- Mar 7, 2019
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Well..I'm sure I'm going to soil myself when I get a look at this thing....
To be honest, I kinda feel a bit more comfortable with the daz studio. Also, converting textures to maya is a tedious process. In the end, there will be tons of characters coming and going like main characters, side characters that will last a couple of chapters or seasons, supportive cast who will drop by every once in a while and one shot characters, but the house will be implemented only once. Meaning I'd have to do the transition once and never go back to maya afterwards. Surely I am designing some assets here and there every once in a while but when you think about it, using daz as the main hub for everything actually makes sense. At least it makes sense to meThis looks like a really cool and ambitious project, good luck!
Out of curiosity, why did you guys choose to make Daz the end of the pipeline rather than importing Daz figures into Maya?
Thank you mate. We know its an ambitious project but we really want to push the boundaries here. We really hope to deliver an experience you will appreciate in the end. There are some great games out there but also there are billions of clones too. We think that some of the developers out there assuming that they can come up with a couple of renders, steal the story of another successful game and with almost zero effort, release a game to grab money and leave. By the looks of it, the genre is currently struggling with these kind of developers popping up everywhere and we really think that this community deserves better. Deserves to be treated as an audience instead of cash cows. That is the main reason we are trying our best here everyday.You guys look to have a fantastic plan and idea of where you want to go, all of the visuals look great, and I like how you've explained the game play. Good luck and good fortune, and I can't wait to see the game in action.
Thank you so much for taking your time writing this very well thought message. We are especially glad to see that people are paying attention to what we are trying to do different as you've stated in the beginning of your post.This looks like quite an ambitious project! Good luck devs, and thanks for providing so much insight into your design process.
It sounds like you are approaching this with a much more professional game development mindset than most new developers, and that is to be applauded. However, there are a few statements in your dev diaries that could be warning signs and I would be interested to hear your comments on them.
The most important thing when building any product is remembering who the client is and what they want. If you are building an adult game, it has to be fun for the player. Every single design decision you make needs to be in line with that philosophy.
Grinding is not fun. Repeating the same action or event to raise an arbitrary number is not enjoyable, not engaging, and does not further player immersion. I consider leveling to be different from grinding when there is player input involved to affect the outcome (grinding in MMO's is still the player engaging in combat) and a sense of progression is a part of the process (you get loot from mobs, XP, story from quests). It sounds like you are aware of this difference, and hopefully you can make it work in a visual novel format.
Randomness is almost never fun. It removes player agency by placing the outcome out of the players control. This is especially true in a visual novel when you are trying to feel like choices matter, and can compound frustrations from a stats system. What if you need to pass this dialogue to raise a stat point to trigger an event next time cycle? You crit fail, miss an important trigger, and can't progress a route you wanted to. That only leads to frustration, and probably a rollback or reload.
Complicated systems of RNG and stats focus attention on the mechanics of the game and not the story. You have to ask yourself WHY you are including these systems in the game, and how they are making it more fun for the player.
"Realism" is often not the goal, "Immersion" is. Adult games are a work of fantasy, and a good fantasy is one the player can immerse themselves in. Having realistic dialogue and characters helps build that immersion, but trying to make things too realistic shatters the illusion and hinders the story.
I'm still looking forward to your bigger-than-demo, and wish you great success!
I would very strongly suggest you do not do this. It has only ever been a point of frustration in any game that has tried it. Focus on making an engaging story that players want to stay immersed in and explore the consequence of their choice. Ultimately it is up to the player to decide how they want to play your game.We are also trying to come up with a way to disable the roll-back system because we really want players to experience the story with the decisions they have made.
Thank you so much for your valuable input. This is the second comment about the ''no roll-back'' feature thus I feel the need to write down some behind the scenes information about the decision.Very interesting to read about the various tensions behind the design decisions, whether it's related to the technical workflow or the gameplay
Attention to detail is a philosophy that resonates with me ; it's what separates the great from the good.
So as you hinted above, it's better not to commit to fixed deadlines and instead make sure that everything aspect of the what you're working on is satisfying and fits together.
I'll echo what Aderpofni said above, though : let the players be free to go backwards and correct their behaviour, if so they wish.
This might not follow your vision of how the game should be played (nor mine, for that matter), but I guess most players are accustomed to this possibility, so if you don't implement it this absence could generate a persistent backlash.
I don't know if this is possible - but perhaps you could offer this "no roll-back" feature as part of optional "handicap modes" ; which the players could select should they want a harsher/more realistic gameplay.
I agree with this 100% Once and a while we lazy people are not paying close enough attention and see things at the last second as the click happens. That pisses me of so much LOLVery interesting to read about the various tensions behind the design decisions, whether it's related to the technical workflow or the gameplay
Attention to detail is a philosophy that resonates with me ; it's what separates the great from the good.
So as you hinted above, it's better not to commit to fixed deadlines and instead make sure that everything aspect of the what you're working on is satisfying and fits together.
I'll echo what Aderpofni said above, though : let the players be free to go backwards and correct their behaviour, if so they wish.
This might not follow your vision of how the game should be played (nor mine, for that matter), but I guess most players are accustomed to this possibility, so if you don't implement it this absence could generate a persistent backlash.
I don't know if this is possible - but perhaps you could offer this "no roll-back" feature as part of optional "handicap modes" ; which the players could select should they want a harsher/more realistic gameplay.
We honestly were not expecting anyone to care about the roll-back feature that much. Thank you guys so much for your input on the subject. We are discussing this with my partner and we are determined to find a solution to please everyone.I agree with this 100% Once and a while we lazy people are not paying close enough attention and see things at the last second as the click happens. That pisses me of so much LOL
bullshitDev Diary #5
if you are trying to create ambitious stuff with it, there will be endless problems you will encounter.