- Aug 20, 2020
- 1,484
- 2,625
That's fair, in that case I will respond here, because otherwise it's just me being lazy.
I'll stop talking after this, get back writing on the game!!!
That's fair. It does say the same thing in a number of places, but it's essentially a hot and cold system. I suppose without being familiar with the layout of the prison, knowing where you might go to avoid being "Far" as it says, may be difficult. Like I said before, some people have had no issues with this, others get completely stopped by it. I seem to have accidentally created some kind of left brain / right brain test or something lol. I think for the next one I want to avoid it being a question of finding a key to a specific location. Instead, I want it to be more based on using the equipment described in the guide to look for clues at to what type of ghost it is. It's not for a while yet anyway, possibly not even this year. Hard to say.
I see, I've got no solution for this. either you end up with something too easy, or something only few will understand with this.
You could bypass it somewhat, by inputing some sort of timer. If the player struggles for too long, or visit the same rooms more than X time, an event happens, which leads to either "directions" or the item to be given in some fashion. Then the only thing you've got to work out, is how long or often the rooms gets visited to trigger it, as otherwise, people may be annoyed to have it essentially solved for them "too early."
Sounds kinda like a built in walkthrough mod. There's a guy in my discord (Lapdragon) who's making a walkthrough mod at the moment actually, though with how some of the choices are, it's a bit complicated to say what each one does, in the choice itself. Strange one really. I could create something which is a bit like a directors commentary that you can click for each choice, and it'll tell you where each option goes, but that might be a bit much. I'll think about it. One thing I've noticed is that for those who already support the game, the general consensus is "continue story before going back to improve previous things". But then the improvements potentially bring in new supporters. Guess it's a matter of managing priorities, and how I can use my time best. These changes would take a bit of time anyway so I think I'll wait until 0.21 has been out a bit longer and then decide what to do.
I was thinking in terms a lot simpler than that. Like "leads to scene in this updated" or "leads to scene in another update", and then something generic like "love route", "submission route", "domination route" , "friend route"... depending on what routes are/will be available. Basically, just a very basic indicator of the general direction a choice can lead to. For the routes, you could simply add a small colored square next to it depending on the route or what some modders have done previously, which was to use a different color or font for the choices to match specific routes (which would avoid a wall of text for most choices.) Like blue for friend, green for domination, red for love etc etc. I suggested the colored symbol first, because I believe this might be a lot easier to code on your side (something like if option path is ticked, show the squares, if not, don't show the squares.)
For the scenes indicator, you could add a similar optional symbol (like an empty square for a scene in this update, and a triangle if the choice leads to a scene later on.)
Yeah, the nature of the type of game I'm making does kinda mean it's always gonna have some stuff which sets up things the player can't possibly know about yet. I personally don't mind that, but that's because I know that nothing that gets set up is like horrible stuff like the girls getting gang raped or something. I hear stories of devs who suddenly make changes like that, and the player has already opted in to it without having any way of knowing it was gonna happen. Imo that's bullshit. When I give choices which may or may not setup stuff in the future, it may lead to a bad situation, but never one with a long lasting negative effect which could otherwise be avoided. At least no traumatic shit. The 2 "Bad" choices for Riley's party are probably about as traumatic for the girls as it'll get, and those situations exist specifically so the player can save the girls and be big hero man. As said above, I have actually got a guy making a mod at the moment, but as you might imagine, the specifics of 0.21 do make it a bit difficult xD ("Got a guy" makes it sound like I commissioned it or something. I didn't, he's just a generous person who offered to do it.)
I suppose the tough part is that I don't really try to make a "best choice" as such. At least not in the long term. (Spoilers for Riley's stuff if you haven't played all her outcomes in 0.21)
To use Riley's stuff as an example, sure, 2 of the endings result in you getting access to her sex scenes for 0.21 (Though one of them doesn't allow you to take her virginity). These two could be considered the best ending. However, the two worse endings aren't bad as such, they're just different. One of them results in you still getting the opportunity to enter a relationship with her, and the other one just results in you guys sleeping together, setting up a conversation the next morning, which will lead in a romantic kinda direction, eventually resulting in different scenes, which essentially achieve the same thing. Likewise, deciding not to take her virginity when you first get the chance, doesn't mean you won't get to take it, it just means you didn't take it this time, which will open up an option to do it differently later on. Maybe if you're letting Cassie and Riley have their lesbian fun, then you'll end up taking their virginities at the same time if you decide not to take them at the first opportunity. Who knows. The only way to really know what the best choice from the players perspective is, is for them to know exactly what scenes happen, and exactly how to trigger each one. At that point, what they're gonna want is a walkthrough.
