how do I activate this scene?this is end of 0.8 last scene in club with main hero, her friend and demoness. i dont think its big patch after it .
go to the bartender and get the sex drink again.how do I activate this scene?
You assume those are the reasons this dev takes forever. I assume the dev just excels at milking. lolHe probably should have just done a visual novel and he could have cranked out the game much easier and faster. Everyone was in it for the art style and story to go with its sexy themes anyway. No one was crossing their fingers hoping for another dreadful minigame or fetch quest drudgery. If you've got a knack for passable or better writing and making good or better art then why screw things up with what you're bad at and people didn't really want anyway? Imagine how much more story and art you could get instead if time was spent on that instead of the fluff?
Thank who for what update?thank you for the update
I've seen others share this opinion that this game should've been a VN, and its this point that I disagree with. Let me make it clear I do not particularly like RPGMaker, I think a lot of games are needlessly hampered by using it as the engine, but in this games case I think its very much to it's benefit. If you're trying to convey a certain feeling of being in an mmo there's not much more you can do than having actual gameplay. Take a game like Healslut (which I also love) which has very similar themes and story but is a VN, where most of your choices are dialogue based rather than action based, you don't get that same sense of agency of being a archetype in an mmo. Now obviously in an erotic game it being hot probably takes precedent over having a nice atmosphere or mood, but I do think it's those things that make a good game into a great game.This is why I keep thinking he's crazy for not just making it a visual novel type game. If you're good at 3D art* and can do decent lewd writing then why not stick with that when people want it anyway? The gameplay parts he puts so much time into aren't particularly good or appreciated and seemingly take up vast amounts of time. Better to make a side project of a legit RPG if he wants to do it for fun too and then his paid-for projects can go ahead at a good pace and show off his talent all the more with way less stress for all concerned.
I think that's a good point and very apt in this case regarding the MMO feel and I didn't mean to suggest RPGMaker itself was the problem or at fault across the lewd games scene. It could be done in the RPGMaker form but still following more of a "VN style" thinking - avoid the pointless minigames and grind or even the common combat etc. and only have the role playing in the form of choices with some kind of branching and exploration of a world and story. I've seen people use RPGMaker but have ZERO combat, for instance. It doesn't need to look or play like a Final Fantasy wannabe every single time just because of the engine. Does it really enhance the lewd or story experience to make me grind or play a really frustrating timed minigame over and over again? I don't know why the difficulty for some of these things gets ramped up so much. I see people really struggle with it when they just want to enjoy some lewds. He could sort of include only elements instead to represent the themes of the MMO and give you the feel of being in a world like that, but not actually have the literal grind of a real MMO or the minigames and frustration of games of yore. I think that's where the balance should be - aiming to "artistically" represent and give the feel of the themes and story without it being punishing for the player or a burden for the developer.I've seen others share this opinion that this game should've been a VN, and its this point that I disagree with. Let me make it clear I do not particularly like RPGMaker, I think a lot of games are needlessly hampered by using it as the engine, but in this games case I think its very much to it's benefit. If you're trying to convey a certain feeling of being in an mmo there's not much more you can do than having actual gameplay. Take a game like Healslut (which I also love) which has very similar themes and story but is a VN, where most of your choices are dialogue based rather than action based, you don't get that same sense of agency of being a archetype in an mmo. Now obviously in an erotic game it being hot probably takes precedent over having a nice atmosphere or mood, but I do think it's those things that make a good game into a great game.
Moreover I don't think that it's RPGMaker that's getting in his way. It's the dev himself that's tripping him up, he's his own worst enemy. It'd be nice to blame our frustration on something tangible like a computer program or 3d render software, something that could have a definite fix. But unfortunately its the devs attitude and behavior that's the cause of our strife.
And all that's not to say you guys are wrong, rather just voicing my difference of opinion.
