RPGM Sword Art Online RPG Prototype

Chuuni Badger

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Aug 17, 2016
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LOVING THIS GAME
There's not much game here at the moment but I appreciate the enthusiasm. I'll do my best to make it worth such praise.

i'm down to play it. And keep the Sword Art Online theme please, because it unironically is a great anime for a hentai parody due to how many rapey stuff the anime already have lmao (dunno about the visual novels, but they're probably the same)
This disclaimer is no longer relevant to be honest. I was rather unsure about the direction at the time of the first prototype but at this point I'm pretty much locked in to go with SAO. I really should write a new description at some point.

i like alot of the ideas about the game, the size of man is wonderfull, lots of stuff, but man, i played for like 1hr ou more and, got like lv 3-4 and i tink the problem is the combat sistem, is rly rly slow. if i can do a sugest is some kind of rework on the battle sistem. wait a timmer do to stuff do wait again to act, to wait a new timmer to do again is rly slow.
Thanks for the feedback! That's something that will definitely have to be rebalanced as time goes by. Things do speed up when investing in agility but I realise that's not a perfect solution since some folks might opt for strength build instead (it's suppose to be a sandbox game after all). I do want to keep some amount of the time aspect as it was a pretty important part of gameplay in the source material but I'll do my best to rein it in enough to be fun. Player feedback will be a key factor in this process so I'm glad you mentioned it.

For now, I can promise it's on the TODO list but I need to play around with the numbers before I can share any specific promises.
 

Chuuni Badger

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Progress report
As always, TL;DR/full task list can be found at the bottom of the post for easier reading.

It's time for another progress report! Last week was rather uneventful, especially when compared to the previous month or so. Still, I do have a little bit to report so lets do this.

First, I released the second public prototype of the game as well as two small hotfixes for issues missed during the pre-release testing fever. This build is once again limited in scope but it did a lot to solidify my ideas of what I want to do with this game which was the main goal behind this release.

Second, I jumped right into the announced endeavour of researching the source material in preparation for writing the future content. I'm starting with the original light novel for now, will move to progressive books and manga once I'm done with that. So much material, so little (free) time...

Next, I started preparing for work on the next major version. I decided on the initial task list to focus on, started planning and designing some of the upcoming systems (like dynamic willpower cost for starting H scenes) and brainstormed ideas on how to expand/solidify existing systems. I also thought about potential UI changes as the anime inspired interface can be a bit eye searing.
This last part lead me to playing around with a new colour scheme and styling lightly inspired by the original light novel and Sword Art Online: Infinity Moment (darker colours, less plain looking). Here's my current attempt at this:

ui_1.png ui_2.png
Work in progress and all that.

I also decided to implement a secondary font for elements with lots of text (currently dialogue windows and quest descriptions). I'm still not 100% sure about the font itself (the alternative I'm trying feels a bit too chunky at times) so it might change in the future, I do however think it's more readable than the SAO font when it comes to larger bodies of text. Here are some samples with an alternative and standard RPGM fonts:

ui_dlg_1.png ui_dlg_2.png ui_qst_1.png ui_qst_2.png

After that, I finally took the time to adjust the skill menu layout - it now shows the whole list of skill types instead of 4 at the time like it was originally. Makes for way easier browsing. Might still need some visual adjustments though (is it me or does it feel a bit... noisy?).

ui_skills.png

Lastly, I've decided to adjust my approach to informing player about depleting their stamina/disabling active skills when walking around. My original way of doing it (message box) worked fine and couldn't be missed (it forced you to acknowledge it in fact) but it was also breaking the flow of the game which can be annoying. I changed the notification to pop up as a gab message instead, similar to picking up items and quest updates.
We'll see how it works and, worst case scenario, change it back if it ends up being too easy to miss.

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Chuuni Badger

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Progress report
As always, TL;DR/full task list can be found at the bottom of the post for easier reading.

The biggest change over the last week was the implementation of a simple difficulty system. It only affects enemy attack power and gold rewards for now but I do have a few more ideas for what else could be affected - EXP gains, enemy evasion and hit rate, combat escape chance and quest rewards are some of the possible options I'm thinking of. I'll have to play around and see what feels right before I commit though.
I'm still going back and forth on whether to add an option for fully customisable difficulty. It's something I try to include in all of my projects as I know the pain of playing games where no options feel great. On the other hand, the setup experience for such customisation will be extremely janky on the player side due to the nature of RPG Maker combined with my limited experience with the engine. Still, it might be worth the trouble considering it's just a one-time thing at the start of the game.

