Oct 6, 2019
379
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(TL;DR: the 1min long repeating h-scene animation doesn't make the game better; better CGs//character arts/design//unique gameplay mechanics etc. will make this game much better)
I rather like the gimmick. It makes the game seem less like the usual shitty Japanese VN masquerading as an RPG. God knows we have enough of those.
 

Neo Nocturne

Member
Aug 13, 2019
112
142
I rather like the gimmick. It makes the game seem less like the usual shitty Japanese VN masquerading as an RPG. God knows we have enough of those.
You know... there are plenty of Japanese RPGs & VNs that implemented the same gimmick with a much better quality.
Exactly why I said I am okay with the animation, I am not expecting the quality of the animation going anywhere better than it is now.
 

EpicReee

Member
Feb 28, 2018
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368
I rather like the gimmick. It makes the game seem less like the usual shitty Japanese VN masquerading as an RPG. God knows we have enough of those.
Yeah but if a gimmick makes a game feel worse for the sake of being different then it's bad. I'd rather have something usual that works than something gimmicky that doesn't. Ofcourse if the gimmick works fine, then it's good, but it just doesn't. Animated CG's in RGPs (imho) throw immersion out the window, it just doesn't fit.
 
Oct 6, 2019
379
581
Animated CG's in RGPs (imho) throw immersion out the window, it just doesn't fit.
I don't know how much immersion there is to be had from a female protagonist game anyway unless you yourself happen to be one of the non-existent females on the internet. The subject lends itself more to a cinematic experience. The PC, much like Ada from the previous game, is more like a character in a story than the typical blank-slate everyman avatar of most porn games. In that context, making the game feel more like a movie is consistent with what it is trying to be. We will see how that all comes together.
 

EpicReee

Member
Feb 28, 2018
297
368
Ok maybe "immersion" was the wrong word to use, lemme rephrase.

Animated CGs in RPGs to me feel like the dev yoinked a GIF from some random hentai site (as in, they feel like they don't belong there), like these "real porn" games just taking some porn and make some kind of story around it, instead of being commissioned / drawn exactly for this game. It feels unnatural and forced. Forced as in it's the same animation repeating for the entire scene, might aswell be a still CG. Going back to Yorna's type of CGs would definitely enhance the enjoyment.

Can't remember a good RPG that used animated CGs. Most RPGs with animated CGs felt like they wanted to make a hentai, but lacked the financial capacity to make it so they took the few animations they had and built a small game around them.

I understand YeeHaw's trying stuff out with their new game, what works and what doesn't etc. All I'm saying, what some others also mentioned, is that animated CGs ain't it chief. Not the end of the world and it's gonna be a good game regardless, but with animated CGs the fappable component is definitely less enjoyable than it was in Yorna.
 

Neo Nocturne

Member
Aug 13, 2019
112
142
Ok maybe "immersion" was the wrong word to use, lemme rephrase.

Animated CGs in RPGs to me feel like the dev yoinked a GIF from some random hentai site (as in, they feel like they don't belong there), like these "real porn" games just taking some porn and make some kind of story around it, instead of being commissioned / drawn exactly for this game. It feels unnatural and forced. Forced as in it's the same animation repeating for the entire scene, might aswell be a still CG. Going back to Yorna's type of CGs would definitely enhance the enjoyment.

Can't remember a good RPG that used animated CGs. Most RPGs with animated CGs felt like they wanted to make a hentai, but lacked the financial capacity to make it so they took the few animations they had and built a small game around them.

I understand YeeHaw's trying stuff out with their new game, what works and what doesn't etc. All I'm saying, what some others also mentioned, is that animated CGs ain't it chief. Not the end of the world and it's gonna be a good game regardless, but with animated CGs the fappable component is definitely less enjoyable than it was in Yorna.
I don't know if you are trying to defend the team is doing a perfect job in the animation department or you are trying to prove my point that animations//animated CGs//GIFs are not core factors for a RPG game (with porn in it especially), anyway, the animations in the current stage is a gimmick, it's not what makes this game stand out from the rest, so like I have said it once and I will say it again: it's okay, and I am not expecting it can go better.

