Solid Snekk

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Combat seems perfectly serviceable right now. Though a visual indicator for resources like hp always up instead of just being numbers or stuffed into a menu would be nice. Frankly I'm not really seeing a need for sex combat.

Also, aside from the broken shit like clicking the mutations menu in the ledge, the UI is also solid. However I would suggest that you consider options for sorting the quest list that aren't alphabetical. Categories based on if a quest is part of the main quest or not and what facet of that whole thing the specific quest is part of would be very helpful. As would generally improving the quest experience from the qsp version be.
Where would be a good spot to show the health if I put it somewhere on every page? Having a bar for health can be something I have as the default and as a toggle in the menu.

As for quests, what would be the best way to sort them?
 
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For quest maybe a button for index or maybe a place in player stats that records what quest you are on or have completed.
You could also do a item in the inventory that tracks your progress and transformations. I apologize if it sounds condescending i
do not mean it that way i also dont know if that is possible to code on the new system you are working on.
 

xeivous

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Where would be a good spot to show the health if I put it somewhere on every page? Having a bar for health can be something I have as the default and as a toggle in the menu.

As for quests, what would be the best way to sort them?
Either as a side bar or under the current set of icons for all the menu stuff.

As for sorting quests, there are multiple good answers. However I gotta say that sorting them by questline is the best option. Assuming that the details for a given quest are sufficient to remind about where one is supposed to go and who is involved. Like the first quest for the kitsune goddess at the bar would be under the kitsune questline and remind you to go to the shrine near the fort.
 

Solid Snekk

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The extra section under the current one is gonna require some work, but how is this for the Quest system?

Screenshot 1 is what it currently is.

Screenshot 2 is what you see when you click on the Quest tab. This will remove the Completed quest tab as it puts it all in the same area.

Screenshot 3 is when you click on the name of the quest to see the full quest details instead of just the next objective.
 

xeivous

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Much better quest system. Though it is a bit unclear if the quest for talking to the lizard is set on the dragon isles or is named after them.

stat bars are also neat, but I think being under the menu bars would look better
 

duy123a

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Sep 12, 2017
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I just new to the game, but is the bow combat suck or if I really bad. Everytime I move further the enemy also move so no way to hit them.
 

doujinftw

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I just new to the game, but is the bow combat suck or if I really bad. Everytime I move further the enemy also move so no way to hit them.
yeh dont play bow snekk still working on improving the combat, bow have a major problem that it can't be fire at point blank, but every encounter starts you at right next to the enemies, so you already force to waste 1st turn to move away, and if they have higher speed than you, well you're shit out of luck they'll just catch up to u and knock you down.
 
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doujinftw

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Picked up someone's code for stat bars on twinery and am trying it out.

They could still use some work but was this what you were thinking?
yeh, it looks good at full bar can u show one more screen shot of lost hp,mana,and stamina?
 

CaptainBipto

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Sep 20, 2018
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Picked up someone's code for stat bars on twinery and am trying it out.

They could still use some work but was this what you were thinking?
Unless there is a way to make the various bars line up with the text, personally, I would prefer just the plain bars (screenshot_4).
The bars with the text offset and throwing a gap between the bars just looks kind of weird. If the text could like up directly below or above each of the bars, that would be fine, but as it is in that screenshot, it looks kind of 'blegh'.
 
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The extra section under the current one is gonna require some work, but how is this for the Quest system?

Screenshot 1 is what it currently is.

Screenshot 2 is what you see when you click on the Quest tab. This will remove the Completed quest tab as it puts it all in the same area.

Screenshot 3 is when you click on the name of the quest to see the full quest details instead of just the next objective.
I think a nicer version of the health bar location is under the like vombatidi gave an example of.

Also I prefer the second method, so Screenshot 2 and 3. Although maybe make it so completed quest also show up and it's collapsible. It's always hand to know what you've done and where you've been, but you don't need to know about it always.
 

Solid Snekk

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Here it is, below the bar, and I've added the stats inside the health bar. They line up with the text and the numbers don't cut off the bars in any way.

Working on the single line of bars and a toggle between them, I'll post an update when I figure that out.

I also need to make it work in light mode.
 

xeivous

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the white text on the green stamina bar is a bit hard to read

also a minor criticism for the parley screen. A more neutral way of phrasing that enemies are interested in your surrender to them because they want to fuck you would be more fitting and leaves open the chance to influence that possibility. Like instead of " They are a Male, which you might be able to use." something like "Their eyes stray from yours to roam your body, you may be able to use this" would fit better and could be customized on an enemy by enemy basis like with wolves it would be "Their eyes shine with an unnatural hunger, you may be able to use this" or just for a bit of variety in the text.
 
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doujinftw

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Here it is, below the bar, and I've added the stats inside the health bar. They line up with the text and the numbers don't cut off the bars in any way.

Working on the single line of bars and a toggle between them, I'll post an update when I figure that out.

I also need to make it work in light mode.
btw have you tried horizontal bar yet, just curious if fit better than vertical, also I think you don't really need the words health, stamina, and mana in the bar, most people would know what the bar color associate with what by now unless this is their 1st rpg game ever, it might save a few space for if the game ever go for really high stat numbers in the future.
 

Solid Snekk

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May 5, 2017
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the white text on the green stamina bar is a bit hard to read

also a minor criticism for the parley screen. A more neutral way of phrasing that enemies are interested in your surrender to them because they want to fuck you would be more fitting and leaves open the chance to influence that possibility. Like instead of " They are a Male, which you might be able to use." something like "Their eyes stray from yours to roam your body, you may be able to use this" would fit better and could be customized on an enemy by enemy basis like with wolves it would be "Their eyes shine with an unnatural hunger, you may be able to use this" or just for a bit of variety in the text.
I'm going to go in and add the various things that you can offer to each specific enemy. Giant Snakes would not be able to be bribed with money, but bandits and guards could, for example.

btw have you tried horizontal bar yet, just curious if fit better than vertical, also I think you don't really need the words health, stamina, and mana in the bar, most people would know what the bar color associate with what by now unless this is their 1st rpg game ever, it might save a few space for if the game ever go for really high stat numbers in the future.
I did consider having the health run down the left side and stamina down the right but since the various passages are not uniform in how long they are it just looked bad.

I am trying to make the health and numbers their own toggle in the settings
 

xeivous

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I'm going to go in and add the various things that you can offer to each specific enemy. Giant Snakes would not be able to be bribed with money, but bandits and guards could, for example.
I was more concerned about you potentially writing/coding yourself into a corner when it came to surrendering sex stuff. As the text with the bandits I quoted was too limiting. That said, the specifics of what can be achieved during parley being different from enemy to enemy is good.
 
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