Next, I took steps towards expanding the prologue into a proper, story relevant section. Just first steps though, as it was mostly implementation changes and slight expansion of already existing cutscene at the end of the first day, all serving as prep for future content.
Speaking of prologue, I also implemented an option to skip this section entirely - from now on you can jump straight to the end of Asuna's recluse and into the game proper.

I also made a few adjustments to UI and game setup experience. Mostly cosmetic changes and polish, nothing too grand this time.

Finally, I decided to try out an idea I had for a while now, specifically: new approach to Asuna's dialogue renders.
My current approach is a reasonable one - separate renders for every outfit with a set of face pictures to swap between (technically two sets but that's due to bikini outfit using a different hairstyle). It's simple and does it's job well enough. I am however anything but reasonable and thought to myself: what if I tried going all in with the image layer system and split the body and each piece of clothing into a separate picture. This way of doing things would allow me to rework the clothing system into something more modular and more accurate to player's equipment (no more mismatched underwear between what's worn and what's baked into the render for example). I could also look into adding things like tanned version of a character or similar stuff without the need to re-export new pictures for every set of clothing.

I don't know if I'm going to go this way to be honest. Doing so would increase the already humongous workload waiting for me for a payoff that most people probably won't even notice. There's also a chance that the end result wouldn't look as good due to the manual editing I'd have to do to make everything fit together. I'm not saying "no" at the moment but I do need to experiment some more before I make a definite decision on this issue.

I will try to post some samples in the next few days if I have the time to show off the difference between these approaches (if there are any).

Finally, I did some planning and design work on both the upcoming and existing (but unfinished) features. I should have a bit more on that either later this week or in the next progress report but these things have to be a bit more thought out from now on since I'm planning to move away from a pure prototype approach going forward. Not a great thing when you're someone who prefers to just "do" and figure things out along the way but hey, you gotta learn some day, right?

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Chuuni Badger

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Deadly games and stress

Being stuck in a SAO-style situation sounds like a rather harrowing experience, doesn't it? Not only people die when they are killed, you can't just take it easy and wait for someone else to get you out without having to open yourself to danger. Today I'd like to talk about the final potential addition to the "annoying" features category - stress.

Similar to arousal, stress is intended as an ongoing mechanic meant to push players away from constant combat and towards slice-of-life content of the game. When unchecked, it will lead to increasingly debuffing status effects which might affect your combat prowess and chances of survival. Unlike arousal however, stress isn't intended to increase with time but with actions - participating in combat, making difficult decisions, witnessing tragic events like deaths etc.

Also unlike arousal there are more ways of dealing with stress - things like hanging out with friends, proper sleep or eating good food are just as effective ways of improving your mental state as simply banging your worries away. Again, this mechanic is meant as a push towards the more social elements of the game. This is doubly important as arousal, for obvious reasons, won't be a thing when playing without the erotic content and won't be able to serve this function in such cases.

Edit: I completely forgot to mention one other option, which is rolling arousal/sexual frustration into the stress system. This would keep both functionalities while removing the feeling of duplicating functionality between the two. I'm not sure if I'm going to go this way but I thought it's worth mentioning for completeness' sake.

Due to human nature and our ability to get used to any difficulties, stress won't be a constant danger hanging above player's head. As time goes by, Asuna gets used to her situation and gains confidence in her skills which in turn rises her stress tolerance and "makes the system less of a hassle" (she won't be worried about fighting a basic bitch boar at level 80 after all). Hopefully, at this point players will get used to the indented game flow and won't need to be nudged towards the optional content.
I'm still not sure if those increases will be level or story based but that's a detail that can be easily swapped as needed so I'm not too worried about it for now.

At the start of the post I mentioned that this is a "potential" addition to the game. If you've read my previous posts you probably know that I'm a bit of a weirdo when it comes to my approach to games - weirdo who likes to make them more immersive and, as some would say, tedious to play. Because of this I need to make sure that if this feature does make it into the game it doesn't compromise the experience for "normal" people.
It'll require a lot of balancing but with enough feedback I should be able to rein it back enough to not be a bother. Also, it will be a part of the difficulty system so worst case scenario people will be able to slow down the stress progression or ignore the whole thing outright.

