That sounds like it would be a nightmare to code, and given that uberpie and co are a small team, i agree it might be more dynamic to allow a time progression, but probably not viable without months of work on it. Also people would complain if they screwed up and ended up on the route they didnt want. Ive seen too many games get over ambitious and its cost them, badly.You can choose and that makes the world frozen, because for everything that happens in the game it needs the player input. What I mean is... if I sleep 5 years in the game will everything still be the same?.
I don't care about fetishes to tell you the truth, unless something is too extreme it doesn't bother me, for me the best option rather than making all the choices the creator is making would be a game that has a natural flow with time BUT, the fetishes that you dislike will be blocked on it.
For example, you don't like ntr?, then any storyline related to that fetish is frozen waiting for character input. For me that would be the optimal thing.
How to do it... I would personally do it by giving the player a chart in which the fetishes that can be deactivated are, so people would choose exactly the content they want and give it a normal flow with time, rather than being full of options.
Theorically it shouldn't be so hard to code but I understand that it may contribute to being over ambitious. The basic of my approach is to make the game taking into account time and a general route for when the player doesn't add an input.That sounds like it would be a nightmare to code, and given that uberpie and co are a small team, i agree it might be more dynamic to allow a time progression, but probably not viable without months of work on it. Also people would complain if they screwed up and ended up on the route they didnt want. Ive seen too many games get over ambitious and its cost them, badly.
I'm afraid you misunderstand. I take the original dialogue that Uber gives me, and I make my corrections on it because Uber isn't a native English speaker or writer. Then I make a copy of the corrections, and basically search out keywords that would be considered taboo considering the content (mom, dad, sis, etc.). I then take that "Noncest" version and give it to Uber, while holding onto the original corrected work. We have all the files up to date on my end, it's just waiting on Uber to correct a lot of the work I recently sent him. This is my first game, can anyone give me a good estimate as to how long a patch would take to make? I can't imagine that long, considering we've got all the original files. Might be wrong on that, but again, we're just trying to get the now Patreon friendly version up so we can get our Patreon page back up and running. -MorahCan we expect something like an incest patch after the next update? From your wording it seems somewhat unlikely since you guys are altering the plot as well right?
The game has nothing in the way of NTR content currently implemented that would either please NTR fans, or displease NTR anti-fans. -Morahsorry if someone alredy wrote it but the game has ntr or just in later update?
Thanks for the info, sucks that Patreon is forcing you guys to do all this extra work.I'm afraid you misunderstand. I take the original dialogue that Uber gives me, and I make my corrections on it because Uber isn't a native English speaker or writer. Then I make a copy of the corrections, and basically search out keywords that would be considered taboo considering the content (mom, dad, sis, etc.). I then take that "Noncest" version and give it to Uber, while holding onto the original corrected work. We have all the files up to date on my end, it's just waiting on Uber to correct a lot of the work I recently sent him. This is my first game, can anyone give me a good estimate as to how long a patch would take to make? I can't imagine that long, considering we've got all the original files. Might be wrong on that, but again, we're just trying to get the now Patreon friendly version up so we can get our Patreon page back up and running. -Morah
Yeah, we're not exactly making Shadow of Mordor here, we're just trying to make a quality enough fap game. We simply have nothing in the way of plans for creating THAT level of quest dynamics. -MorahThat sounds like it would be a nightmare to code, and given that uberpie and co are a small team, i agree it might be more dynamic to allow a time progression, but probably not viable without months of work on it. Also people would complain if they screwed up and ended up on the route they didnt want. Ive seen too many games get over ambitious and its cost them, badly.
Ehh, I expected it coming. I mean I started playing adult games almost... just over a year ago, with Summertime Saga. I've since entrenched myself in the world of these types of games and Patreons, and I think I have a grasp on what does and what doesn't work. Inc content just doesn't fly on Patreon. So I started working on the Noncest Patch like back in April. By the time we got suspended, it took me a full 24 hours to get it finished. Not too biggie, and I love to please the fans.Thanks for the info, sucks that Patreon is forcing you guys to do all this extra work.
Sorry, long post.A normal game would give you the two options and tell you "choose", however what I'm saying is, you don't have to choose, if enough time passes then the game will just go to the ignore route.
I work with Uberpie on the game. I was originally just a fan who voiced his concerns with the current English translations. So he asked if I could do it, and although I was hesitant, I decided what the hell! So now Uber sends me his writing, and I fill in the parts that just aren't translating over correctly in English. It also has to do with punctuation, narrative emphasis, assigning proper dialogue to the correct characters, and general proofreading. I also take it upon myself to run theThank you for you're future hard work and I would like to ask what you're role to Taffy tales is, thank you ~(^.*.^~)
I think you misunderstood, I haven't compared this game with summertime saga but well if you want a comparison what I said is something that summertime saga doesn't have too.Sorry, long post.
Me personally, and again, I can't emphasize this enough, I have no creative control over the game, but I think formatting Taffy Tales into a similar manner how Summertime Saga works would be best. An update with a new character or two, you get to explore that stuff within the "genre" of the update, and then it has a conclusion. That'd be like, the perfect way to produce this game's content. And in terms of creating multiple routes or different options, it all comes down to whether how many ideas can you come up with, and how many do you want to put in the effort to go down? We could have an update where aliens invade Taffy and MC has to fight off aliens, choose to join them, implement timed missions, etc. etc... but do we want that? Do we think that many elements or options is worth putting in to tell the story we want to tell?
