Solid Snekk

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Last game update for QSP was July 14th. I've been releasing demos of what I've been trying in Twine since then on a monthly basic.

I'm also about to release a rough demo of what I have in twine later today, I just need to fix some errors that are being stubborn.
 

Solid Snekk

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Here's the current (unfinished) build on .

There's not a lot. Adding in the exact quest spot in QSP doesn't work for Twine, the way that quests are handled is different. Still working on fixing it as quests are being difficult. I'm going to have to add the quests back in one at a time so some things may take a bit to add back in.

The extent of the game is the unfinished intro for the Chosen One and some of the Dragon Isles, of which are being reworked.
 

Ricky4613

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Hey I'm all for the redo, I'm far from an expert on the subject but from playing it the qsp games FEEL like their held together with used chewing gum and a prayer
 

Solid Snekk

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Hey I'm all for the redo, I'm far from an expert on the subject but from playing it the qsp games FEEL like their held together with used chewing gum and a prayer
It's a russian game engine so its vodka and slurs.

The main problem is that there was no overt resources to use it and different versions had different syntax. The best guide to it was written by Kevin Smarts, one of the devs for Girl Life.

yeh making this game for qsp seem wierd, i feel this game is much more beneficial if it were design around rpgm style of RPGM - None - [Tanslation Request] YariNari [Megrim] | F95zone
I considered RPGM but the amount of "It's not working dev pls fix" comments that are in those types of threads put me off from it. The various different versions of RPGM made it not appealing/

I already had that problem with people using the 570 QSP engine instead of the Sonnix one. How I did levels, which I removed entirely to make those comments go away, caused the game to continuously level up the player until the client crashed.
 
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doujinftw

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It's a russian game engine so its vodka and slurs.

The main problem is that there was no overt resources to use it and different versions had different syntax. The best guide to it was written by Kevin Smarts, one of the devs for Girl Life.



I considered RPGM but the amount of "It's not working dev pls fix" comments that are in those types of threads put me off from it. The various different versions of RPGM made it not appealing/

I already had that problem with people using the 570 QSP engine instead of the Sonnix one. How I did levels, which I removed entirely to make those comments go away, caused the game to continuously level up the player until the client crashed.
if you got time give that game a try, Megrim made that entire game very unique instead of traditional rpgm of just moving around he made the random dice roll be the movement to area movement.jpg dice roll.jpg
as for the combat the guy really knows what he is doing with skill and restriction, and it effect on the battle by utilizing all available equitable stuff which include souls soul.jpg
battle.jpg
for traditional rpgm games i always just use the mtool max stats without even playing the game or just jump straight to the gallery room due to how boring it is, but not for megrim games he put lots of heart in working the fine the detail that I always having a blast playing through it, your character can feel proper grow from zero to hero. People tend to complain about rpgm because they keep run into shitty copy and paste rpgm games that just being push out without any actual works put into it that it a slog to play through, a proper rpgm with the creator know what he doing actually can turn the game into something very unique, Lona rpg is another rpgm that step away from the traditional rpgm design that have a very high rating on this site, the problem is not the rpgm, but it is being use by a lots of unskilled hacks that can only use it as a glorify gallery viewer instead of design an actual game.
 
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LurkerNumberTooMany

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Been a long time since I checked on this and I must say, I am genuinely impressed with how much work you've put into this. Even more surprised that you're actively trying to convert it into an easier-to-use engine as that's quite literally rebuilding the entire game from scratch. I've very much enjoyed the QSP version you've worked on, so while it isn't much, I do want to be one of the (literal) lurkers that comes out of hiding to say you're doing great and I appreciate the fact that you're still going at it. It's a rare thing on the larger scene for someone to go this far on a project.
 
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Garnser

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People tend to complain about rpgm because they keep run into shitty copy and paste rpgm games that just being push out without any actual works put into it that it a slog to play through, a proper rpgm with the creator know what he doing actually can turn the game into something very unique, Lona rpg is another rpgm that step away from the traditional rpgm design that have a very high rating on this site, the problem is not the rpgm, but it is being use by a lots of unskilled hacks that can only use it as a glorify gallery viewer instead of design an actual game.
Aside from copy and paste visuals, I find that Vicindio is not a very good choice for a rpg maker, because the focus of the rpg makers are usually the fights and scenes and then everything else and fights are not the biggest thing for this game, rather the focus is on the narrative and scenes, which is closer to Ren'py or Twine engines. Plus the difference in background and such won't affect much in them, but in Rpg maker the devs prefer to use their own persistent style.
 
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Aside from copy and paste visuals, I find that Vicindio is not a very good choice for a rpg maker, because the focus of the rpg makers are usually the fights and scenes and then everything else and fights are not the biggest thing for this game, rather the focus is on the narrative and scenes, which is closer to Ren'py or Twine engines. Plus the difference in background and such won't affect much in them, but in Rpg maker the devs prefer to use their own persistent style.
While I agree with that Vicindio is better in Twine or Ren'py, it's for different reasons. I've seen a few RPG maker games where the game is all about the story. Final Profit is a perfect example of a RPG maker game with zero combat and still be extremely good. The reason I feel that Vicindio is better on Ren'py or Twine is because RPG makers tend to have a nondescript world. The worlds are flat and it's on the writer to make the story make the world feel alive. A lot of RPG Maker creators don't know how to do that or just can't do that. With Snekk's descriptive nature of the world in the QSP version, having the ability to write in detail is better suited for Ren'Py or Twine.
 