Anyway, that's all I have for today. Have a good one everyone!
 
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Chuuni Badger

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Progress report
As always, TL;DR/full task list can be found at the bottom of the post for easier reading.

Work on the difficulty system continues. I've added more gameplay elements to be affected by this feature, specifically:
  • Enemy hit and evasion rates.
  • EXP gains.
  • Combat escape chance.
There will be a few more additions but they'll have to wait until upcoming mechanics make it into the game. That said, if anyone has some ideas what they'd like to see here feel free to let me know - I'm always open to suggestions.

Last week I mentioned thinking about an option to fully customise player experience and... well, I've added just that. The setup experience is a bit janky, as expected, but it's better than having to deal with a difficulty that doesn't feel fun to play.
With this feature players will be able to set all the modifier between x0 and x9.99 - this should provide enough range to find the right values for anyone.
custom_difficulty.png

Next, I rethought my approach to combat speed based on the feedback for the second prototype. I'm currently planning two changes to how things work: modifying how the "readiness speed" is calculated and making proper use of the post skill movement penalty.

Until now "readiness speed" was based purely on unit's agility, with a dab of rubberbanding to speed things up at lower levels. Right now I'm thinking about changing this to a static value to make things more consistent which, with the help of the other change, should make things a bit easier to plan around.

The second, more significant change has to do with the already mentioned post skill movement penalty. This is just a fancy name for how much of the readiness bar is left after using a skill. This is a great way to add a bit more variety between skills but for some reason the only action I used this with was "Linear" from the "Rapier" skill family.
In the future most skills won't fully drain the readiness bar, giving players more control over how long they have to wait between actions and making the decision between fast vs powerful slightly more important.

Besides that I finished the initial design for the stress mechanic. You can find the full details in my previous post (right above this one) but the short version is as follows:
  • Fighting, difficult decisions and traumatic experiences cause stress.
  • Unchecked stress will cause increasingly powerful debuffs.
  • Stress can be lowered by hanging out with friends, sleeping, relaxing, eating and doing dirty dirty deeds.
  • Asuna's stress tolerance will improve as game progresses, making it less of a problem.
  • Stress increase rate will be adjustable through the difficulty system.
This is just a potential addition at the moment, meant as incentive to push players towards side content. Its inclusion in the final release will depend on how tedious it ends up being but I'll definitely need some outside feedback as I'm not a good judge of that due to my gaming habits. I don't expect theory crafting though, just hope for criticism once the next version is in your hands.

Moving on from gameplay to visuals, I made various adjustments to Asuna's model, including:
  • Minor changes to body proportion and texture.
  • Hair colour and collision fixes.
  • Minor clothing adjustments.
I will keep tweaking as I'm not 100% happy with the end result but here's a comparison between the previous and current versions:
Asuna_comp_1.png Asuna_comp_2.png Asuna_comp_3.png

I also played around with lighting and effects for renders but haven't decided on any permanent changes so far. I have a pretty specific look in my mind but I'm not entirely sure how to get there. It's not a blocker by any means but it would definitely be a neat achievement if I manage to do that. We'll see.

Lastly, I've started plotting the flow of main story events for the first floor. This part of the story is pretty short so there won't be too many options to diverge from the source material - just different ways to learn about the boss raid meeting and option to (not) visit Kirito's crib for bath at the moment.
There might be something more when I get into a more detailed breakdown but as I said: it's a short segment serving mostly as a tutorial area so there's not much space to manoeuvre - the game will open up a bit starting with floor 2 and so will the story options.

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Lozenge.Green

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Hi Chuuni, just stumbled upon your project and it looks interesting. Not sure what look you are going for, but for your model, you may try tweaking the lower torso scale X and Y to get a nicer feminine hourglass shape. Roughly 60-70 Y axis creates an effect I like to use. Also, just a thought, but players are generally incentivised to find side content in H-games haha. What if the lower stress levels changes the type of H activities available?
 

Chuuni Badger

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Hi Chuuni, just stumbled upon your project and it looks interesting. Not sure what look you are going for, but for your model, you may try tweaking the lower torso scale X and Y to get a nicer feminine hourglass shape. Roughly 60-70 Y axis creates an effect I like to use.
I'm trying to find a balance between Asuna's light novel (leaner) and modern (curvier) designs. The important thing is I want to stick as close to the source material as possible instead of making her "sexy" just because porn parody (Fujino has that covered already anyway). Still got ways to go with tweaking but I'll get there eventually... I hope.

