Agreed, another underdeveloped character. In the Remake she's going to be smarter, preferring surprise attacks than full-scale invasion everywhere (convenient for sidequests). She won't be overconfident and will always prepare for the worse and avoid Luka's unpredictability as much as possible and make plans with a good chance of success. She will get some victories here and there, you will hear of them, and even witness one or two (which instead of winning you will try to minimize the casualties), but she will ultimately fail, of course.Quick question how are going to handle eden in the vn she did pretty much nothing and was a joke meme she was the strongest of ilias angels
On the troop menu, make an event activate when the enemy has x health, and on the event, order a switch or variable to register how which threshold was reached. In the event that plays instead of the game over, make it ask which threshold was broken and make an event for that.well i answered the poll in other to sum up what i wrote in case other people want to know, you could leave the colosseum as it is, if you did well in the fight by lowering the opponents hp to around 50-30% they leave you alone for doing well and they had fun so they dont see a reason to rape you, but if lose like right at the beginning then they get angry and take it out by raping you, you can make the reward be something used for later down the line, like a map to lose treasure or an item that someone lost a long time ago.
edit: i tried to test out the hp thing in a new project in rpg maker but since i always leave battles as it is without doing anything not sure how to make something like that happen i would love to know how tho.
They are right though, what's the point when paradox exists? Besides the RPGM mechanics are a crutch and only serve to pad the play time out while not adding anything of actual value. What did this game actually gain by being ported over to RPGM?Wow, what a great help. They should give you the award for the "most useless reply here ever made", seriously.
What do you say about replying with something more.. constructive?
I'm just honestly struggling to understand WHY would you add pointless rpgm shenanigans when the original already works perfectly fine without them?And what engine do you suggest? Renpy is to make Visual novels, a gameplay needs to be hardcoded and is limited, so not a good option. Unity? Is mainly used to deal with 3D, and until now, I see it being used for 3d sex games, or in replacing Renpy as a visual novel maker wasting all it's resourses. RPGM was the only viable choice. Any other game maker, like a side scrolling one, would need to have all the sprites remade, which I'm not willing to do. This is a game I do as a hobby, and I'm not accepting money or willing to spend it to hire someone to draw things for me.
Besides, as someone who helped fund Hero (also known as MGQ 3D) and saw what it means to bite more than you can chew, I couldn't be more careful in judging what can really be done, and what is a dream. Even Torotoro knew, that other type of engines, would be far more expensive, and the guy was profiting with this thing.
What I'm trying to do is to improve this piece of art as I know I can. It won't be the game of the dreams, with a budget of Final Fantasy 7 remake, but it will be the best I can do, with the resources available to me.
I have no specific plans to change the endings, but I'll probably try to smooth them since most main characters gonna get some character development during the remake, and thus some attachment to Luka. And if you like Alma Elma, I think you gonna like this remake, I planned a ton of character development for her. She is the most underrated character of MGQ by far, though my favorite is still Alice, followed by Granberia.A question, even though it's likely something far, far ahead on the road: do you plan on changing the endings related to certain characters? While I understood why it ended like it did in the original, I was disappointed in Alma Elma's (my favourite character in the game), as I'd have preferred something closer to Tamamo's or Alice's.
Rape on lose, is still a thing in the remake, it just won't lock all almost all the content. Bosses and sub-bosses, for example, will unlock their scenes at the gallery (Monster Book, just talk to Alice in a campsite or an inn) once you defeat them (because they are a one-time deal, and there's no refight feature as of yet). There's also the addition of more consensual scenes (like those of Meia and Sara), if I had to guess a number, I'd say about 30% of the sex scenes don't require you to lose (usually quests have 3 mob monster girls and a boss and a reward scene, which would make 40%, but some quests have less mob monster girls and some have no reward scene, some have sub-bosses, so I'll be conservative and say 30%). Right now, there are 9 consensual scenes + 3 of Alice's consensual scenes, and 1 instantaneous rape (no fight at all).So… I haven't played this yet but I'm curious. I hadn't played before because I thought all H-scenes in MGQ were locked behind losing, but it seems to me that in this remake things are slightly different and there are more choices? Am I right?
Ok, you don't like gameplay. Seriously. The worst part of JRPG games is the menu-based combat system (instead of the action-based combat system from other action games), which the VN had. Some people like freedom, they like going to places, they like seeing a character they actually control moving around, a simulated universe they can see, a camera they can control, and not just a book with pictures together with the worse part of JRPGs. I have nothing against books, they serve their purpose, tell a story, but some people find it better when you have more visual hints of the story, when you follow the characters, see them interact, control them decide how to prepare for a challenge, how to approach a situation, etc... As for grinding, the second worst thing of JRPGs, I'm trying to minimize incentives for that, and deal with it. What you call shenanigans, we call gameplay, it's not perfect by all means, but there is a reason why Final Fantasy and other jRPGs are so successful.I'm just honestly struggling to understand WHY would you add pointless rpgm shenanigans when the original already works perfectly fine without them?
It's actually been there for years now. It already got to Gnome, so if the first game length was enough for you to give a try, please, do it.Huh... didn't think anyone would do a remake of the original. Keeping my eyes on this one.
