4.30 star(s) 26 Votes

inthef95zone

Active Member
Sep 21, 2017
546
2,760
477
Buddy, I didn't understand your words very well, but I think I understood their meaning. I will answer like this:
We don't see anything complicated in what I was talking about. There are several reasons:
1. We have studied game development much more deeply (specifically) than many developers and we approach it more seriously and carefully. For example, at this very moment my programmer continues to read useful literature, expanding our knowledge.
2. We did not start the project right away, but studied old school (games and visuals) and read a lot of forums and information, from which we wrote out the "formula for success":geek:. This went on for a long time.
3. We do not take on things that we do not understand or with which we disagree. Or which we will not be able to implement (one game cannot include everything in the world).
4. (Most importantly). Everything that I talked about is already in the game and works great, the rest is in the process of development but has also already been started.
Conclusion:
We do not shy away from empty words (it is easier to remain silent than to promise). There are only two of us in the project, but we are very cool;).
I get what you're saying, but the point I was trying to make here will probably manifests itself to you later down the line and further into the dev cycle as the game progresses and expands with each iteration. So for now, I'll just wish you guys the best of luck with the game going forward
 
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True Housewife

Huh!..
Game Developer
Nov 26, 2021
320
351
178
I get what you're saying, but the point I was trying to make here will probably manifests itself to you later down the line and further into the dev cycle as the game progresses and expands with each iteration. So for now, I'll just wish you guys the best of luck with the game going forward
The game, the plot and all the pros/cons are taken into account by us in advance. My programmer has such a mindset, he sees the world in numbers/symbols/tables/lists:rolleyes:. Therefore, when creating the remaster (v0.7.0), he specifically conducted a thorough analysis from the beginning of the game to the very end, making edits, etc. From this, we made the correct work schedule and will avoid any dead-end situations in the future. Guided by this, we really changed the structure of each event on each map, brought everything to a logical order, etc. For almost 2 months after the release of 0.6.0, we did not touch the project, but put everything in order and consulted with each other. Now everything will be very good, buddy. You will not notice many new plugins during the game, this is only for us as developers. For the player, it will be just a neat and comfortable game. Basically, players do not notice "nice little things and details", but if you compare our project with any other, the difference is immediately visible. The reason is that developers mostly use RPG Maker as is, or add plugins for new functionality, but RPG Maker has quite a few downsides. I will give a few of the simplest examples of those that we fixed in our project:
1. When changing character sprites, the sprite sometimes flickers.
2. Message windows do not work smoothly (remember the FF series or Breath of Fire, etc., where this works perfectly).
3. Random actions are not too random... For example, let's take a random consisting of 2 options, one of them will fall out more often and this will be unfair to the player. Therefore, we rewrote the formula.
4. Working with layers (location graphics).
Many people think that parallax means that the location is divided into layers (above the character, below the character, etc.), but everyone forgets about such parallax effects as position in relation to the player. For example, in our project this can be seen on Piglet Hill. The forest layer under the hill. Previously, this layer was static and remained unchanged regardless of the player's movement. But now this layer moves with the player and this is what creates the parallax effect, giving realism. We use one of our own plugins for this.
In fact, all the comfort that we have prepared for the player is easier to notice if the player has already played many games and noticed those moments that irritated him / her. We do not have this, everything is fixed. But we are always open to new suggestions because we could have missed something.
Thanks for the wishes buddy:cool:.
 

carboi

New Member
Mar 27, 2023
1
0
62
Can't believe I'm about to join in on the "solving the orc piss pad issue" BUT... I found that you need to turn auto sprint off to get close enough to the puddle, like a step away. Just to be safe, the order I went is:

1. See the orc on the right-most path.
2. See the orc again, on the right-most path.
3. Go to the entrance, try to lift the boulder.
4. Click the bolder again, take the pad.
5. Get a step away from the puddle, (with auto-sprint turned off since it walks you too close into it).
6. Press "Z" or whatever your interact button is.

That worked for me at least ....writing step-by-step instructions for this, oh if gram-gram could see me now.
THANK YOU. IT TOOK ME HOUR walkimga around and restarting. Orc issue was with autosprint wow
 

True Housewife

Huh!..
Game Developer
Nov 26, 2021
320
351
178
A bit samples from v0.7.0
Is just about visual. All news only at our:
, , , , , and of cooourse DISCORD(Im there almost 24/7). There I show new sketches/screenshots/some art, talking, share ideas etc.
So here Ill show a few samples just for you see how its all look now:
You don't have permission to view the spoiler content. Log in or register now.
Pictures is different sizes because I just want make fast post here so was take from different places.
 

batman7564

New Member
Feb 12, 2024
3
0
36
I take it, you can't de robe yet at the bathhouse because it isn't updated enough yet? if not then how the fuck do you de robe it doesn't let me walk into the changing room
 

Bamboosword

Member
Jan 2, 2020
193
85
167
I can't finish Orc on guard quest, i need to strengthen the smell but i can't interact with anything....

Nvm, I just moved a bit from the puddle.
 
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True Housewife

Huh!..
Game Developer
Nov 26, 2021
320
351
178
I take it, you can't de robe yet at the bathhouse because it isn't updated enough yet? if not then how the fuck do you de robe it doesn't let me walk into the changing room
You pay 5 regular coins at the cash desk, then you get a ticket and go to the locker room. There you change and go to the bathhouse.
 

batman7564

New Member
Feb 12, 2024
3
0
36
You pay 5 regular coins at the cash desk, then you get a ticket and go to the locker room. There you change and go to the bathhouse.
well i feel dumb for asking this but where is the locker room? i thought it would be that blue curtain next to the desk but you cant walk through there.
 