Also, just a thought, but players are generally incentivised to find side content in H-games haha.
Yeah but I want it to be playable as a non-H game as well, hence the need for incentives towards side content. Besides, sometimes a little push can help people try out stuff they wouldn't touch otherwise.

What if the lower stress levels changes the type of H activities available?
Do you have some examples of what kind of H event differences you're thinking about? It's not a bad idea but it depends on how much work it would require (this is unfortunately a one person project made in my spare time) and whether it'd work with what I want this game to be.
 

Lozenge.Green

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Mar 30, 2021
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I'm trying to find a balance between Asuna's light novel (leaner) and modern (curvier) designs. The important thing is I want to stick as close to the source material as possible instead of making her "sexy" just because porn parody (Fujino has that covered already anyway). Still got ways to go with tweaking but I'll get there eventually... I hope.
Agree, I definitely prefer the slimer look of the original, but for 3d models, I am of the opinion you do have to exaggerate the shape slightly. Also the proportions (hips to shoulders ratio). Just looks better at various angles because of 3d. Hope this doesn't come off as criticism.

Do you have some examples of what kind of H event differences you're thinking about? It's not a bad idea but it depends on how much work it would require (this is unfortunately a one person project made in my spare time) and whether it'd work with what I want this game to be.
I was thinking that H events likely raise or lower stress depending on the context. So stress levels might affect either NTR or Vanilla H events. Perhaps somehow intertwined with the reputation system suggested. Might be interesting also if NTR events are unlocked by higher H reputations, and come with certain gameplay benefits - so the player is forced to choose.
 

Chuuni Badger

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Progress report
As always, TL;DR/full task list can be found at the bottom of the post for easier reading.

First things first, I updated the project description in th OP. It's a bit longer and more rambling than the original but that one was severely outdated so it was time to do something about it. More words, a bit more details about my goals - most likely a temporary version until the project becomes a "real game".

Announcement over, now lets move onto the dev update for this week.

I've started working on the recently announced Stress mechanic. It's currently affected by:
  • Combat (increase by 10% of damage received, disabled during the prologue).
  • Sleep (reduced by 5 points per every hour of rest).
  • Food items (split into four tiers of 5/10/15/20 point reduction).
  • Restaurant service (reduced by 35 points).
I've also designed and implemented the Stress and Arousal based status effects. My initial idea was boring to make them purely negative but I'm playing around with adding minor positive effects as well - nothing to make those states into something desirable but enough to allow for some random surprises from time to time.
At the moment of writing these status effects look as follows:

StatusEffect
Nervous (low stress)Action Speed: -1, Hit Rate: -5%, Initiative Charge Rate: -8%, Crit Rate: +2%
Worried (medium stress)Action Speed: -2, Hit Rate: -10%, Initiative Charge Rate: -15%, Crit Rate: +5%
Stressed (high stress)Action Speed: -5, Hit Rate: -20%, Initiative Charge Rate: -30%, Crit Rate: +10%

StatusEffect
Tingly (low arousal)Evasion Rate: -5%, Skill Stamina Cost: +5%
no_name (medium arousal)Evasion Rate: -10%, Skill Stamina Cost: +10%, Action Times*: +10
no_name (high arousal)Evasion Rate -15%, Skill Stamina Cost +15%, Action Times*: +30
In Heat (max arousal)Evasion Rate -20%, Skill Stamina Cost +30%, Action Times*: +50
* Chance for double action.

Keep in mind that everything in the section above are just a starting point and will be adjusted as needed. Nothing is set in stone yet, especially when balancing is concerned.

To make things a bit easier I also implemented a new status screen listing all the states currently affecting selected party member. They don't provide any details at the moment, just and icon and name as I'm still trying to figure out how to include more info without making things unreadable with longer lists.

sao_states.png

On the more mundane side of things, I reworked the inn room renting mechanic. This new version cuts down on setup required to make it work and allows for more flexible experience - you can now freely decide how long you'd like to stay (up to 99 days) instead of having to choose from predefined options.

sao_inn_1.png sao_inn_2.png

I also reworked the blacksmith functionality, making it into a reusable common event and cutting out some internal duplication. Not as big of a change as the inn rework but just as important as it's also the first step towards future improvements related to player blacksmiths.
Oh, it also shows you current money when making the decision to accept/decline the service, just like the updated inn dialogue.

