The klub 17 you can find in f95anyone knows what game or program has been used to create the characters?
The most annoying part is that it's in Russian, so you have to work twice as hard to figure out what's going on to take out the RNG, reduce the grind, or do label jumps... Then he uses a bunch of persistent variables to fuck with you on top of that. Russian indie devs are the worst offenders on that type of crap.this game has some of the best characters and scenes ever, but the absolute worst design of all time, from a developer that's outright hostile to users and spends actual effort to put in anticheat checks in the code to thwart attempts to skip the mind boggling grind.
I challenge you to find other instances of UIs where the "close" button is a floating X in random places on the screen, or with more disregard for basic UI design principles like structure and visual relationships between elements. I don't think I could come up with a more hostile UX if I tried.
After many start overs, I got tired and started cheesing the code and using the console to jump into scenes, and even that took me hours.
I imagine the dev would not allow it, but this game should be reworked to remove the insane busywork involved in between scenes.
You can still build up anticipation and make things interesting without being outright hateful to the player.
The game's content deserves to be seen by more people, but with a better experience, just like Big Brother.
and most of the time the variables are misnomers or reused from something else, and have numbers tacked on in random parts, like:The most annoying part is that it's in Russian, so you have to work twice as hard to figure out what's going on to take out the RNG, reduce the grind, or do label jumps... Then he uses a bunch of persistent variables to fuck with you on top of that. Russian indie devs are the worst offenders on that type of crap.
Yep. I lost count of the number of times I had to double check variables to make sure I had the right iteration. Honestly this game makes the script in a game like Foot of the Mountains look coherent. At least that has an easy to follow chronological order that can be parsed. And there's no "range-based" progression in that like with the nerd stat where you have to make sure you don't pass a threshold so you don't fuck up your progression, or dice-rolls for stats or progression elements. If this game were in unity I would probably have deleted it within an hour. At least in Ren'Py you can see the fuckery and try to unfuck it as best you can.and most of the time the variables are misnomers or reused from something else, and have numbers tacked on in random parts, like:
father_rezerv_lock2
father_rezerv_lock4
kate_rezerv2_point
elly_rezerv4_point
which is especially heinous since the Renpy console does not autocomplete, so you always have to double check where the number is as you're typing.
It's like invisible serrated blades that cut you when you try to use the code (just like the UI), and it feels like it's by design. The guy went to extreme measures to make the code write only.
This is some Patrick Bateman shit.
LOL. Renpy of that version did not support autofill.and most of the time the variables are misnomers or reused from something else, and have numbers tacked on in random parts, like:
which is especially heinous since the Renpy console does not autocomplete, so you always have to double check where the number is as you're typing.
It's like invisible serrated blades that cut you when you try to use the code (just like the UI), and it feels like it's by design. The guy went to extreme measures to make the code write only.
This is some Patrick Bateman shit.
Looking at the mod, it's completely outdated. Not remotely worth even trying to make work. Honestly I've just been modding the game files on my own as I play. I spent about 8 hours on the game and didn't get too far progression-wise, only finished like 6 or 7 quests, but I spent a lot of that time parsing the scripts and the stupid volleyball game plus its storyline, lol (Turns out if you win too many times it fucks up the progression, so don't win until you get the option to harass your teammate and then only win 3 sets to unlock the story options).does mod work with compressed version? i got tons of errors. unless i did smth wrong...
There are no branches in the game that stop the progress. In volleyball, the storyline doesn't end, you probably didn't understand the code.Looking at the mod, it's completely outdated.
(Turns out if you win too many times it fucks up the progression, so don't win until you get the option to harass your teammate and then only win 3 sets to unlock the story options).
If you want more granularity in opacity and color choice you can also put it in the format "#00000080".
Yes you can mess up or slow down progress... I was just testing it out at first without looking at things too closely, and I just won a bunch of times to see what would happen and nothing did. Then I lost a bunch like the guide says but still nothing happened... Then I decided to check what was going on and it doesn't check the number of wins/losses but the difference between wins and losses... So to progress at the first stage of the quest you need 3 more losses than wins so if you win a bunch then you have to lose that many times plus 3 which is really unintuitive, or just lower your wins in the console. There's a bunch of other unintuitive/not player friendly stuff like that.There are no branches in the game that stop the progress. In volleyball, the storyline doesn't end, you probably didn't understand the code.
I assume that the mod is also not outdated.
The public version has a file for highlighting the buttons, probably not the public version is posted here.
Indeed, the code seems to use the win/loss difference.So to progress at the first stage of the quest you need 3 more losses than wins so if you win a bunch then you have to lose that many times plus 3 which is really unintuitive, or just lower your wins in the console. There's a bunch of other unintuitive/not player friendly stuff like that.
I made it easier to win by modifying just the opponent speed and then won legitimately. It's unintuitive that you have to lose a certain number of times, then win a certain number of times, then lose again several more times. I know you have the hint system but even with that it's not easy to intuit all the break points and variable thresholds in the game. There are so many points that are just mind-boggling design decisions that are so counter-intuitive as to keep the average player from progressing. I don't mind a difficult or even poorly designed game, but you have combinations of date locking, stat locking, dice rolls, and dependent events that are frustratingly badly designed. Then you use persistent variables to prevent experimenting with events to find the optimal path for people who don't know how to reset persistents.Indeed, the code seems to use the win/loss difference.
Did you really win at volleyball or use the console or other cheats? Volleyball is made in such a way that it is very difficult to win, as long as you do not advance in the plot, the plot moves through losses.
If you used the console to win volleyball games, it's strange to write about game design.
In fact, volleyball has a great game design, you lose and develop the plot, going through the plot, it seems that nothing has changed, but now you can win in volleyball.
I don't think this game should be dissected for game design.I made it easier to win by modifying just the opponent speed and then won legitimately. ... Then you use persistent variables to prevent experimenting...
If that's all you got from what I said I guess that's OK lol, but I said way more than that and other people have offered their critique throughout the thread as well. I won the game legitimately a few times then just made it easier to win so I could see where it goes. I'm glad you admit you had no idea where you would take it over a long period of time and therefore it resulted in some incoherent design, I'll keep that in mind as I go through it. Honestly the main game being in Russian is throwing me off as well so it's a bit harder to find the optimal paths through content than with a game in a latin alphabet as I'm literate in a few languages and can parse the syntax of others.I don't think this game should be dissected for game design.
I tried to develop a game, and I had no idea that I would be doing this for three years. During the development process, I learned something new and experimented with it, it is not necessary to look for any coherent system of game design here.
Okay, the main thing is that we found out that you broke the volleyball plot yourself.