camube

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Ah, yeah. I went around and around on what number would be appropriate there. It can be hard to get a good feel of what is reasonably achievable in a blind play through (which is usually my aim for these things) given all the options in the game.

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I'd be interested in hearing how many other people found that threshold prohibitively too high.
i know this is probably go out of your way in terms of coding, but i feel like this game is at the highest tier of games, equal to Being a DIK and I'd like to throw out my opinion because of it.

I think instead of just points system, it would be more immersive if previous decisions is counted as flag too for such options.

For example, if the players are kind to Veronica and checking if she's OK, the number threshold could be really low compared to the default threshold numbers

the other way around, if the player has high enough toughness to be degrading to Veronica in Week 1, then some offsite sex scenes only unlock on that type of playthrough. (Like the rough gym bj scene only unlocked to high toughness player that degraded Veronica).

Another example would be Felicia's offer. If the player answers Felicia in ways that always diminishes Felicia's worth, the option for Free isn't choosable.

I think those kinds of gating/opening options on sex scenes outside Carnation Main Events would add to the replayability between Low Toughness and High Toughness options instead of just for numerical values alone.

Another example I could think of is W2 Rosalind Carnation event. If the MC motivation is "Money" make the MC unable to pass it to Ian
Unless he's Social Chameleon, which then overrule it and can still pass it to Ian.

As in, make MC background choice matter on Main Carnation Events by locking/unlocking choices on it.

If the motivation is "Helping", make it easy to entered a better relationship with the girls (a lower status changes threshold) but, make them unable to choose some options on Main Carnation Events.

Or another one, "Money" make MC able to choose "deference to crowd or Concise" on that first Main Event intro but block "intro of yourself" but "Helping" make MC not able to choose "Concise"

Things like that.

Don't let Ian help on Felicia Week 2 on "Helping" background MC is another example.

Playing around with gating/opening scenes like that would help a lot in immersivity and replayability without changing the script too much I think.

That's how BaDIK do it, to a sense. Previous decisions in BaDIK changes howother characters behaves towards MC, and in Pale Carnations it can be achieved by locking/unlocking options.

The way I see it, there's 3 Carnations and 3 Backgrounds so, it would make sense if a specific background appeal to a specific Carnation girl more, hence making going to their path easier with less threshold.

Respect MC would appeal to Veronica more,
while Money MC would appeal to Rosalind more (lowering their threshold)
For example, even if we outright rejected Rosalind's scheme early on, if our background is Money, then Rosalind's path is not closed (progress as if we're actually partner in crime) because she kept "trying" because she "clicked" with MC's Money motvation.

And maybe even, make it easier for the girl to win Main Event (extra point on Main Events because of MC background clicking with the girl)

Or maybe, this one is too out there. if Background MC matching the Girl, then that could mean all offsite sex options are unlocked regardless of Toughness because they clicked, but with other girls, the Kind/Asshole value gate/unlock specific sex progressions.

On the above, MC could always get sex scenes but not specific progressions towards kind/rough depending on toughness.

I think that would immensely add to replayability to the game. That is pretty much what BaDIK does.

Some options are locked if we play as a DICK there, and in Pale Carnations, if the player play with Low Toughness, like my first blind run, i think the discrepancy to the rough sex acts offsite is a bit jarring.

At least for Carnation Main Events it's performative.
 
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Turret

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i know this is probably go out of your way in terms of coding, but i feel like this game is at the highest tier of games, equal to Being a DIK and I'd like to throw out my opinion because of it.

I think instead of just points system, it would be more immersive if previous decisions is counted as flag too for such options.

For example, if the players are kind to Veronica and checking if she's OK, the number threshold could be really low compared to the default threshold numbers

the other way around, if the player has high enough toughness to be degrading to Veronica in Week 1, then some offsite sex scenes only unlock on that type of playthrough. (Like the rough gym bj scene only unlocked to high toughness player that degraded Veronica).

Another example would be Felicia's offer. If the player answers Felicia in ways that always diminishes Felicia's worth, the option for Free isn't choosable.

I think those kinds of gating/opening options on sex scenes outside Carnation Main Events would add to the replayability between Low Toughness and High Toughness options instead of just for numerical values alone.

Another example I could think of is W2 Rosalind Carnation event. If the MC motivation is "Money" make the MC unable to pass it to Ian
Unless he's Social Chameleon, which then overrule it and can still pass it to Ian.

