You must feel identified with her then! Be happy to find someone in games that represents people like you.Holy shit that's a long and boring tour of a really mundane bunch of places. Daughter seems dumb as a brick.
You must feel identified with her then! Be happy to find someone in games that represents people like you.Holy shit that's a long and boring tour of a really mundane bunch of places. Daughter seems dumb as a brick.
Was something supposed to be seen in the dream? Because for me I had a 1-button prompt/option that was "Steak" that went to a blank-screen. then straight to being woken up being disappointed about a dream I was never shown.So far, there seems to be 3 paths.
- Dream of Mrs.Smith
- Dream of the waitress girl (forgot her name)
- Dream of bacon (leads to Tiffany stuff, but not in the dream)
Ok, you're detailing the daughter's route, and like jamdam said; there are three paths or routes so far...Was something supposed to be seen in the dream? Because for me I had a 1-button prompt/option that was "Steak" that went to a blank-screen. then straight to being woken up being disappointed about a dream I was never shown.
Is the actual dream paid-supporter only, and because this is a public release no show? Or something else?
Not sure what options effect the dream (or if they happened before or after dream, sorry), but: I stayed official/businesslike with Mrs Smith, I did not tell the waitress that I was with my daughter, implied it was a positive thing in after-meal car conversation, weighed breasts, spied on her at the start, and playfully suggested swimming top should be removed.
single choice prompts are very useful for people with devices other than a computer.There's a lot of exposition so far, and choices haven't really paid off.
Also single choice prompts are redundant, unless there's something else for players to click on (environment/x-rays/items/placeholder choice/etc) please consider removing them from the game.
I don't know what the plans are for the "exploration" (read the dev notes but doesn't cover much, glad there will be portraits), but rooms could really use labelled buttons/highlighted edges instead of having players pixel hunt for clickables ("big" doesn't help when they don't show what the interaction is). General interactables should not be hidden, save that for optional hidden unlocks.
It's a long ways to wherever this game wants to be atm, hopefully it keeps on refining the process in the meantime.
You might think those are placeholder choices, but so far, all single choice prompts in the game as of now are the result of previous choices. There is a genuine choice at those points if you're on the right path.There's a lot of exposition so far, and choices haven't really paid off.
Also single choice prompts are redundant, unless there's something else for players to click on (environment/x-rays/items/placeholder choice/etc) please consider removing them from the game.
That was already mentioned. There are going to be shortcuts to common destinations. I figure because the game is in development and because there are long paths between destinations, there are either going to be navigation hints or there is going to be worthwhile to navigate between various points.I don't know what the plans are for the "exploration" (read the dev notes but doesn't cover much, glad there will be portraits), but rooms could really use labelled buttons/highlighted edges instead of having players pixel hunt for clickables ("big" doesn't help when they don't show what the interaction is). General interactables should not be hidden, save that for optional hidden unlocks.
I wasn't aware of the plans to include more choices at those points, my apologies.You might think those are placeholder choices, but so far, all single choice prompts in the game as of now are the result of previous choices. There is a genuine choice at those points if you're on the right path.
Many of them will probably be expanded with additional choices once other paths are added/unlocked, so coding around them right now is pointless.
That was already mentioned. There are going to be shortcuts to common destinations. I figure because the game is in development and because there are long paths between destinations, there are either going to be navigation hints or there is going to be worthwhile to navigate between various points.
How does single prompts function differently than normal dialogue progression? Genuinely interested how that affects gameplay on other devices as they're not familiar to me.single choice prompts are very useful for people with devices other than a computer.
They are sometimes used as natural pauses, useful for people without a mouse (think trackpad on a laptop or touchscreen on a tablet)How does single prompts function differently than normal dialogue progression? Genuinely interested how that affects gameplay on other devices as they're not familiar to me.
I'm cool with there being no harem - I'm actually with the other's who have previously stated that it's great that choices you make early on push you to decide what you want early on. For those who want harem... there's plenty of other games that do this.Ok, you're detailing the daughter's route, and like jamdam said; there are three paths or routes so far...
Three separated routes that show content specific for the route you followed.