I guess my point is that for some scenes, I could drop hints, but for others, it's more difficult. Without spoiling I obviously can't give people exact direction as to what each choice will do down the road, but I've tried to promote the idea that there aren't any bad choices, only choices with less immediate rewards. It's certainly not an approach that everyone will like, since people have become very used to making choices based on what they expect to get out of it, rather than how they feel at the time. I guess that's how choices work kinda, but hopefully you can get what I mean.
This reaction from us players, is definitively not your fault. It's down to years being used to the usual AVNs where most have good or bad choices only. It is extremely rare to have a game with the kind of choice of "not now, but most certainly later".
On our side, especially since the other choices leads to another scene where you get the MC dick very wet, it's a natural reaction for us to see that path as "the good path", considering what we're used to. We're not used to "if you wait more, it'll be even better" kind of paths. While I love it, the only "issue" I have with it, is that we simply do not know if that is the case, or if we're closing a path, or if we're going on another even better path
Yeah so Hikari's spanking was originally something of an intro to how the story can be changed based on how you conduct yourself in the punishments (At least the interactive ones). However, because it's the first time the system was introduced, I didn't want to make it too too easy to accidentally cut off her path, hence why you have to basically be the biggest dickhead possible to actually do it. My intent isn't for the player to suddenly become some domineering sadist overnight, but I do have to make his corruption somewhat quicker than it would otherwise be, just because otherwise we're gonna end up with some really lame scenes where he's meant to be in a position of power, but is just kinda shit at it. It's a difficult one, because yeah some of the stuff I've got planned is a lot more intense. Nothing insane (No car batteries and crocodile clips kinda stuff), but a lot more intense than just a simple over the knee spanking. That said, the attitude of the MC will be a bit different depending on who the character is to a certain extent. As you might imagine, I plan to let players lean into absolutely destroying Olivia if they want when they eventually get the chance, but then I also plan to give them a lot more reasons to do so before then.
What I would suggest for that absolutely adorable asian cuty's first spank scene is as follow:
1- Instead of focusing on the amount of slaps, instead, give a choice on the intensity of the slaps (love taps, average slaps, strong slaps.)
2- Keep the amount of slaps low, there is no reason to go 30 slaps unless you really want to have that person hate your guts for the rest of their natural life I recon 10 slaps should be the max, at the very least for that scene. You can go higher for other scenes, especially if their love taps, or average slaps for the eastern girl... that one can take a spanking alright
The way I see it, when starting the slapping session, with or without the agreement, the player decide on the intensity.
If he chooses "love tap", you could let the mc go to 30, since they'd be barely much more than a noisy touch. You could even play on that with her sister, getting her to say he slapped her 30 times, and she goes all insane about it, but then she tells her it was just the step over a caress, and she actually kinda enjoyed it. The reason I am saying that, is that women will enjoy a gradual introduction of slapping plays a lot more that way. That had my teeth grinning a bit to be honest. That way of doing it, will more than likely make them hate it, and you, instantly. The guy going overboard and being a brutal beast beating them up, is hardly a plausible cause for them to notice a kink. At this point, they need mental health counseling, not sex play
On medium I'd say lock it to 10, which would already be quite a lot as an actual first time punishment on someone that seemingly never got slapped before. On this one, I'm not sure she'd discover her kink. Too much pain is just not a good setting to introduce a new sexual pleasure. I'd say at 5 she can, at 6 or more, she does not. She might think later on it was actually not that bad and what not, but I seriously doubt she'd end up masturbating furiously over the memory. She could, potentially, end up slapping herself a bit, at a much lower strength, and discover it's actually making her wet though. It's still pulling the hair a bit much there in my opinion.
On hard, I'd say 10 as well, but with a warning beforehand of the "potential consequences" of choosing such a harsh punishment for a non existent offense. On this one, I really can imagine her getting off, or anyone being able to forgive that. Hell, I'd have the MC on official warning from the investors from going too far way too early... I'd nearly be tempted to even say "game over", but that would be a bit too far...maybe.
I pretty much understand what you want her to go to eventually, at least I think so, but learning to love and tolerate pain, doesn't happen quickly. The brain does need time to adapt and learn. Your sub won't reach subspace that quickly and that easily
With no offense meant at all, for her slapping, I think you went the wrong way for her kink, with "more is better". Just my personal opinion on this matter of course.
Writing is hard lol
You're doing much better than a large chunk of people releasing stuff on here, I don't think anyone would argue against that.
From what I've seen so far, you could well end up in the high ranking on here if you keep it up. It certainly would not surprise me one bit, and I'm quite brutal with my reviews, views and opinions. Hell, I'm not usually much into the illusion and koikatsu stuff usually, and yet, I've played yourself without even trying to skip the dialogues once.
