Okay, there's a lot of stuff I'll complain about with NewLife, but this is just asinine. This is a legitimate game design decision and you seem to think the explicit point of it (To allow multiple playthroughs to each give a different experience) is somehow a demerit. That's not a complaint or a criticism, that's just a difference in design philosophy.A lot of Newlife's writing effort looks to be wasted on the many combinations of character traits and NPC traits, none of which can be seen without multiple playthroughs. The inflexibility of character traits is an unusual design decision. A lot of games make gradual changes to the main character's sexuality a staple of their gameplay. If Newlife was refactored / reworked to a more flexible system of tracking behaviour characteristics, one that would allow for unlocking content based on character choices instead of just decisions made at the start, I think players would get a lot more mileage out of the variations and their character would seem less static.
No, sta123 is likely correct, the modular approach that was chosen and the way it was implemented in java requires constant rework of previous event modules when new depth is added and QA to get the new content to work with the old grammar. And the huge amount of variables (traits etc.) likely make creating new events a tedious task, when a single sentance might require multiple variations or hundreds of word injections in order to facilitate all possible trait combinations possible.Okay, there's a lot of stuff I'll complain about with NewLife, but this is just asinine. This is a legitimate game design decision and you seem to think the explicit point of it (To allow multiple playthroughs to each give a different experience) is somehow a demerit. That's not a complaint or a criticism, that's just a difference in design philosophy.
Stormkool above me is giving an actual critique about that system by saying he believes it's not varied and/or meaningful enough to make an actual difference and accomplish that design goal of a different experience each playthrough.
What you're doing is like getting pissed at a comedy for having jokes. Not for having badly written/timed jokes, for having jokes that are anachronistic to the tones/themes of the production, or some other actual critique, but for having jokes at all. You could not have missed the point more.
That's not really what he was saying, though. He was speaking as if the mere idea of doing it this way is pointless unconditionally. As if it's something that should never be done, no matter what. That's not a complaint or attempt to attribute where the problem is like what you're saying. That's a difference in preferences.No, sta123 is likely correct, the modular approach that was chosen and the way it was implemented in java requires constant rework of previous event modules when new depth is added and QA to get the new content to work with the old grammar. And the huge amount of variables (traits etc.) likely make creating new events a tedious task, when a single sentance might require multiple variations or hundreds of word injections in order to facilitate all possible trait combinations possible.
I believe SO works hard on the game, but working hard does not always net the same result as working smart. But in this case it would likely require a start from scratch in order to streamline the workflow, the way "Female agent" went.
I've actually looked in to the code of Newlife too, and I'd have to agree. As a disclaimer: it is not easy to determine what code does without source code sometimes, so I have to make educated guesses. That being said, holy shit their coding is like over 90% objects. It's just unnecessary and overcomplicated, you have to call dozens of objects to even do simple things, with very high chances of things breaking, not working, or doing something unexpected.TLDR: I can believe SO when they say they work hard on Newlife, but I think the resulting progress is massively underwhelming because of flawed game design decisions that are difficult to reverse.
"waah it's so hard to write literally one scene over a whole month"
have you tried not scamming people? the devs who do that seem to do just fine
btw the point at which this game had a large amount of fans (at least in this thread) is long gone, you'll notice barely anybody's even asking for the update now since they're all obviously shit token updates to not get your patreon shut down for taking money for nothing, people are mostly posting because they genuinely dislike the scammer dev now
i'm sure your paragraphs of deflection and cope keep the paypiggies happy on whatever other brainlet farm you have going though, keep it up
oh and
"dude my game has so much depth that's why it takes one month to write a tiny little scene which you can only ever access 2% of the time if you meet extremely specific conditions and which has otherwise zero impact upon the rest of the game"
how smoothbrained do you think people are to buy this 15 IQ argument
How smoothbrained do you have to be to think I'm the author of the game?how smoothbrained do you think people are to buy this 15 IQ argument
Or, and I know this is crazy but hear me out, you could just go play something else. Instead of being put out of your misery, you could just not worry about the game at all. Maybe there's a nice visual novel you could click through.TLDR 142 pages: Newlife should just die because the coding nightmare makes it effectively impossible for creating any new meaningful content and the devs are better off scrapping entire project to reboot using good code instead, which would save them and everyone else massive headaches and heartaches. Just take this out back already and put us all out of our misery.
oh my mistake you just admin the discord and defend a scam job for freeHow smoothbrained do you have to be to think I'm the author of the game?