I'm glad to hear it, and agreed. Can't wait to see what you have in store for her!I have no specific plans to change the endings, but I'll probably try to smooth them since most main characters gonna get some character development during the remake, and thus some attachment to Luka. And if you like Alma Elma, I think you gonna like this remake, I planned a ton of character development for her. She is the most underrated character of MGQ by far, though my favorite is still Alice, followed by Granberia.
Rape on lose, is still a thing in the remake, it just won't lock all almost all the content. Bosses and sub-bosses, for example, will unlock their scenes at the gallery (Monster Book, just talk to Alice in a campsite or an inn) once you defeat them (because they are a one-time deal, and there's no refight feature as of yet). There's also the addition of more consensual scenes (like those of Meia and Sara), if I had to guess a number, I'd say about 30% of the sex scenes don't require you to lose (usually quests have 3 mob monster girls and a boss and a reward scene, which would make 40%, but some quests have less mob monster girls and some have no reward scene, some have sub-bosses, so I'll be conservative and say 30%). Right now, there are 9 consensual scenes + 3 of Alice's consensual scenes, and 1 instantaneous rape (no fight at all).
And what you call gameplay, many people will call artificial time wasters. There's certainly a place for the classic style, and for what it's worth, Paradox emulates Dragon Quest gameplay charms just as well as the original game parodied a Dragon Quest story. But this bare-bones RPG maker remake doesn't do that near as well, instead just sticking maps and filler dialogue boxes for padding between the events.Ok, you don't like gameplay. Seriously.... What you call shenanigans, we call gameplay, it's not perfect by all means, but there is a reason why Final Fantasy and other jRPGs are so successful.
I don't like the original type of game, and I may never play it. I much prefer this type.I'm just honestly struggling to understand WHY would you add pointless rpgm shenanigans when the original already works perfectly fine without them?
That instantaneous rape scene doesn't sound good to me. That single scene may be enough to make me lose interest in the game if it can't be avoided.Rape on lose, is still a thing in the remake, it just won't lock all almost all the content. Bosses and sub-bosses, for example, will unlock their scenes at the gallery (Monster Book, just talk to Alice in a campsite or an inn) once you defeat them (because they are a one-time deal, and there's no refight feature as of yet). There's also the addition of more consensual scenes (like those of Meia and Sara), if I had to guess a number, I'd say about 30% of the sex scenes don't require you to lose (usually quests have 3 mob monster girls and a boss and a reward scene, which would make 40%, but some quests have less mob monster girls and some have no reward scene, some have sub-bosses, so I'll be conservative and say 30%). Right now, there are 9 consensual scenes + 3 of Alice's consensual scenes, and 1 instantaneous rape (no fight at all).
I like this kind of classic RPG.And what you call gameplay, many people will call artificial time wasters. There's certainly a place for the classic style, and for what it's worth, Paradox emulates Dragon Quest gameplay charms just as well as the original game parodied a Dragon Quest story. But this bare-bones RPG maker remake doesn't do that near as well, instead just sticking maps and filler dialogue boxes for padding between the events.
The original Monster Girl Quests is far from perfect, but it's one strength is that it's streamlined. If your stance is that transitioning from one scene to another isn't as charming without seeing a generic RPG Maker sprite move across a generic RPG Maker tileset while encountering random battles every 20 steps, then that feels less like you actively improving it, and more making it into more of what you're already used to from other RPG's. And that's why you've been seeing those Final Fantasies and other series begin experimenting so much over the last decade, because the generic old standby mechanics without a hint of the charm or ingenuity you'd see in a DQ game simple don't do it anymore for most JRPG fans.
First, you didn't play the remake, if you did you'd know that the random encounters only happen on the world map, and they actually quite rare when compared with other RPGs. Second, I only read opinions here, and you thinking your tastes are the same as everybody else. Third, "its one strength is that it's streamlined" Your opinion, I for example prefer games that give you more freedom, like metroidvanias. I'm tired of the lack of empathy I see of these RPG Maker haters, is like they think that everybody thinks exactly like them and that their opinions of what is good and what is not are actually objective standards. They aren't. Just because you don't like something doesn't mean it's not good. There are people who don't like games, sure I get that, you like to sit and pass hours reading, with an occasioning attack 3X and use meditation, repeat; fine by me, it's there, it's good, go play it, this isn't a Warcraft 3 Refunded, it's a fan remake, the old one is still there, with all its glory. I think it's better in an old-school JRPG style, the creator, thinks that as well, and the people who actually played the game and came comment here, think that as well. But I guess you're right and we all are wrong... because you think so.And what you call gameplay, many people will call artificial time wasters. There's certainly a place for the classic style, and for what it's worth, Paradox emulates Dragon Quest gameplay charms just as well as the original game parodied a Dragon Quest story. But this bare-bones RPG maker remake doesn't do that near as well, instead just sticking maps and filler dialogue boxes for padding between the events.
The original Monster Girl Quests is far from perfect, but it's one strength is that it's streamlined. If your stance is that transitioning from one scene to another isn't as charming without seeing a generic RPG Maker sprite move across a generic RPG Maker tileset while encountering random battles every 20 steps, then that feels less like you actively improving it, and more making it into more of what you're already used to from other RPG's. And that's why you've been seeing those Final Fantasies and other series begin experimenting so much over the last decade, because the generic old standby mechanics without a hint of the charm or ingenuity you'd see in a DQ game simple don't do it anymore for most JRPG fans.