The very rare case will be Emiliana in which the battle animations vary in various ways than most others have offered//quality and details are better than average. Kamihime from DMM also has good H-scene animations (obviously for a F2P game on an adult site and can still run this long, there must be redeeming quality that keeps it surviving; Taimanin RPGX is ranked 1st recently on DMM, a sidenote for any interested party).
 
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Capricorn524

New Member
Aug 26, 2019
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0
Can you just keep burglar mission? It's really fun to play it even though it's just one mission and there's no reward if you play it for second time
 

Yeehaw Games

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Game Developer
Oct 3, 2017
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Can you just keep burglar mission? It's really fun to play it even though it's just one mission and there's no reward if you play it for second time
Err... You could start the secondary mission after completing it once or you are interested in saving it up until you progress further with the plot?

Secondary missions won't vanish if you didn't complete them right after they become available, don't worry about this.
 

Neo Nocturne

Member
Aug 13, 2019
112
142
Err... You could start the secondary mission after completing it once or you are interested in saving it up until you progress further with the plot?

Secondary missions won't vanish if you didn't complete them right after they become available, don't worry about this.
That reminds me the little thing: the captain did warn us about drones for the secondary mission and even mentioned using EMP grenades, but the drones are like 1-shot grade...my Princess literally 1-shot'd each one with one of the cheapest weapons at lvl 5.
You guys made it easy for us to test, right? Or is the captain just being nice to the Princess? The mobs in the slum, they each take 2 shots (4 mobs so 8 shots, all Single Shot) to be killed, are the main missions harder by default?

Come to think of it, I tried using the sewer in the slum, I messed up hacking the door and Princess was trapped down there, unable to progress (eventually I tried every square to check for exit and nothing, so I loaded a file; I managed to slip Princess though the 2nd try). Is that a bug or by default to force a load?

Sorry to have missed those earlier.
 

Yeehaw Games

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Oct 3, 2017
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That reminds me the little thing: the captain did warn us about drones for the secondary mission and even mentioned using EMP grenades, but the drones are like 1-shot grade...my Princess literally 1-shot'd each one with one of the cheapest weapons at lvl 5.
You guys made it easy for us to test, right? Or is the captain just being nice to the Princess? The mobs in the slum, they each take 2 shots (4 mobs so 8 shots, all Single Shot) to be killed, are the main missions harder by default?

Come to think of it, I tried using the sewer in the slum, I messed up hacking the door and Princess was trapped down there, unable to progress (eventually I tried every square to check for exit and nothing, so I loaded a file; I managed to slip Princess though the 2nd try). Is that a bug or by default to force a load?

Sorry to have missed those earlier.
The big problem with balancing is the disparity between players who made some test battles with rats and got levels and players who didn't. I didn't want to make initial combat too hard for the second category.

Weapons have different categories and concealment. If you picked up a marksman rifle, it's full damage + no stealth mode if someone spots you. Running pistol is the opposite - stealth is easy but direct confrontations will be harder.

Are we talking about the first main mission and the console on the attached picture? If so, you can leave the sewers regardless of its status right the way you entered (picture 2). If you are talking about a different place - please give me a screenshot.
 

Neo Nocturne

Member
Aug 13, 2019
112
142
The big problem with balancing is the disparity between players who made some test battles with rats and got levels and players who didn't. I didn't want to make initial combat too hard for the second category.

Weapons have different categories and concealment. If you picked up a marksman rifle, it's full damage + no stealth mode if someone spots you. Running pistol is the opposite - stealth is easy but direct confrontations will be harder.

Are we talking about the first main mission and the console on the attached picture? If so, you can leave the sewers regardless of its status right the way you entered (picture 2). If you are talking about a different place - please give me a screenshot.
I see the problem now, the auto-pathing from Point A to B (vice versa; in my attachment) will skip the two squares triggering the exit. All good then.
 

Yeehaw Games

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Oct 3, 2017
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I see the problem now, the auto-pathing from Point A to B (vice versa; in my attachment) will skip the two squares triggering the exit. All good then.
Got it, I'll change the logic in exit events in v0.1.5. Didn't think about the auto-path not counting these squares as eligible for walking.
 
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iamnuff

Well-Known Member
Sep 2, 2017
1,454
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The big problem with balancing is the disparity between players who made some test battles with rats and got levels and players who didn't. I didn't want to make initial combat too hard for the second category.