Trollbb

Newbie
Apr 15, 2021
33
38
160
The game, the plot and all the pros/cons are taken into account by us in advance. My programmer has such a mindset, he sees the world in numbers/symbols/tables/lists:rolleyes:. Therefore, when creating the remaster (v0.7.0), he specifically conducted a thorough analysis from the beginning of the game to the very end, making edits, etc. From this, we made the correct work schedule and will avoid any dead-end situations in the future. Guided by this, we really changed the structure of each event on each map, brought everything to a logical order, etc. For almost 2 months after the release of 0.6.0, we did not touch the project, but put everything in order and consulted with each other. Now everything will be very good, buddy. You will not notice many new plugins during the game, this is only for us as developers. For the player, it will be just a neat and comfortable game. Basically, players do not notice "nice little things and details", but if you compare our project with any other, the difference is immediately visible. The reason is that developers mostly use RPG Maker as is, or add plugins for new functionality, but RPG Maker has quite a few downsides. I will give a few of the simplest examples of those that we fixed in our project:
1. When changing character sprites, the sprite sometimes flickers.
2. Message windows do not work smoothly (remember the FF series or Breath of Fire, etc., where this works perfectly).
3. Random actions are not too random... For example, let's take a random consisting of 2 options, one of them will fall out more often and this will be unfair to the player. Therefore, we rewrote the formula.
4. Working with layers (location graphics).
Many people think that parallax means that the location is divided into layers (above the character, below the character, etc.), but everyone forgets about such parallax effects as position in relation to the player. For example, in our project this can be seen on Piglet Hill. The forest layer under the hill. Previously, this layer was static and remained unchanged regardless of the player's movement. But now this layer moves with the player and this is what creates the parallax effect, giving realism. We use one of our own plugins for this.
In fact, all the comfort that we have prepared for the player is easier to notice if the player has already played many games and noticed those moments that irritated him / her. We do not have this, everything is fixed. But we are always open to new suggestions because we could have missed something.
Thanks for the wishes buddy:cool:.
This is one of the best games i have played.
Adding more Hints for quest and we need more variables to Change Characters Stats.
Also Defeat scenes.
 
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True Housewife

Huh!..
Game Developer
Nov 26, 2021
320
351
178
This is one of the best games i have played.
Adding more Hints for quest and we need more variables to Change Characters Stats.
Also Defeat scenes.
Thanks for the feedback buddy!:)
Yes, the hints in the quest log will be more detailed. In 0.6.0 we just inserted the quest log to test this plugin and mechanics, and we did not have time to correct the text. To be honest, even now we have doubts: we need to make hints from the characters' point of view "I must find the key", or from the narrator's point of view "Rocky must find the key".
As for the variables for changing stats, (if we are talking about corruption/sympathy/transformation) there are more than enough of them. Since the game now has free non-linear gameplay, Corruption and Sympathy change without the possibility of returning (reducing/resetting). If the player chose Yes or No at the moment, this can affect the further development of the plot. At critical moments, a sign/message will appear "Attention! After this choice, you will not be able to return everything back!" The same thing will appear before some moments, for example before the transition to some locations "Attention! After the transition to this location, you will not be able to return back! (forever or for some time)" etc. The transformation will work both ways, it will be possible to increase/decrease it. But maybe we will do the same with Sympathy.
Defeat scenes... Do you mean "funny bad endings"?
If so, they will always be throughout the game, not only for Rocky but also for any character you are playing at the moment (Save progress often!;)).
 

Trollbb

Newbie
Apr 15, 2021
33
38
160
Thanks for the feedback buddy!:)
Yes, the hints in the quest log will be more detailed. In 0.6.0 we just inserted the quest log to test this plugin and mechanics, and we did not have time to correct the text. To be honest, even now we have doubts: we need to make hints from the characters' point of view "I must find the key", or from the narrator's point of view "Rocky must find the key".
As for the variables for changing stats, (if we are talking about corruption/sympathy/transformation) there are more than enough of them. Since the game now has free non-linear gameplay, Corruption and Sympathy change without the possibility of returning (reducing/resetting). If the player chose Yes or No at the moment, this can affect the further development of the plot. At critical moments, a sign/message will appear "Attention! After this choice, you will not be able to return everything back!" The same thing will appear before some moments, for example before the transition to some locations "Attention! After the transition to this location, you will not be able to return back! (forever or for some time)" etc. The transformation will work both ways, it will be possible to increase/decrease it. But maybe we will do the same with Sympathy.
Defeat scenes... Do you mean "funny bad endings"?
If so, they will always be throughout the game, not only for Rocky but also for any character you are playing at the moment (Save progress often!;)).
Thank you for all the hardwork, stay healthy.
 
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Pornusnik

Newbie
Oct 19, 2017
45
71
204
It's funny that I came to ask how to bypass the orc, and I saw this problem already on page 1 . It's a little sad that apparently this bug still hasn't been fixed in version 0.6. I turned off running, clicked on the padding in the menu , tried to interact with the puddle of urine in every possible way, but nothing happens, do I understand correctly that it remains only to start the game from the beginning?
 

True Housewife

Huh!..
Game Developer
Nov 26, 2021
320
351
178
It's funny that I came to ask how to bypass the orc, and I saw this problem already on page 1 . It's a little sad that apparently this bug still hasn't been fixed in version 0.6. I turned off running, clicked on the padding in the menu , tried to interact with the puddle of urine in every possible way, but nothing happens, do I understand correctly that it remains only to start the game from the beginning?
Just need read changelog in game folder, there we put all info and how solve situations with bugs etc.
 
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Vakul

Member
Apr 10, 2022
449
590
145
Just need read changelog in game folder, there we put all info and how solve situations with bugs etc.
I got a feeling, it says a lot more about your actual skills than your selfpraising odes earlier in the topic.
 
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4.30 star(s) 26 Votes