I am on it. I've seen the comments here in F95 about difficulties knowing how to get all the content and I've begun planning ways to give a better roadmap or at least a walkthrough that will make it easier and more user friendly to know where you are and how your character is doing. I recognise, that doesn't help right this second, but I'm listening and I'm working on solutions.

I hope that helps.

Embercat - Lust Bound & Lust Theory S3 Writer and Story Designer
 
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Embercat

Newbie
Aug 8, 2024
29
43
You should add a signature to your account so it appears on all of your posts automatically, even retroactively.
Also, you could probably try to get yourself a Game Developer bar from the mods.
Thanks for that suggestion. I will admit, I didn't even have an account on F95 until I took on the writing for Lust Bound and Lust Theory and for quite a while I hung back intending to just observe reactions and comments on the game. But, over time I have found the lack of a voice and agency a little difficult on my mental health at times, especially when it comes to constructive criticism. (This by the way is not a plea for people to stop giving Constructive Criticism, but it's easier to learn from and take in when there is an active dialogue). I like to hope my decision to come forward and engage will help in the long run...

But I am getting dangerously off topic. I'm a writer... I like to make text walls.

Could you tell me what I need to do to add a signature to my account like you suggested or who I need to ping to get that bar you mentioned?

Thank you again for the suggestion, will save me the trouble of making a written sign off.

Embercat - Lust Bound & Lust Theory S3 Writer & Story Designer
 
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Zorro#34

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Apr 23, 2022
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Thanks for that suggestion. I will admit, I didn't even have an account on F95 until I took on the writing for Lust Bound and Lust Theory and for quite a while I hung back intending to just observe reactions and comments on the game. But, over time I have found the lack of a voice and agency a little difficult on my mental health at times, especially when it comes to constructive criticism. (This by the way is not a plea for people to stop giving Constructive Criticism, but it's easier to learn from and take in when there is an active dialogue). I like to hope my decision to come forward and engage will help in the long run...

But I am getting dangerously off topic. I'm a writer... I like to make text walls.

Could you tell me what I need to do to add a signature to my account like you suggested or who I need to ping to get that bar you mentioned?

Thank you again for the suggestion, will save me the trouble of making a written sign off.

Embercat - Lust Bound & Lust Theory S3 Writer & Story Designer
I'm not sure about the bar, as I'm not a dev myself and so never looked into the details.
As for the signature, this is how it's done, at least on PC: In the upper right corner, there are some icons, including your nickname. Just click on it, and a menu named 'Your account' will appear. Pick 'Signature' there, and from there it's pretty straightforward.
 
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Aug 16, 2023
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Glad the above was helpful to you.

There are a lot of choices through out the game that swing MC's Courage vs Caution. In testing it is already full possible for players to max out Courage/caution either way by this point in the game with certain choices and the same is true for Dishonest vs Honest and Good/Evil.

To explain better how the stats work, it's a scale where you start on 0 and the balance can shift one way or the other.

If you do something that gains you +1 courage you move to 1 on the scale and start being considered courageous.

If you then make a cautious decision you get -1 Courage and return to Neutral. Get another cautious decision after that, and you're now starting to be consider cautious.

Until now, the stat system has mostly been focussed on letting players build up a base line for who their character is and I have only recently started to add gated decisions that are locked if a player doesn't have enough of a certain stat. I want to make sure there are benefits and penalties for each side of the coin. So sometimes, like in the update just released, a courageous player is reward with a fuller sex scene because MC's courage allowed him to take a risk at doing something risque in public. But other times, a more cautious player might get rewarded by having the foresight to take precautions that ensure they won't be disturbed when spending time with a particular LI, or covering their tracks so they don't get into trouble.

Much like games like Mass Effect (Ouch I'm dating myself holding that up as my example) I don't want players to feel they are being punished for playing one way. I want players to instead feel their character's choices matter and have consequences that feel believable. I mean, this is still an erotic AVN at the end of the day, so some things are going to still be larger than life, but I want there to be a feeling that you could replay the game different ways and have a unique experience every time with it / find more to uncover.