I totally see where you're coming from and you make good points as well. I didn't even think of RPGMaker games without combat despite having played at least one of them. And I do agree that this game shouldn't have traditional jrpg combat but at a lot of points I don't think it does. Especially during the scripted encounters like the boss fights they stop feeling like jrpgs and start feeling almost more like a puzzle, using specific abilities at certain times or certain orders to achieve that perfect mmo party efficiency. And those are the parts I love, because of how intertwined they feel to the story. And you are right in that just because an aspect of the game is inherited from an mmo doesn't make it automatically good. Often clearing mobs isn't fun just as the analogous random encounters often aren't fun.I think that's a good point and very apt in this case regarding the MMO feel and I didn't mean to suggest RPGMaker itself was the problem or at fault across the lewd games scene. It could be done in the RPGMaker form but still following more of a "VN style" thinking - avoid the pointless minigames and grind or even the common combat etc. and only have the role playing in the form of choices with some kind of branching and exploration of a world and story. I've seen people use RPGMaker but have ZERO combat, for instance. It doesn't need to look or play like a Final Fantasy wannabe every single time just because of the engine. Does it really enhance the lewd or story experience to make me grind or play a really frustrating timed minigame over and over again? I don't know why the difficulty for some of these things gets ramped up so much. I see people really struggle with it when they just want to enjoy some lewds. He could sort of include only elements instead to represent the themes of the MMO and give you the feel of being in a world like that, but not actually have the literal grind of a real MMO or the minigames and frustration of games of yore. I think that's where the balance should be - aiming to "artistically" represent and give the feel of the themes and story without it being punishing for the player or a burden for the developer.
I do like good atmosphere and story woven through the lewdness too, so we're of common mind in that opinion. Just the images on their own uploaded would be nice and attractive looking but nowhere near as enjoyable as the stuff around it. I think it can enhance things to have some story as long as the balance is right. CiC does a better balance than most RPG types in that you can probably find something to satisfy you enough within a handful of minutes of playing without feeling you've got to grind on to get to an enjoyably lewd part like with some games.
I'd stress for people thinking I'm trying to shit on the project too that the ONLY reason we're even talking about or frustrated over Proteus is that it stands out as quality for what we got, it has wonderful art, sense of humor and fun writing that when you're in the parts of the game that those things can shine it's awesome. It'd make sense for the developer to focus on what they really shine on than add mediocre minigames or other weird things that seem to end up delaying updates and not really appreciated when they do appear. Maybe I'm wrong, but I imagine the dev stressing out over all these normal RPG game issues that just aren't needed to focus on for his project to be a continued success and releasing at a good pace. As you said, he's his own worst enemy.
Boyim
Agreed on this. If he approached things right it'd be better for him and everyone else. I think this one case where the dev might genuinely have some baggage or problems holding him back from showing off more of his obvious talent, sadly. Not even going to attempt to guess what it is, but at this point it's all just so strange otherwise and it seems the most reasonable explanation.
BigBiggieBig
Also agreed on this. It's not a bad idea completely and flachelence had some good points there on how it can even fit the theme of the MMO world that has been created here but when you're in the mood for lewd specifically...well you don't want to be doing timing minigames and puzzles for hours. I could play any number of non-lewd games out there with amazing gameplay, graphics, etc. made over many years and releasing every day for standard gameplay so there's no reason to try to compete with that scene when the dev has talent and a niche already to fill.
I think shades of this afflicts a lot of creative types. Probably explains a few cases where some just steadily churn out updates (however long they take, but stays to an undestandable pace or schedule) and others that clearly also have talent yet have these mysterious obstacles or distractions or dramas. The example over the color scheme is pretty out there too. People are crying out for more story, lewd pictures and fun and he's allegedly spending huge amounts of man hours on stuff people wouldn't even think of as an issue. Probably good advice for anyone suffering problems to get them seen to sooner rather than later and suffer needlessly.As much as some tasks may seem complicated enough to justify the delay. I think it's more that he's "making up problems" than the plate-spinning actually contributing to the time taken.
To clarify, I don't mean he's just lying about there being problems, but I do think his dopamine levels drop quickly when focusing on one task, so he invents new tasks to cycle through. No normal developer would waste a month and a half trying (and failing) to learn if they could standardize their rpgmaker games color scheme across moniters like their Rothko making sure his two color painting was only ever witnessed with a particular kind of artificial light.
Nor would someone invent new puzzle mechanics for every dungeon despite these being the most hated sections of the game unless they literally could not put themselves to work without new toys to play with.
He has ADD, therefore he can't stomach doing X for any normal period of time, so he needs task Y and Z to shuffle between.
Tasks Y and Z become infinitely more preferable the more alien and unknown they are. This is because their novelty and difference produces a greater yield of interest after burning out from a more rote task.
He literally can't just sit down and make more of his RPGmaker game. Why? Because he already knows exactly how to do it.
I originally thought he was just treating this project as a way to teach himself to make a wide swath of games in the future, and that's why there was a new bell or whistle every time. But after apology number 6 and the timescale being so long I realized it can't be that. He honestly is trying to make the game as fast as possible, but the better he gets at doing it the less making the game is stimulating enough for him to perform.
He genuinely just needs to go see a doctor, he's wasting years of his life and stressing himself out by not doing so.