I'll stop talking after this, get back writing on the game!!!
That's fair. It does say the same thing in a number of places, but it's essentially a hot and cold system. I suppose without being familiar with the layout of the prison, knowing where you might go to avoid being "Far" as it says, may be difficult. Like I said before, some people have had no issues with this, others get completely stopped by it. I seem to have accidentally created some kind of left brain / right brain test or something lol. I think for the next one I want to avoid it being a question of finding a key to a specific location. Instead, I want it to be more based on using the equipment described in the guide to look for clues at to what type of ghost it is. It's not for a while yet anyway, possibly not even this year. Hard to say.
I see, I've got no solution for this. either you end up with something too easy, or something only few will understand with this.
You could bypass it somewhat, by inputing some sort of timer. If the player struggles for too long, or visit the same rooms more than X time, an event happens, which leads to either "directions" or the item to be given in some fashion. Then the only thing you've got to work out, is how long or often the rooms gets visited to trigger it, as otherwise, people may be annoyed to have it essentially solved for them "too early."
Sounds kinda like a built in walkthrough mod. There's a guy in my discord (Lapdragon) who's making a walkthrough mod at the moment actually, though with how some of the choices are, it's a bit complicated to say what each one does, in the choice itself. Strange one really. I could create something which is a bit like a directors commentary that you can click for each choice, and it'll tell you where each option goes, but that might be a bit much. I'll think about it. One thing I've noticed is that for those who already support the game, the general consensus is "continue story before going back to improve previous things". But then the improvements potentially bring in new supporters. Guess it's a matter of managing priorities, and how I can use my time best. These changes would take a bit of time anyway so I think I'll wait until 0.21 has been out a bit longer and then decide what to do.
I was thinking in terms a lot simpler than that. Like "leads to scene in this updated" or "leads to scene in another update", and then something generic like "love route", "submission route", "domination route" , "friend route"... depending on what routes are/will be available. Basically, just a very basic indicator of the general direction a choice can lead to. For the routes, you could simply add a small colored square next to it depending on the route or what some modders have done previously, which was to use a different color or font for the choices to match specific routes (which would avoid a wall of text for most choices.) Like blue for friend, green for domination, red for love etc etc. I suggested the colored symbol first, because I believe this might be a lot easier to code on your side (something like if option path is ticked, show the squares, if not, don't show the squares.)
For the scenes indicator, you could add a similar optional symbol (like an empty square for a scene in this update, and a triangle if the choice leads to a scene later on.)
Yeah, the nature of the type of game I'm making does kinda mean it's always gonna have some stuff which sets up things the player can't possibly know about yet. I personally don't mind that, but that's because I know that nothing that gets set up is like horrible stuff like the girls getting gang raped or something. I hear stories of devs who suddenly make changes like that, and the player has already opted in to it without having any way of knowing it was gonna happen. Imo that's bullshit. When I give choices which may or may not setup stuff in the future, it may lead to a bad situation, but never one with a long lasting negative effect which could otherwise be avoided. At least no traumatic shit. The 2 "Bad" choices for Riley's party are probably about as traumatic for the girls as it'll get, and those situations exist specifically so the player can save the girls and be big hero man. As said above, I have actually got a guy making a mod at the moment, but as you might imagine, the specifics of 0.21 do make it a bit difficult xD ("Got a guy" makes it sound like I commissioned it or something. I didn't, he's just a generous person who offered to do it.)
I suppose the tough part is that I don't really try to make a "best choice" as such. At least not in the long term. (Spoilers for Riley's stuff if you haven't played all her outcomes in 0.21)
To use Riley's stuff as an example, sure, 2 of the endings result in you getting access to her sex scenes for 0.21 (Though one of them doesn't allow you to take her virginity). These two could be considered the best ending. However, the two worse endings aren't bad as such, they're just different. One of them results in you still getting the opportunity to enter a relationship with her, and the other one just results in you guys sleeping together, setting up a conversation the next morning, which will lead in a romantic kinda direction, eventually resulting in different scenes, which essentially achieve the same thing. Likewise, deciding not to take her virginity when you first get the chance, doesn't mean you won't get to take it, it just means you didn't take it this time, which will open up an option to do it differently later on. Maybe if you're letting Cassie and Riley have their lesbian fun, then you'll end up taking their virginities at the same time if you decide not to take them at the first opportunity. Who knows. The only way to really know what the best choice from the players perspective is, is for them to know exactly what scenes happen, and exactly how to trigger each one. At that point, what they're gonna want is a walkthrough.
