- Apr 4, 2018
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Thanks California DocThey're asking when it will be completed. (And thank you Defense Language Institute. Vietnamese, 67-68. ROFLMAO!)
And doc? Thanks for your service!
Thanks California DocThey're asking when it will be completed. (And thank you Defense Language Institute. Vietnamese, 67-68. ROFLMAO!)
Oh right, that's clear now. Thanks for answer, this is gonna be very interestingHi, this is the writer of the game.
This is the general system the love routes will follow.
1. The MC can only date one character at a time. (There will be 1 route where he can get together with two characters, but the player will have to work hard for it - that route hasn't started yet)
2. However, after a certain point in the game, (if they want to) players will get the chance(s) to break-up and find someone else.
3. You can also stay uncommitted and wait for the right person. You will get second chances later in the game with anyone you rejected before.
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PS: In 0.4, we messed up by not being able to finish the scenes for the 'uncommitted' route on time.
But starting from 0.5, the uncommitted route too will have a reasonable amount of content.
-- The game has been pretty linear till now, but all your choices DO matter. (There are also scenes which are unlocked only if you make the right choices - So, choose carefully).
- There will be no harem route in this game. (If you choose a love interest, you're pretty much tied to that person for the majority of the game).
- No characters will steal the MC's girlfriend at any point of the game.
- The MC will not be forced to see other characters (friends or love interests) indulge in sexual acts with anyone else.
Which is exactly why (right from the release of 0.1) we have clarified that the branchings will happen slowlyThat's the problem with multiple routes this early in the game ,let's say if you have 5 lis you will see only 20% of the content because you are locked in one path . Even if a Dev makes 1000 of renders per update you are getting 200 .
I can understand if you play 90 % of the game then select which li you want the ending with otherwise multiple endings don't make sense to me .
I specifically remember a patron pointing that out and I ended up tweaking something in the dialog and changing the check condition as flopflop as well.UndergroundStudio there is a variable typos in the "script 3.rpy" that trigger minor dialog errors.
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The solution to that would be a "playa" path, where you try to mess with every girl in town, and lie to each one of them constantly.That's the problem with multiple routes this early in the game ,let's say if you have 5 lis you will see only 20% of the content because you are locked in one path . Even if a Dev makes 1000 of renders per update you are getting 200 .
I can understand if you play 90 % of the game then select which li you want the ending with otherwise multiple endings don't make sense to me .
This is why, I believe, given the complexity of your project, you should storyboard and/or flowchart each permissible route to the end. This way you will know if you have bitten off too big of a project for your given resources and need to either adjust the plan or add resources. That does not mean that you would need to adhere rigidly to your plan. But if you do decided to change it in midstream, you would know exactly the ramifications of the change.At some point we have to start rolling out the branching, or the game might end up being too "rigid". (Causing the players to feel like they do not have any say in the game's flow/story)
That being said, we understand the scope of this project is quite big. And if we don't stay on the tip of our toes all the time, we might end up being overwhelmed.