People just have to remember that this stuff takes time, creative action, hard effort, planning, and updates and corrections like a motherfucker. We're still a relatively young project. Summertime Saga has had about what, 2.5-3 years to develop itself as the crown jewel game? We want to just put out out our project, hope we get a good enough following, and climb the social ladder. We think we can do that by being consistent, by appeasing our fans, and by not overcomplicating things. -Morah
Sorry, I have a little trouble reading your point from this post. I wasn't saying YOU were saying anything. I was comparing it on my own, not in regards to your prompt or question lol. It is simply how I choose to view it, that was all.I think you misunderstood, I haven't compared this game with summertime saga but well if you want a comparison what I said is something that summertime saga doesn't have too.
I don't truly know why you have compared taffy tales on that point because I don't talk about anything else, just how unnatural it is sometimes to choose over something to see the content you want to see.
I'm not saying something like "do this or do that" nor am I comparing this game with others, only wanted to show the point that choices while they are an easy way, it's not the best one for everything, for example related to NTR, I find it unnatural to take a choice that is telling me it will have a NTR route, another thing is that while a character is being coerced I did nothing or I never saw that situation during my gameplay, inaction over a negative action feels more natural in those situations. That's the only thing I wanted to share.
You don't have to compare Taffy tales with others, or justify anything, I didn't ask for that, in fact I don't expect that it changes anything at all, I'm only saying something that perhaps it may end up being useful and if not it's okay.
The whole point of what I said is just that, it isn't adding content, it isn't doing x or y, but that rather than a direct choice you can take too an indirect approach to it. I hope I explained it enough because I think you totally missed what I was saying, but to end again, it's just feedback, it isn't even a critic or anything like that.
I don't really think it would add that much for many players but has the potential to disappoint quite a few who don't want to use a walkthrough and who need time to figure things out. I mean it may be ok now when the game is still somewhat small and it's hard to actually miss/forget options, but once the story get's bigger it's very likely that one can actually play many of them in parallel. So either you'd have to make the time frame extremely long so that it almost won't matter or you'll potentially make the game "too frustrating" since players may be unable to get the ending they want even though they actually tried and failed.A normal game would give you the two options and tell you "choose", however what I'm saying is, you don't have to choose, if enough time passes then the game will just go to the ignore route.
zz well when i'm quoted I usually think it's an answer towards me so I kind of thought it.Sorry, I have a little trouble reading your point from this post. I wasn't saying YOU were saying anything. I was comparing it on my own, not in regards to your prompt or question lol. It is simply how I choose to view it, that was all.Again, I apologize if I didn't get what you were originally saying, or what you just said in this long message. -Morah
I think that to solve that you only need a note on the quest part that is almost saying what you can do. I can understand your point.I don't really think it would add that much for many players but has the potential to disappoint quite a few who don't want to use a walkthrough and who need time to figure things out. I mean it may be ok now when the game is still somewhat small and it's hard to actually miss/forget options, but once the story get's bigger it's very likely that one can actually play many of them in parallel. So either you'd have to make the time frame extremely long so that it almost won't matter or you'll potentially make the game "too frustrating" since players may be unable to get the ending they want even though they actually tried and failed.
How do you suggest one take action in this type of game without making it a choice for the player? -Morahrather than choosing if I save a person or not, I take the action to save the person or not.
If I see my girlfriend in the game getting coerced rather than having a direct choice to choose between a NTR route or a non NTR route, it would make more sense to talk to the girlfriend after the event (if non sexual) or take an action to stop it
Exactly this. We already have people not understanding how to get to 100% of the provided content, even with a quest map and no sex implemented. We want to just keep things simple, approachable, and enjoyable for the vast majority of players. -MorahI don't really think it would add that much for many players but has the potential to disappoint quite a few who don't want to use a walkthrough and who need time to figure things out. I mean it may be ok now when the game is still somewhat small and it's hard to actually miss/forget options, but once the story get's bigger it's very likely that one can actually play many of them in parallel. So either you'd have to make the time frame extremely long so that it almost won't matter or you'll potentially make the game "too frustrating" since players may be unable to get the ending they want even though they actually tried and failed.
You can take easy ways or more complicate ones. For example a complicate one is based on stats, you add a stat objective for the player before x day or bad things happen.How do you suggest one take action in this type of game without making it a choice for the player? -Morah
When exactly does she come off as a bitch in your opinion? She only makes fun of him in one scene about the Owls and his grades. I mean my sister grew up making fun of me, and I still knew she cared about me deeply. I would say she is FAR less of a picky bitch then the sis from SS. Thanks for your support! -MorahTiffany is a bit oddly constructed as a character. She first comes off as a bitch, scratch that. She comes off as the big sister of the MC in Summertime Saga. Until you get the masturbation bit to make some dough and she is actually concerned about you, which is odd because she is established to be the uncaring sister archtype, not a tsundere.