No harem tag on this game.
This is what really answer's my question - I read about the dreams, and had no dream... so was puzzled. The inner-monologue also implied something about the dream, but nothing was shown. I'm relieved that I didn't actually miss out on anything, or break something (which has happened for me in other games lol), because I was playing the one path. Now I have somethign to look forward to when/if I replay it for other paths.The dreams are of Joan's and Mrs. Smith's routes, to see the dreams you have to follow their route.
Is even possible to have both dreams available at night, but you only get to see one of them.
LOL This is something I have always done. Some games I have ended up with dozens of different saves due to saving in different slots when coming up to a new choice, because not sure how a choice will play out so might want to go back 1,2,3, + choices. lolSave at each decision prompt to check the results of different choices.
There isn't "supporter only" content in this game, everything is out for everyone so far.
Joan was made with the same textures Meghan (from Teachers Pets) was made with, that's why they look somewhat similar.Joan is Meghan. Can't deny that I was a little disappointed that none of the girls from the assembly were in the MC's classroom. Was hoping to meet with the cutey Emily more as well as the Asian looking one. But got to see her later.
Tiffany Emily Joan Laura Daria Majory are the best ones the rest are last in line. The one teacher was kind of cute as well.
The one girls face the one that was with Emily when you and the daughter meet them in the hall the girl with the blonde hair her face looked like she put a bit too much face power on or she's wearing one some type of face cleansing lotion. It's really noticeable on her jaw shin cheeks and nose.
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if Joa == 5 and Smi == 5:
menu:
"Joan.":
[...]
"Mrs. Smith.":
[...]
elif Joa == 5 and Smi == 0:
menu:
"Joan.":
[...]
elif Joa == 0 and Smi == 5:
menu:
"Mrs. Smith.":
[...]
else:
menu:
"Steak.":
[...]
menu:
"Joan." if Joa == 5:
[...]
"Mrs. Smith. if Smi == 5":
[...]
"Steak." if Joa != 5 and Smi != 5:
[...]
if Joa == 5 and Smi == 5:
menu:
"Joan.":
call JoanDream
"Mrs. Smith.":
call SmithDream
elif Joa == 5 and Smi == 0:
menu:
"Joan.":
call JoanDream
elif Joa == 0 and Smi == 5:
menu:
"Mrs. Smith.":
call SmithDream
else:
menu:
"Steak.":
[...]
[...]
label JoanDream:
$ Joa += 5
mc "You have a point I guess..."
mc "Joan is kind of charming."
[...]
return
label SmithDream:
$ Smi += 5
mc "Well, Mrs. Smith is an impressive woman."
mc "And she's also very attractive."
[...]
return
You can find updated information in this thread:Any news on the update?
I had some troubles with that menu, there were various possibilities based on choices and stats values:9thCrux , you don't need to have things like :
Ren'Py offer you the possibility to condition the display of a menu option. Therefore, the same thing can be achieved this way :Code:if Joa == 5 and Smi == 5: menu: "Joan.": [...] "Mrs. Smith.": [...] elif Joa == 5 and Smi == 0: menu: "Joan.": [...] elif Joa == 0 and Smi == 5: menu: "Mrs. Smith.": [...] else: menu: "Steak.": [...]
And you didn't had to copy the code anyway. You could haveCode:menu: "Joan." if Joa == 5: [...] "Mrs. Smith. if Smi == 5": [...] "Steak." if Joa != 5 and Smi != 5: [...]
You must be registered to see the linksed it instead :
Code:if Joa == 5 and Smi == 5: menu: "Joan.": call JoanDream "Mrs. Smith.": call SmithDream elif Joa == 5 and Smi == 0: menu: "Joan.": call JoanDream elif Joa == 0 and Smi == 5: menu: "Mrs. Smith.": call SmithDream else: menu: "Steak.": [...] [...] label JoanDream: $ Joa += 5 mc "You have a point I guess..." mc "Joan is kind of charming." [...] return label SmithDream: $ Smi += 5 mc "Well, Mrs. Smith is an impressive woman." mc "And she's also very attractive." [...] return