A bug I ran across was that if you enter the safe-house with Debra before saving the horse, you get soft-locked inside. The footstep audio is also broken when you sprint.
By "safe-house", do you mean Jebediah's barn? Is this if you lose a fight/submit, so the horse runs away, and then you go into the barn without him? That seems likely, I will look into it, thanks.
I believe the footstep audio thing is an issue with the plugin I'm using that generates the sounds. I don't know if it works for sprinting, but I'll take a look if I get time.
I'm not sure if it's an intentional design decision or not, but with killing the infected man before he turns effectively doubling the price of shop items, it doesn't seem possible to get the shotgun before the very long and resource heavy Casino mission. Without the shotgun a lot of the enemies seemed excessively hp heavy to take down, although the pistol ammo seems rather well balanced.
It is a design decision. However, there should be just enough hidden loot stashed around all of the town areas that you should be able to purchase the shotgun no matter what decision you made. Shotgun ammo being sparse is intentional. Though do keep in mind that you can, in most cases, attempt to escape combat instead of committing if you don't want to fight every enemy.
Really good job on the level design by the way, you have found an effective way to mix challenging ways to try and bait or navigate around zombies and some enjoyable environmental design and exploration, although the flashlight is a little pointless, it would be pretty punishing otherwise since it is finite and the game seems to favour sandbox exploration and completionism.
Thanks, starting from this version, I do have someone helping me out with the mapping/level design. But I worked closely with him to capture that exact the of feel, so I'm glad a lot of people found it interesting. Well, as interesting as it can be for an RPGM game...
The flashlight was a little bit more punishing to begin with, but in the end, this is a porn game and I didn't want too many people getting frustrated/stuck on an unskippable section of the game. I will add some optional areas in the future that will require the flashlight to see properly, and will make those areas a bit trickier to navigate.
I recall you mentioning that there is an intended finite amount of zombies, will you be able to revisit these locales to clear out the infected you had to skip due to limited ammo later on, or does it not matter how many you kill?
You will eventually need to completely clear the town of infected to access most of the planned, optional endgame content in Act 2.
However, it is possible that when I finally implement this sidequest, that it may require players to start from the beginning to work properly. I'm trying not to add anything that is going to break existing saves for now, but it will probably have to happen eventually...
With the scene between Debra and James being non-optional (other than the ability to skip viewing it), does that mean that the human hetero scenes are going to be mandatory or default? Maybe it's just because companions have predefined personalities, I'm mostly curious though. The zombies including futa all being lumped together is a little awkward for that same reason.
I'm guessing you mean Terry?
There will be some scenes that just happen between other characters in the game. Most of them will have to be triggered in some way by Tiffany. In this case, the trigger was leaving Debra and Terry in the pharmacy together. But there will be ones where Tiffany has to directly start the scene before it will be played (Like the scene with Vanessa & Dr Milburn in v0.06).
The other characters do have predetermined, personalities, however, the player will be able to make choices that will influence certain characters (primarily the companion girls and their "corruption level") to have those scenes. Some scenes will be locked behind corruption stats, so that they would only happen after the requirements are met. So in most cases, the scenes will be avoidable some way or another.
Yes, I plan on separating the zombies a bit more to include the futa zombies and female zombies as separate fetishes Tiffany can have an opinion on. I don't know when I will get around to this though.
James mentioned that his occupation in the force has mandatory training with constructing telecommunications (and presumably other tech), I'm wondering if Tiffany has received a separate form of training in a different area of expertise, or is just not promoted/qualified for the class yet.
Terry has more experinece and skills for sure. A lot of his tech expertise came from his past in the special forces. We'll probably touch a bit more on that at some point soon enough. How good Tiffany is at her job is left mostly up for the player to decide. I didn't want to flesh out her capabilities too much incase some people just wanted to play her as a slutty, air-headed bimbo, rather than a capable action heroine. Ofcourse, she hasn't had the same sort of specialized tech training that Terry has had, but she is on the force so she's had her fair share of training. It's just a matter of how much of it she actually remembers. And that's up to the player to decide for themselves on their playthroughs, imo.
Thanks for the words of support, and sorry for the delayed response. I will make sure to go back through this thread and try to respond to other questions in time. I know I've missed quite a few including at least one of yours from months ago.