I guess my point is that for some scenes, I could drop hints, but for others, it's more difficult. Without spoiling I obviously can't give people exact direction as to what each choice will do down the road, but I've tried to promote the idea that there aren't any bad choices, only choices with less immediate rewards. It's certainly not an approach that everyone will like, since people have become very used to making choices based on what they expect to get out of it, rather than how they feel at the time. I guess that's how choices work kinda, but hopefully you can get what I mean.
This reaction from us players, is definitively not your fault. It's down to years being used to the usual AVNs where most have good or bad choices only. It is extremely rare to have a game with the kind of choice of "not now, but most certainly later".
On our side, especially since the other choices leads to another scene where you get the MC dick very wet, it's a natural reaction for us to see that path as "the good path", considering what we're used to. We're not used to "if you wait more, it'll be even better" kind of paths. While I love it, the only "issue" I have with it, is that we simply do not know if that is the case, or if we're closing a path, or if we're going on another even better path
Yeah so Hikari's spanking was originally something of an intro to how the story can be changed based on how you conduct yourself in the punishments (At least the interactive ones). However, because it's the first time the system was introduced, I didn't want to make it too too easy to accidentally cut off her path, hence why you have to basically be the biggest dickhead possible to actually do it. My intent isn't for the player to suddenly become some domineering sadist overnight, but I do have to make his corruption somewhat quicker than it would otherwise be, just because otherwise we're gonna end up with some really lame scenes where he's meant to be in a position of power, but is just kinda shit at it. It's a difficult one, because yeah some of the stuff I've got planned is a lot more intense. Nothing insane (No car batteries and crocodile clips kinda stuff), but a lot more intense than just a simple over the knee spanking. That said, the attitude of the MC will be a bit different depending on who the character is to a certain extent. As you might imagine, I plan to let players lean into absolutely destroying Olivia if they want when they eventually get the chance, but then I also plan to give them a lot more reasons to do so before then.
What I would suggest for that absolutely adorable asian cuty's first spank scene is as follow:
1- Instead of focusing on the amount of slaps, instead, give a choice on the intensity of the slaps (love taps, average slaps, strong slaps.)
2- Keep the amount of slaps low, there is no reason to go 30 slaps unless you really want to have that person hate your guts for the rest of their natural life I recon 10 slaps should be the max, at the very least for that scene. You can go higher for other scenes, especially if their love taps, or average slaps for the eastern girl... that one can take a spanking alright
The way I see it, when starting the slapping session, with or without the agreement, the player decide on the intensity.
If he chooses "love tap", you could let the mc go to 30, since they'd be barely much more than a noisy touch. You could even play on that with her sister, getting her to say he slapped her 30 times, and she goes all insane about it, but then she tells her it was just the step over a caress, and she actually kinda enjoyed it. The reason I am saying that, is that women will enjoy a gradual introduction of slapping plays a lot more that way. That had my teeth grinning a bit to be honest. That way of doing it, will more than likely make them hate it, and you, instantly. The guy going overboard and being a brutal beast beating them up, is hardly a plausible cause for them to notice a kink. At this point, they need mental health counseling, not sex play
On medium I'd say lock it to 10, which would already be quite a lot as an actual first time punishment on someone that seemingly never got slapped before. On this one, I'm not sure she'd discover her kink. Too much pain is just not a good setting to introduce a new sexual pleasure. I'd say at 5 she can, at 6 or more, she does not. She might think later on it was actually not that bad and what not, but I seriously doubt she'd end up masturbating furiously over the memory. She could, potentially, end up slapping herself a bit, at a much lower strength, and discover it's actually making her wet though. It's still pulling the hair a bit much there in my opinion.
On hard, I'd say 10 as well, but with a warning beforehand of the "potential consequences" of choosing such a harsh punishment for a non existent offense. On this one, I really can imagine her getting off, or anyone being able to forgive that. Hell, I'd have the MC on official warning from the investors from going too far way too early... I'd nearly be tempted to even say "game over", but that would be a bit too far...maybe.
I pretty much understand what you want her to go to eventually, at least I think so, but learning to love and tolerate pain, doesn't happen quickly. The brain does need time to adapt and learn. Your sub won't reach subspace that quickly and that easily
With no offense meant at all, for her slapping, I think you went the wrong way for her kink, with "more is better". Just my personal opinion on this matter of course.
Writing is hard lol
You're doing much better than a large chunk of people releasing stuff on here, I don't think anyone would argue against that.
From what I've seen so far, you could well end up in the high ranking on here if you keep it up. It certainly would not surprise me one bit, and I'm quite brutal with my reviews, views and opinions. Hell, I'm not usually much into the illusion and koikatsu stuff usually, and yet, I've played yourself without even trying to skip the dialogues once.