TLDR: Someone has a stick up their butt and thinks I'm upset about a game and it's dev process when in fact I was merely summing up what 90% of the posts prior to mine talked about. But hey, I enjoyed this game once or twice some time ago, now I just come here to read all the forum chaos. Glad I could make your brain implode with reeeeeee-ness as well. No sweat off my back lol.Or, and I know this is crazy but hear me out, you could just go play something else. Instead of being put out of your misery, you could just not worry about the game at all. Maybe there's a nice visual novel you could click through.
Last I checked Newlife is run through a code obfuscator before it's released, so all these comments that go on about poking through the code and how it's a nightmare are coming from people that haven't actually seen the codebase the dev works on.
The notional "good code" people think would be so valuable ultimately wouldn't make scenes any quicker or easier to write; the effort is in actually writing decent prose and the complexity is in the ideas and concepts involved, not somehow an artifact of the object system or something. The object system isn't hard to use within custom scenes, Velocity is pretty simple (it's simpler than Twine/Twee and everyone seems to be able to pick that up easily enough), and YAML is both universally supported and not tough to figure out.
The only way to make writing scenes for Newlife easier to ignore all the variety in characters and traits by writing bland scenes that apply the same to everyone and need no internal logic or meaningful choice. At that point you may as well just go write short stories on Literotica.
It being unusual doesn't make it less of a valid design choice. That's no different than saying "This is good solely because of it's popularity" or "This is bad solely because it's obscure." You're still saying the same thing as you did in the first post.You might have misunderstood me, not helped by bad wording on my part. I was trying to suggest that 'unlocking content based on (the player) character('s) choices instead of just decisions made at the start' would be a better design choice, which seems to be what Undertale does.
With Newlife a significant amount of content is locked to inflexible traits you choose at the start of a playthrough, traits that can't be influenced by your character's choices (actions). That's an unusual design choice. I think many / most players miss this content.
Yes and no. Deobfuscators do a very effective job of rebuilding the structure of the code, and this is a text game so it self-comments quite effectively.Last I checked Newlife is run through a code obfuscator before it's released, so all these comments that go on about poking through the code and how it's a nightmare are coming from people that haven't actually seen the codebase the dev works on.
Agree and disagree. There's complexity in writing scenes for any form of interactive fiction, certainly, but the extra writing and conditionals - often nested - required for Newlife's elaborate game mechanics multiply the complexity.The notional "good code" people think would be so valuable ultimately wouldn't make scenes any quicker or easier to write; the effort is in actually writing decent prose and the complexity is in the ideas and concepts involved, not somehow an artifact of the object system or something.
Some of the story formats for Twine have very simple wiki-style syntax. I believe you could feasibly commission erotic fiction writers to write material for those story formats. I know it's an apples and oranges comparison because Newlife's game design is so complex, but I'm not sure there's a large pool of talent that could understand Velocity and YAML and still be able to write compelling erotic fiction.The object system isn't hard to use within custom scenes, Velocity is pretty simple (it's simpler than Twine/Twee and everyone seems to be able to pick that up easily enough), and YAML is both universally supported and not tough to figure out.
Branching choices are good. I'd say the issue with Newlife's approach is that it involves lots of small branches for fine details, and the workload of implementing those precludes larger story branches. The ability to have your choice of flavour text comes at the expense of more story with more meaningful choices.The only way to make writing scenes for Newlife easier to ignore all the variety in characters and traits by writing bland scenes that apply the same to everyone and need no internal logic or meaningful choice. At that point you may as well just go write short stories on Literotica.