- May 11, 2017
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Version 0.4 is here! It is an extension of the self-awareness path.
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Make a trap.See thats the thing, I'm pretty sure I used a fake email. If I got anytime this weekend, which I should, I'll make a new character.
I plan on spending as little time on the game as I can, so that's out of the question.Make a trap.
personally i like this method more, as it gives the player an idea how the other routes might play out structure wise. also, having to wait for ya fav. route for little to almost no content just sucks. the only disadvantage ya face when doing one path at a time, is, that the game plays like a cinetic novel at first, 'til other routes are implemented.I got an idea. I want to see if people think this is a good way of doing things or a bad way of doing things.
A lot of games out there are made in a way such as follows:
You play through a game. You come to a choice. You now have Path A and Path B.
Path A continues & So does Path B.
Path A branches yet again and now we have a 3rd path which we will call C.
Path B branches out too and we will call that branch D.
Paths = Width of the Game. More paths = more width.
With greater width, you will inevitably have a shorter length.
If I work on A B C and D over X time Path A gets less far than just Path A by itself. If I gave equal time to each Path it would get about 25% as far assuming there are only 4 paths.
Lets say a game is targeted for 10 chapters long. Does it not make more sense to make to make it like this:
A1 A2 A3 A4 A5 A6 A7 A8 A9 A10, B1 B2 B3 B4 B5 B6 B7 B8 B9 B10, C1 C2 C3 C4 C5 C6 C7 C8 C9 C10, D1 D2 D3 D4 D5 D6 D7 D8 D9 D10. All Paths completed one at a time one after the other... The game completely completed at 4 points. With different branching chains.
A lot of creators almost all I see make it like this...
A1 B1 C1 D1... A2 B2 C2 D2... A3 B3 C3 D3... ect ect ect... and so on building the branches and not the trunk...
So imagine a sort of static novel that you go back and create branches off at certain points to continue forward on eventually getting more choices.
Is that a better sort of production method you guys think?
That is to say that there will be no common events? As in four all-ins on specific characters/content? I can't readily recall any game which has done that; typically it's a this-or-that in the beginning, a little more of that-or-this in the middle, and branching towards endings. Even the You/Her/That One/Harem route games have a lot of shared scenes.I got an idea. I want to see if people think this is a good way of doing things or a bad way of doing things...
It will be avoidable for the protagonist baring a first scene where the protagonist is an observer and gets mad about it. That's an important part of her character development.is this Futa/trans avoidable?
if it is i play this game
That's nice. How about you post a snapshot of your avatar. Show us how it's done champ.
Weird. Some people really are. There are plenty out there in normal life. You might be working next to one.is this Futa/trans avoidable?
if it is i play this game