Lastly, on your question about where and how these other decisions come in, what decisions earn stats etc... I am on it. I've seen the comments here in F95 about difficulties knowing how to get all the content and I've begun planning ways to give a better roadmap or at least a walkthrough that will make it easier and more user friendly to know where you are and how your character is doing. I recognise, that doesn't help right this second, but I'm listening and I'm working on solutions.

I hope that helps.

Embercat - Lust Bound & Lust Theory S3 Writer and Story Designer
That is really useful information and I think having three differentiating stats (meaning 8 unique combinations) could lead to a HUGE number of variables that could either close off routes with LIs or at least lock out content with LIs, like the aforementioned scene with Evelyn. That said, beyond just having an idea of the roadmap, it leads me to a personal concern about some AVNs in general - and it is one that I believe I share with a lot of other players - which is the total number of playthroughs required in order to view all content.

Yes, almost all popular AVNs end up getting a MOD that unlocks the replay scene gallery, but there is a certain satisfaction that comes from unlocking all scenes through standard game play. Yes, this often takes more than one playthrough but the number of people willing to replay the game three times or more in order to naturally see all scenes has to be severely limited. Being honest, I generally don't want to play any game more than twice. Most of the time, when I have done that, the AVN has had minimally different dialogue along the way and it felt really boring to say the least.

As a person who writes the stories, I am sure you will be thoughtful about this kind of stuff. It doesn't have to be linear and be reduced to just a couple paths to appease folks like myself... but there has to be more than just a few different lines of dialogue to justify having multiple replays be a requirement for unlocking certain scenes. My personal opinion anyway.
 
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SonsOfLiberty

Discussion Dynamo
Compressor
Sep 3, 2022
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Lust Bound [v0.4.4.1] [Inceton Games]

NOTE: Pre-patched, just extract and play!

COMPRESSED:

Win/Linux:
- - -

Mac:
- - -
 
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Embercat

Newbie
Aug 8, 2024
29
43
That is really useful information and I think having three differentiating stats (meaning 8 unique combinations) could lead to a HUGE number of variables that could either close off routes with LIs or at least lock out content with LIs, like the aforementioned scene with Evelyn. That said, beyond just having an idea of the roadmap, it leads me to a personal concern about some AVNs in general - and it is one that I believe I share with a lot of other players - which is the total number of playthroughs required in order to view all content.

Yes, almost all popular AVNs end up getting a MOD that unlocks the replay scene gallery, but there is a certain satisfaction that comes from unlocking all scenes through standard game play. Yes, this often takes more than one playthrough but the number of people willing to replay the game three times or more in order to naturally see all scenes has to be severely limited. Being honest, I generally don't want to play any game more than twice. Most of the time, when I have done that, the AVN has had minimally different dialogue along the way and it felt really boring to say the least.

As a person who writes the stories, I am sure you will be thoughtful about this kind of stuff. It doesn't have to be linear and be reduced to just a couple paths to appease folks like myself... but there has to be more than just a few different lines of dialogue to justify having multiple replays be a requirement for unlocking certain scenes. My personal opinion anyway.
I can definitely understand where you are coming from, even though my own philosophy differs. I have always appreciated non-linear branching AVNs with BAD being probably the most iconic example. When the suggestion for a stat system for Lust Bound was made, I was genuinely excited by the opportunities it gave as it is the kind of thing I like in my games.

As far as the writing goes, there is a balancing act to be had between letting multipath branching feel relavant and fully fleshed out vs keeping a tight central narrative that doesn't get lost behind endless routes, and I hope players will ultimately feel Lust Bound meets that sweet spot in the end.

I love stories I can return to and gain a different experience from, and was and am really excited by the possibilities the stat feature brings to the table. I hope that as the game develops players will feel the stat system and different playstyles will be a boon and a draw for the game. At the least, I can promise that I am passionate about making playthroughs, routes and choices feel genuinely meaningful and not a lip service gimmick to give an illusion of choice.
 
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3.60 star(s) 9 Votes