As in, make MC background choice matter on Main Carnation Events by locking/unlocking choices on it.

If the motivation is "Helping", make it easy to entered a better relationship with the girls (a lower status changes threshold) but, make them unable to choose some options on Main Carnation Events.

Or another one, "Money" make MC able to choose "deference to crowd or Concise" on that first Main Event intro but block "intro of yourself" but "Helping" make MC not able to choose "Concise"

Things like that.

Don't let Ian help on Felicia Week 2 on "Helping" background MC is another example.

Playing around with gating/opening scenes like that would help a lot in immersivity and replayability without changing the script too much I think.

That's how BaDIK do it, to a sense. Previous decisions in BaDIK changes howother characters behaves towards MC, and in Pale Carnations it can be achieved by locking/unlocking options.

The way I see it, there's 3 Carnations and 3 Backgrounds so, it would make sense if a specific background appeal to a specific Carnation girl more, hence making going to their path easier with less threshold.

Respect MC would appeal to Veronica more,
while Money MC would appeal to Rosalind more (lowering their threshold)
For example, even if we outright rejected Rosalind's scheme early on, if our background is Money, then Rosalind's path is not closed (progress as if we're actually partner in crime) because she kept "trying" because she "clicked" with MC's Money motvation.

And maybe even, make it easier for the girl to win Main Event (extra point on Main Events because of MC background clicking with the girl)

Or maybe, this one is too out there. if Background MC matching the Girl, then that could mean all offsite sex options are unlocked regardless of Toughness because they clicked, but with other girls, the Kind/Asshole value gate/unlock specific sex progressions.

On the above, MC could always get sex scenes but not specific progressions towards kind/rough depending on toughness.

I think that would immensely add to replayability to the game. That is pretty much what BaDIK does.

Some options are locked if we play as a DICK there, and in Pale Carnations, if the player play with Low Toughness, like my first blind run, i think the discrepancy to the rough sex acts offsite is a bit jarring.

At least for Carnation Main Events it's performative.
Interesting post, no doubt. But I have one question: Among your examples is one of how background chioces impact Edwin´s introduction and you said if he has a helping background, he should not have to option to be consice? That is something I see different. You might want to help, but if you see that a lot of the audience wants "let the games begin", then even a person with a helping background has the option to be to the point.
That some options should be opened and closed by your stats and background is partially already in the game. Some degrading choices depend on your toughness or you get other options if you are inquisitive or a voyeur.
 

camube

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Interesting post, no doubt. But I have one question: Among your examples is one of how background chioces impact Edwin´s introduction and you said if he has a helping background, he should not have to option to be consice? That is something I see different. You might want to help, but if you see that a lot of the audience wants "let the games begin", then even a person with a helping background has the option to be to the point.
That some options should be opened and closed by your stats and background is partially already in the game. Some degrading choices depend on your toughness or you get other options if you are inquisitive or a voyeur.
oh yeah of course! that's just examples off the top of my head. I didn't really think the examples through all that much. Your argument could be as valid or more valid than mine on any of the examples.

What I'm trying to add to your post is that the options that are currently in the game are mostly for sex-related scenes (strongman, tireless, voyeur for those scenes).

It would be more immersive if there are more gating/opening on the conversational options. It would add to the immersivity if we can't choose certain options based on our MC backgrounds.

Non-sex scenes free roam conversational options could be more than "what we want to choose" but also "what we could or unable to choose", it could be an in-game mechanic that we could/couldn't choose based on our backgrounds + our toughness level.

Another example of immersivity would be if money-centered MC is unable to ask Emma "who's that asshole" option on their first meeting.
The idea would be that money-centered MC would not risk whispering bad things about the patrons on the off-chance the patrons would hear it (on default). However, say the Money MC has Chameleon trait, then the "who's that asshole" is choosable still.

There are tons of small ways to integrate MC's backgrounds to the gating dialogue options that will immensely add to the immersivity of this game's "gameplay"

I understand it's really time-consuming from a coding standpoint, I'm just throwing it out there as a wishful thinking.
 

dolfe67

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oh yeah of course! that's just examples off the top of my head. I didn't really think the examples through all that much. Your argument could be as valid or more valid than mine on any of the examples.

