Once again, thank you for your suggestions! I'd certainly like to hear more if you have any!
Hi Libby,
Well, it's your fault, you asked, so now you get the suggestions
Actually, the first suggestions will kind of contradict everything else
, and even in a way contradict themselves
.
1) It is your game, you are doing it for free, and it may require a lot of time and energy, so, it is nice you ask us, but put down your idea for the main line, and stick to it, otherwise, you will end up always trying to chase people's idea, and never complete it.
2) Similar line, but a bit different, you cannot accomodate all the possible "likings"/fetishes/preferences, so choose which lines you will follow, and be ready to accept that some people may get upset because you cannot manage to accomodate their preference, or not for every scene.
3) You may like to get feedback and encouragement, but it may be better not to put anything out till when you start having already something with at least a small number of playable "meat on the bone" (i.e. events/missions), otherwise, you risk getting swamped by what I indicated in 1) and 2) above - the more the stuff you put out is complete, the more is probable is that people will focus on bugs rather than on wishes
4) Choose the tools based on what you are more comfortable with, and that makes it easier for you to work, don't let people's likes and dislikes influence you - e.g. I admit I have a dislike for RPMG as a player, but I have played both Alona and Green Shadow, and another game I like, is also made with RPMG.
5) You have already the concept of the main line with x events (e.g. the 5 "gangs"+5 criminals, the supermarket), plus side events (your bounties) and events that continue the main line (e.g. the photographer, the restaurant, Ben's), so, unless you already thought about something very different, stick to that approach, you are are used to it, and worked out even for the people using the game. It is not original, but nobody said that you have to reivent it if it works well for your story and your characters.
6) The Red Phoenix had already done a teaming with the Green Shadow, and they had spoken about working togheter, you have already both characters, and in at least two of the three endings for the Green Shadow (the good ones), Rachel continues doing the superhero. At the same time, whether she has become the "shameless hero" or not, Rachel she has already also some experience even before Ravine city, (included experience of the compromises ;-), though the Alliance may not know about all of them), and got results, so could make sense that a couple of year after she is sent to help the Red Phoenix, who is less experienced.
In other words, you could make it a kind of follow-up, in which Rachel/Green Shadow goes to the city where Red Phoenix is, to help her out and train her - this can allow you to have events with both, events with only one of the two, both for the main events and for side events.
It can also allow you to decide whether at a certain point the two could share with each other their secret identity, or anyway discover it, or not (either situation can impact how you develop the story/scenarios).
It can also allow you to decide (or leave the possibility to the player, based on the choices made), to have effectively the Green Shadow contributing to the getting the Red Phoenix in "situations" ;-), and viceversa (well, the Red Phoenix is less experienced).
7) Keep the fact of having to do "normal" jobs - well, "normal" between quotes because they can also give the possibility of lewd situations.
If you have the time for it, you could also foresee the possibility of having more than one job each and/or change job and/or end up working together (whether they know each other's identity or not) - that could even allow for getting in "situations" in some way with the two and/or where one ends up putting the other in "situations", even unwillingly.
Also to consider, the possibility of getting in "situations" or certain type of jobs ;-) that give more money, and others which give less money, but without "situations" - or the same jobs, giving less money if you do not take the "situations".
This would not be really much different from what is already in the previous game - and if you make some job get to the "situations", and some other without, you could add up a decision making impact for the player ("will this job bring to lewd stuff, or not ?").
It can also bring to the decision point of "that job gives more money, but can bring to lewd stuff, do I take the risk and get the extra money to buy my superhero stuff and other expenses (young superhero may also go to disco, to a restaurant, to the beach, maybe a small holiday, and need to buy groceries too), or not ?"
At the same time, keeping the work aspect is important, and it would be more than normal, if you think about other superheroes, Batman is Bruce Wayne (industrialist), Superman is Clark Kent (journalist), Spiderman is Peter Parker (photographer), etc.
8) Superheroes are supposed to do it for heroism, not for money, so, it is understandable that for some lateral missions she can also get a bonus (well, she even got the "sponsors" ;-D as superhero), but should not become a business, or instead of the Red Phoenix (or Red Phoenix+Green Shadow) superhero, becomes Red Phoenix bounty hunter.
Actually, as far as I recall, "bounty hunter" or more specifically bail recovery agents (or whatever their formal name) are real only in (parts of ?) USA. In most other countries I know of, I don't say that someone may not privately offer a recompense, or even put a "contract" on someone (though that is about something different ;-)), and if you find someone's else money and give it back there can be a prize fixed by the law, but if you offer a bounty on someone, you are actually committing a crime (unless you are offering money if someone finds your pet, that is allowed).
9) I think it is good that you want to avoid forcing people to have to do the lewd jobs (or lewd parts of jobs), but honestly, the "economic" part of the Green Shadow games seemed a bit "strange" to me.
It looked like it was almost impossible to win against the big fellow without enhancements, but it was basically impossible to get the money for those enhancement in a reasonable time, but at the same time, the bounties maybe should be reviewed. You should think a moment about the money thing, so that it keeps coherent, if you keep it.
10) To be a good game must be more than just a sequence of renders, but at the same time, it would be good that there at least a few renders for each event, not only one - better having a couple more, even if smaller, than to get one, even if are bigger.
It is true that Combin images were not very big, on a big screen the games go in a very small percentage of the screen surface, but that was one aspect in which he went in the right direction, in my humble opinion.
11) Don't make the ending depend only on one factor, or at least, think well which one you want to use - it was one of the thing a bit "disconcerting" about Combin games, and a good reason to cheat, it was sufficient to do some "stuff", and then you got inevitably get the bad ending, no matter what else you did.
I hope it is enough suggestions for now, I could try to come out with some idea for events and/or for the main line (but those, is probably better I send as PM), I just cannot commit to any kind of speed, I am always trying to do too many things for my time and energy
.