Last but not least, I started prep work for a quest manager plugin, i.e. planning what I need and designing how I'd like things to work.
My goal here is the same as with other reworks so far: to make things more automated, robust and flexible for faster content development in the future.

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Agree, I definitely prefer the slimer look of the original, but for 3d models, I am of the opinion you do have to exaggerate the shape slightly. Also the proportions (hips to shoulders ratio). Just looks better at various angles because of 3d. Hope this doesn't come off as criticism.
No worries, criticism is welcome (even desired)! It's the only way I can make this project into something good.

I agree that Asuna's model needs more tweaking. It'll most likely change a few more times before I settle on something for good so I'll keep posting my progress when it happens to see how people feel about it.

I was thinking that H events likely raise or lower stress depending on the context. So stress levels might affect either NTR or Vanilla H events. Perhaps somehow intertwined with the reputation system suggested. Might be interesting also if NTR events are unlocked by higher H reputations, and come with certain gameplay benefits - so the player is forced to choose.
I see, these things are more or less planned.
  • Event based stress changes are currently waiting for... well, events.
  • Sex scenes will also have stress relief on orgasm (brain gets filled with happy chemicals, masks some of the stress).
  • NTR being more present with higher H reputation will be one of the ways people might use to try blackmailing Asuna.
  • I have some ideas for "H for benefits" events but only very basic ones for now (service for money to help gearing up, lower cost at player businesses). We'll see what I can come up with. Also, feel free to suggest your own ideas if you want - I can't promise anything but they might make it in.
  • There will also be some quests where H activities will be required or lead to safer (in-universe) progression of said quests.
I'm not entirely sure what you mean by "So stress levels might affect either NTR or Vanilla H events." - are we talking about scene branching based on the stress level or something else?
 
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Chuuni Badger

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Aug 17, 2016
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Progress report
As always, TL;DR/full task list can be found at the bottom of the post for easier reading.

I didn't have much time to spend on the project recently so today's update will be on the leaner side (still happening though!).

With last week's introduction of stress mechanics I decided to follow up by integrating it with the difficulty system. I promised before that I'd like to give players the ability to adjust their experience to their liking so you'll be able to make stress easier, harder or disable it outright.

After that short warm-up I decided to move on to skills. I made my first attempt at balancing combat speed by making use of the post-action bar charge values for all skills. It's a bit of mouthful but it simply means that most skills won't fully drain your action meter after use, leading to huge wait time reduction across the board.
I'm starting with a very straightforward way of balancing things for now and will adjust accordingly if needed. Current breakdown looks as follows:

SkillPost-action charge*
Combat skills-1% of charge for every 10% of attack multiplier (mostly 50-80%)
(De)Buffs80%
Investigation (Hide, Tracking)70%
Default actions (Attack, Defend, Evade, Parry)50%
Escape0%
* The higher the percentage value the less time you'll have to wait.

In the process of going through all the skills I noticed a few of them had incorrect values in their parameters and descriptions so I also fixed that.

Finally, I've started working on the quest manager implementation. It's mostly done in terms of functionality but isn't completely finished just yet. What works:
  • Updating quest status.
  • Automatic quest completion/failure.
  • Setting next available date upon completion (for repeatable quests).
  • Automatic reset of repeatable quests.
  • Storing quest data in a variable (for saving).
  • Updating quest log entries (changing quest status to accepted/completed/failed).
  • Notifications display handling.
What's not implemented:
  • Restoring quest status on game load.
  • Updating quest log entries (manipulating objectives).
  • Automatic reward distribution.
  • Updating all of the quest triggers to use the new system.

I'm back to focusing on job searching for a bit so I'm not sure how the progress is going to go in the near future. I'm not stopping or cancelling the project but things will most likely slow down for a bit. How long? Job market is fucked so there's a good chance I'm going to get disillusioned again and jump straight into distractions, like this project, soon - might as well do something productive, right?
Just wanted to give some heads-up so no one thinks I'm suddenly abandoning this mess or whatever. I'll be back next week, as usual!

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Chuuni Badger

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Ero stats?
Please elaborate. Are you asking if there are H stats or how they look? This post has a screenshot and explanation of what's currently available.