What I'm trying to add to your post is that the options that are currently in the game are mostly for sex-related scenes (strongman, tireless, voyeur for those scenes).

It would be more immersive if there are more gating/opening on the conversational options. It would add to the immersivity if we can't choose certain options based on our MC backgrounds.

Non-sex scenes free roam conversational options could be more than "what we want to choose" but also "what we could or unable to choose", it could be an in-game mechanic that we could/couldn't choose based on our backgrounds + our toughness level.

Another example of immersivity would be if money-centered MC is unable to ask Emma "who's that asshole" option on their first meeting.
The idea would be that money-centered MC would not risk whispering bad things about the patrons on the off-chance the patrons would hear it (on default). However, say the Money MC has Chameleon trait, then the "who's that asshole" is choosable still.

There are tons of small ways to integrate MC's backgrounds to the gating dialogue options that will immensely add to the immersivity of this game's "gameplay"

I understand it's really time-consuming from a coding standpoint, I'm just throwing it out there as a wishful thinking.
You emphasize too much the MC's background. It's not because you focus on money that you can't focus on other things at different times. There are already some choices gated on perks, although in small quantity, maybe not enough for you. Though some perks are under-used for now, but it would be too restricting to tie more of them to perks IMO. What is very interesting is making choices throughout the game, evolving maybe differently than expected, not just at the start with the perks.
 
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camube

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You emphasize too much the MC's background. It's not because you focus on money that you can't focus on other things at different times. There are already some choices gated on perks, although in small quantity, maybe not enough for you. Though some perks are under-used for now, but it would be too restricting to tie more of them to perks IMO. What is very interesting is making choices throughout the game, evolving maybe differently than expected, not just at the start with the perks.
It may look like that from my post but actually no, of course not solely like that.

MC background is merely a starting point where the background can be override or added upon by Toughness Score and Affection Score.

If you have Money background but High Toughness, you could still choose a dialogue option that is by default locked from Money background for example.

I said at the end of my post that this is all just wishful thinking because I understand coding it retroactively would be really time-consuming and not a good use of development time.

It's a wishful thinking where had that been applied to the game (the way Mass Effect and BaDIK does it), this game would be really immersive.

On Mass Effect, our background really doesn't matter much, it's whether we continue to choose Paragon or Renegade is what matters more.

I think for Pale Carnations, the reverse is true. Since MC is internally thinking back to his mother's stuffs from time to time, having MC background tied to gating of dialogue options outside of sex scenes (and MC internal monologue tied to Toughness score) would add some sort of more immersivity than it already is.

Don't get me wrong, I'm satisfied with the game's writing as it is. The game is written really well. It's already top-tier game on the genre as it is, it's already one of the more engagin game I've ever played but I just have wishful thinking it could be "even more" immersive.

It fell just right below BaDIK on immersivity factor for me. But BaDIK takes a long time per update.

Coding for extra immersivity takes far lower priority to me than quicker update time. Hence wishful thinking.

I would rather have Ch3 Update 5 sooner than the devs retroactively coding stuffs.
 

GIL3D

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I read Chapter 3 walkthrough and it's said that Felicia got a +2 shoot points on the beginning of the photoshoot?

Does the other girls starts from 0?
I think so, iirc. TD is the one making the code for the game, but iirc Felicia's photoshoot scoring followed a similar concept as Vero's exhibition trial scoring. More base points, less options to increase them.
 

ename144

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Sep 20, 2018
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We got our first Dev Diary of Chapter 4 today!

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I've overhauled my spreadsheet to track these new 'words' TD mentioned, so let's plug in the numbers! It's been 16 days since Chapter 3 Update 4 launched, but only 4 days since work on Chapter 4 Update 1 began (thanks TD!). In that time TD and GIL have created 57 static images, 3 animations, 3041 words, and 0 partridges (in or out of pear trees). That's an average of approximately 100 statics, 5.3 animations and 5322 words per week. Behold the new charts!
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As you can see, we're an unsurprisingly long way from matching Ch3Up4's totals, but I'd say we're off to a good start. As TD noted, the next update should be smaller in scope since it's easier to divide the week into bite-sized chunks. And I'm very eager to see Sunday's content, so let's hope the bite is manageable. ;)

I'm curious to see how the word progress goes; The Unbroken is the only other game I've tracked that gave regular word counts, and it hit it's word limit within ~7 weeks, then paired down the script slightly over the next couple months. So it wasn't all that predictive an indicator. We'll have to see how TD's writing style compares.
 