Weapons have different categories and concealment. If you picked up a marksman rifle, it's full damage + no stealth mode if someone spots you. Running pistol is the opposite - stealth is easy but direct confrontations will be harder.

Are we talking about the first main mission and the console on the attached picture? If so, you can leave the sewers regardless of its status right the way you entered (picture 2). If you are talking about a different place - please give me a screenshot.
I'd say go ahead and make the fights a little bit tougher.
I don't really see much point in building everything to suit people who don't bother to improve their characters and get stronger outside of mandatory events. You might as well just remove leveling entirely and have the whole thing take place where both the player and all enemies are level one.

Not saying that you should need to grind for an hour in the sewers just to progress, but if you don't put the effort in to upgrade your gear and at-least get a level or two, then you should struggle.

Make the droids tougher as a wake-up call. Where your choices are to use emp grenades, or get stronger.
 

Neo Nocturne

Member
Aug 13, 2019
112
142
I'd say go ahead and make the fights a little bit tougher.
I don't really see much point in building everything to suit people who don't bother to improve their characters and get stronger outside of mandatory events. You might as well just remove leveling entirely and have the whole thing take place where both the player and all enemies are level one.

Not saying that you should need to grind for an hour in the sewers just to progress, but if you don't put the effort in to upgrade your gear and at-least get a level or two, then you should struggle.

Make the droids tougher as a wake-up call. Where your choices are to use emp grenades, or get stronger.
Let's just do that in the final version. I don't mind having a walk in the park, but I am sure the common folks, unlike us, don't even want to struggle or grind a bit.

That's how the generation thinks now, welcome to the club.
(we can continue to grow old and become a remnant of the past, we are old people and grandpas who don't mind grinding)
 

iamnuff

Well-Known Member
Sep 2, 2017
1,454
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Let's just do that in the final version. I don't mind having a walk in the park, but I am sure the common folks, unlike us, don't even want to struggle or grind a bit.

That's how the generation thinks now, welcome to the club.
(we can continue to grow old and become a remnant of the past, we are old people and grandpas who don't mind grinding)
Don't go Total Boomer on me there, old timer. I hate grinding too, but there should be a feeling of 'the need to grow stronger' in an RPG. Whether that means buying a new sword or fighting a handful of random encounters to get a level or two.
 

Yeehaw Games

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Heya! Artists are finishing their work and due to New Year and all the celebrations release date may shift to January 15th-17th. I’ll try to minimize the setback during the animation stage, yet it will still take some time. If anything changes, I’ll make a separate info post.

I finished all logic for the new story and optional content and gave it a few test runs - everything is working as intended. Hints and other utility features are ready to go too. Now, I have to tune combat encounters and add finished art pieces for battlers and story characters.

I’ll use the extra time to make an extended hacking tutorial - some players mentioned they find hacking minigame to be hard. So, I’m thinking about making an in-game guide based on the first hack in Wrench’s garage. You will be able to use it both during story playthrough and after it – just ask Wrench about hacking exercise and he’ll set you up.

Both old and new maps received new cyberpunk bits like billboards to set the atmosphere right. I started the process before releasing v0.1 but didn’t have the time to properly finish it.

Also, I changed some geometry and shadows, including zone transfer points in the main blocks. Added new transfer points to old city maps for players who don’t want to use the bus for some reason.

Fixed Alice’s portraits and sprites to use the same logic as others. Now she has her eyebrows behind her hair, not on it.

Adjusted logic on exit events in the first story mission, sewers section. Now, the exit zone is eligible for auto-pathing and you can trigger it by walking. Previously, you had to click or use the action button on exit squares to leave the severs.

Fixed a rare bug that leads to HP and EN bars disappearing from the combat and status menu.

Cleared grey outline on weapon icons. Compression artifacts no longer exist on these.

Fixed an option to sell upgrades for Kira’s apartment while adding a new one to the store. She isn’t moving out anytime soon and should keep the improvements to avoid trouble with their functions down the line.

New H scenes 0 / 1

New puzzles 1 / 1

New clothes 1 / 1

New characters 1 / 1

New missions 1 / 1
 
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HusoMain

New Member
Feb 15, 2018
7
1
How do i obtain the two other scenes in v1.0? If its the shady guy could I get the code? Im not certain where to find it InGame