It's slightly outdated as the next release will have a reworked H-stats screen but it's close enough. I should have screenshots of the updated version in my next progress report on Monday.
 
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Chuuni Badger

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Progress report
As always, TL;DR/full task list can be found at the bottom of the post for easier reading.

Work on the quest manager continues. This week I implemented the automatic reward distribution on quest completion and restoring quest status on game load. There are 3 more tasks left for this feature but we're getting there.

Next, I've added a new parameter to the difficulty system - Enemy Max HP multiplier. I'm fully aware that making enemies into damage sponges is an extremely lazy and cheap way to balance things which is why this setting won't be used for any of the default presets. It's an option for those who actively seek increased survivability of enemies and as such will only be available for custom difficulties.
I also used this work as a chance to remove some unnecessary duplication from the common event running difficulty selection, as well as make some minor cosmetic improvements to its presentation.

After that, I once again made some adjustments to Asuna's model. I wish Koikatsu had a way to calculate slider values into real world units as that would make things much easier but it is what it is. All I can do is play around with various scales and eyeball it by comparing the model to concept art and screenshots (which itself aren't always drawn on-model of course). Here's the comparison for this week:

Asuna_comp.png

I've been thinking about the H-stats screen again and decided to rework it a bit for better info organisation. Both Asuna's stats and the general layout changed quite a bit (here is a screenshot of the old look as a reminder) but the main difference I want to mention is the removal of Kirito's info and replacing it with Asuna's reputation values, specifically:
  • Fame - Asuna's in-game popularity, based on her achievements as a player.
  • Reputation - how much the general public knows and believes about Asuna's erotic adventures.
  • Rumours - how much specific people (H partners, spectators etc) know about Asuna's erotic adventures.
I'm still not 100% sure about those names but that's what I'm using now. Please let me know if you have better ideas.

sao_menu_1.png
I talked about reputation before so it's not like a sudden change of heart, I just finally got to doing it. It's still not actually used in-game at the moment but you know, setup work is important.

All the information related to other characters were moved to a new screen focused only on that. It's a small change but a necessary one, as my previous design didn't take characters other than the main pair into consideration.
Initially the new relationship screen looked pretty close to Asuna's H stats. Unfortunately, this approach had a big downside - it could only fit a few characters at a time. This meant I'd have to make multiple screens or try a different approach. I chose the latter.

sao_menu_2.png

As you can see, I decided to use the active status effects screen as a template. It's not an ideal solution either but it allows me to display up to 26 characters at once, which should be enough to fit all of the story relevant individuals (this is just a guess at the moment since I don't have the whole game planned yet).
The icons you can see on the screenshots are placeholders until I to make more fitting ones but the idea behind them is to represent:
  • Relationship (friendliness)
  • Trust
  • Opinion about Asuna (slut - pure)
  • Arousal
  • Experience
As shown with Agil and Silica, the last two values will only be used for some of the characters - sometimes due to their age, other times because their participation in H activities in game doesn't make sense story wise. That said, what you see above are just placeholder entries, who will/won't be using which values will change in the future depending on the content I decide to include.

Lastly, I've tried to come up with an alternative way of displaying player/cuck values during active NTR scenes. My idea was to split them into their own pop-up window but that turned out to be a bit of a headache - partially due to how much screen space it used and partially due to my limited experience with JavaScript and RPG Maker UI crafting.
After playing around with it for a bit I decided to stick with the current approach of displaying these values inside the message box. It's simple, it works, doesn't take much space and doesn't cause any unexpected issues.

Things like these are exactly why I wanted to take my time finishing the core mechanics before jumping into content. Hopefully stuff I'm currently working on will be a bit more future proof going forward.

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Chuuni Badger

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Thanks for the progress reports! Looking forward to future updates!
No prob, I need to feel out my yapping quota somehow! Seriously though, I like to know the nitty-gritty of game development so I'm simply doing what I'd like to see from other devs. I'm glad these posts are useful to someone.
 

No-Nonon

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Jun 19, 2020
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Nice detailed reports, as always. I actually quite like the choice of words for Fame/Reputation/Rumours, from a lexical point of view. For the general audience, however, something one can grasp just by looking at the stat is probably better. Maybe "Player Reputation", "Erotic Reputation" or "Lewd Reputation" (easy to differentiate right away from player reputation) and then "Gossip" (carries a heavier connotation).