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TD1900

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I'm curious to see how the word progress goes; The Unbroken is the only other game I've tracked that gave regular word counts, and it hit it's word limit within ~7 weeks, then paired down the script slightly over the next couple months. So it wasn't all that predictive an indicator. We'll have to see how TD's writing style compares.
GIL and I work very closely for creative and production reasons (I only write in chunks of what he can produce over 2-3 days), so the writing for PC continues all the way up to a few days before we finish all the images for the update. So the graph shouldn't suddenly nose dive or anything.
 

theGlassAlice

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Sep 8, 2018
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Something is wrong with the android version. I keep getting error:
When choosing load: "couldn't find gui/phone/overlay/game_menu.png"
When choosing new game: app crash
When choosing replay you have to input your character name: "couldn't fine gui/phone/textbox.png"
I think there's something wrong with UI elements.
 

TD1900

#701
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Dec 8, 2017
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Something is wrong with the android version. I keep getting error:
When choosing load: "couldn't find gui/phone/overlay/game_menu.png"
When choosing new game: app crash
When choosing replay you have to input your character name: "couldn't fine gui/phone/textbox.png"
I think there's something wrong with UI elements.
Is this the public release that's on our patreon that came out today?
 

Turret

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Jun 23, 2017
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>Characters - Only Felicia Hana & Ian are sympathetic, the others are cartoons and anime/hentai tropes. There's Katherine the disney evil queen and her thugs. Brothel patrons are all the same stock character of weird pervy rich Jap/Asian old guy. Not to mention the weirder/eviler they are the more Japanese they look.
I have to disagree with your opinion that only Hana, Feli and Ian are characters. E.g. Mina, who we can learn has more to her than being cute and lively (her sexual fantasies are quite wild too), is a type of person I have seen more than once in my life. She is very much the result of going to a "Nuns Bunker" school, which my homecity has one.
Kath might be a bit straightforward sadistic and "evil", but unfortunately there are people like her out there.
I have to agree to a certain extend with you when it comes to the customers of PC, which has an unusual amount of weirdos among them. Since prostitution is legal here, the boys (and girls) going to brothels, excorts, etc. run very much the gamut of a population. So I think nice or average customers in PC are a bit underrepresented. But since in the US prostitution is illegal nearly everywhere, this might skew it a bit.
 
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Turret

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I would say that it is probably due to the fact that the game takes place in the US and the fact that PC is extremely "upscale" and expensive. Other than Samson (who is said to be comped from time to time) everyone there (that we know of) has a job that gives them some amount of power and quite a bit of disposable income.

Am I the only one who thinks Mihir is pretty normal? I might be forgetting something but isn't the "worst" thing Mihir has done been just watching (mostly the lactation lover), compared to most other PC members he seems pretty reasonable. He was also one of the first along with Chuck to not shoot down the idea of Felica joining the club (he said Interesting! while everyone else was saying but a woman!?!)
You are right that from the named PC members, he is currently the only one rather normal. It is just that even for an upscale etablisment, just one normal guy is well below average expectation. Maybe the anonymous "audience" PC members represent the nice and/or normal ones?
 

camube

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i'm going through a second playthrough, going over re-reading more intently on some parts, and fast-forwarding other stuffs, and man, I just gotta say again, the dialogue and the choice of words used by this game is a couple steps above other VNs I've played.

props to TD1900 and GIL3D for making the game dialogues thoroughly engaging through words description! I like that aspect a lot.

As much as this is a pirate site, I really do wish (again wishful thinking but), I really do wish the early releases for higher $ patreons does not get leaked as quickly in here, or at least policed (though maybe that's a fruitless endeavor).

I learned from another VN game recently that once the devs release the game to the higher patreon tier, within a day or less it gets leaked to f95zone.

I truly think that hurts devs income in some way. There are a small amount of people that does not willing to wait a week for new releases and wouldn't mind paying for the right to play asap. Maybe it's a very small number of people but it's still a loss of potential money for the both of you
 
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camube

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Kathleen practically tells the mc that shes not sending the tape out, the purpose of saying that was to fuck with rosalind and see if shed do it.
Did she? What did she say about not sending the video out? I totally miss it.
Do you mean the pause before "blurring the face" comment?
 
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