I think your new idea of just replacing the maze map all together would actually fix the problems of it. as currently it just takes too long and it is so easy to be defeated aswell
well buckle up, we are replacing the maze map haha.
I like the top down idea, but. every problem i have with it i think it might get fixed if you commit to the idea of making every chapter a giant top down map that you have to slowly traverse through. cause then losing wouldn't feel as bad and the fights themselves wouldn't feel like they take a long time which is the singular advantage of the older battle system
fwiw, renpy's "skip" mode, accessed via the `tab` key still works in my top-down mode. When it's active, all the enemy units appear to move at once, and the cut-scenes fly by so fast you can barely see them, so you only get interrupted to move, or deal with a grapple. This system is still slower though.
with that out of the way. how are you doing all of this??i feel like this would be way easier with something like rpgmaker, but. you're defying most odds by choosing renpy instead
Heh well I didn't set out to make a top-down turn-based-strategy rpg in Renpy is, I guess the problem. I like renpy because its story-telling focused, and based in python, which I'm very comfortable with. I didn't want things to be about the game engine, I wanted them to be about the narrative, but then I just couldn't resist adding some cool mechanics, and now here we are.
Before the top-down thing happened, I was pretty much within the realm of what I'd consider
Renpy's intended framework features. Even with my snowflake homebrew fight systems. The framework is very flexible, you just need to be able to imagine something different. This new top-down system however has required me to do something in renpy called a
You must be registered to see the links
wherein you subclass renpy's built-in displayable and implement your own Render() method, so yeah, we aren't in kansas anymore and someone could DEF make the point I should just be moving "up" to rpgm or unity. I think i'd be a mistake to scrap what we have so far and go all
brb rewriting in unity though. It just wouldn't be any fun. Not for me, not for you.
I do think my next project will be in a "real" game engine though. But most likely Godot, since I can't stand java, and java-derived languages like c# and I think it'd be silly to go RPGM, because, I mean let's face it, I will immediatly outgrow it, and be back in the forums explaining why my mechanics are unpolished because I've reinvented unity inside rpgm.
[/QUOTE]
adding on: Personally i want to see the captured system change a bit. While getting collared and being forced to do sex fits i personally think that the enemy you get defeated by collaring you to keep you for themselves is a much better idea. you get captured by the thug and he just fucks you everyday and abuses you until the one chance to escape arrives despite being collared, or the chaingirl keeping you for herself and forced to do her orders while you're collared and humiliating you in the process of trying to escape. and after you escape with a collar you have to go to octa or love to get the collar off. this is mega extra work for you, but. an idea i hope you consider
[/QUOTE]
Yeah, you're pretty much reading my mind there. The prostitution mini-game is the first proof-of-concept of at least 4 other "dark-side" minigame loops kicking around in the back of my mind. These include:
* a gang-hideout, where you work as a "house servant" (including scenes like the one you describe, as well as a chaingirl doggie-walk, which I'm AMAZED no one has brought up yet)
* a nightclub with a waitressing minigame and demanding customer scenes (owned by zeek)
* Uncle, who will show up to 'rescue' aj when she's been left restrained and take her home, (classic rope-bondage scenarios)
* a character I've yet to introduce who specializes in traps and is something of an "artist".
The prostitution minigame will also serve as a vehicle for scenes with other story-arc characters, who rent her out for the day for this or that, in the same way she was rented out in the meet_zeek scene. So every time you see the "days in captivity" cutscene message, there will eventually be a queue of events that can hijack her for the day and then return her to her cell. I also have a few ideas for humiliating interactions while she's on the street, mind-wiped at the light-pole. In the same way the walk-up John interacts with her now I would like there to be scenes where:
* the gang members who beat her down in the first place run a train on her
* some dudebro's walk up with an app on their phone, which is tracking their progress in a scavanger-hunt-like augmented reality game where the object is to locate and fuck every citycide officer who is still alive and in captivity.
* Visits from the clown-biddy hoes
* etc...