Solid Snekk

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Talk of the game engine aside, here's a small progress report.

The main hurdle with the game right now is the handling of children and pregnancy. The previous system in QSP simply gave you a baby item that you could use and, while I can do that, there is definite room for improvement.

There's going to be some locations, the Dragon Isles being one of them, where the player can control its development. More or less it is going to be a catchall for your stuff and things you have but don't want to deal with, such as Doktor when she is added in as she is incredibly high maintenance for being a spore.

The player can choose to send their children to Lo for the ghost kobold to care for. Lo will raise them in her kobold den so enjoy your borderline feral children that get released into Starfang Village. Once in the village they'll do various things like fish and explore the temple, which can kill them if you don't clear it of the snakes and mutants that live there.

They will passively deal with these threats as per your orders but it is possible to completely exterminate the threats or tame them, which will result in various outcomes such as the snakes accidentally turning your children into mutants due to their hyperactive healing venom.

---------

That is what I'm working on the moment. Trying to separate the roles of the genders as "Get Pregnant" should only apply to female and futanari.
 

Hunterxsamu

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Jul 11, 2020
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Talk of the game engine aside, here's a small progress report.

The main hurdle with the game right now is the handling of children and pregnancy. The previous system in QSP simply gave you a baby item that you could use and, while I can do that, there is definite room for improvement.

There's going to be some locations, the Dragon Isles being one of them, where the player can control its development. More or less it is going to be a catchall for your stuff and things you have but don't want to deal with, such as Doktor when she is added in as she is incredibly high maintenance for being a spore.

The player can choose to send their children to Lo for the ghost kobold to care for. Lo will raise them in her kobold den so enjoy your borderline feral children that get released into Starfang Village. Once in the village they'll do various things like fish and explore the temple, which can kill them if you don't clear it of the snakes and mutants that live there.

They will passively deal with these threats as per your orders but it is possible to completely exterminate the threats or tame them, which will result in various outcomes such as the snakes accidentally turning your children into mutants due to their hyperactive healing venom.

---------

That is what I'm working on the moment. Trying to separate the roles of the genders as "Get Pregnant" should only apply to female and futanari.
damn dream do came through but i have question is only at dragon isle or with other place like beehive, tentacle kitsune and many among thing then spread to another place and mix mutation?. Just that one place?
 

Solid Snekk

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damn dream do came through but i have question is only at dragon isle or with other place like beehive, tentacle kitsune and many among thing then spread to another place and mix mutation?. Just that one place?
I do plan for this to be a feature in a few areas. Making Britmor less poor with the help of the bees, building up your farm, spreading the tentacles. Some are at odds with one another, you can't help the bandits expand their slaving operations and also have Britmor be more secure.

I want you to be able to send your kids out on expeditions/missions and then find them fighting/being fucked by monsters.
 

Laughingfox

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Apr 2, 2017
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Talk of the game engine aside, here's a small progress report.

The main hurdle with the game right now is the handling of children and pregnancy. The previous system in QSP simply gave you a baby item that you could use and, while I can do that, there is definite room for improvement.

There's going to be some locations, the Dragon Isles being one of them, where the player can control its development. More or less it is going to be a catchall for your stuff and things you have but don't want to deal with, such as Doktor when she is added in as she is incredibly high maintenance for being a spore.

The player can choose to send their children to Lo for the ghost kobold to care for. Lo will raise them in her kobold den so enjoy your borderline feral children that get released into Starfang Village. Once in the village they'll do various things like fish and explore the temple, which can kill them if you don't clear it of the snakes and mutants that live there.

They will passively deal with these threats as per your orders but it is possible to completely exterminate the threats or tame them, which will result in various outcomes such as the snakes accidentally turning your children into mutants due to their hyperactive healing venom.

---------

That is what I'm working on the moment. Trying to separate the roles of the genders as "Get Pregnant" should only apply to female and futanari.
Hm. Will we eventually be able to move the 'hub' back to the main Avadon /lake area? Not for nothing, but the mainland, farm, and life within interacting with all of the many, many locations, characters and circumstances is one of the things I found most appealing about the game, as your little population begins to swell with all sorts of unique characters that have various hooks into the world.

Although that said, I suppose far, far, far into the future the story will gravitate to a new continent and all that.

I mean, it seems like it should be doable, since kitsune shrines were and likely are a thing, but I figured I'd ask.

Long term, especially if we end up with the 'good result' with
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... I think I'd much rather have the kids grow up there. I liked it's vibe. But who knows, maybe Lo will grow on me.

Or of course, the more adventurous types (once grown up) volunteer to join you in the mainland or something. That way it could just be the various special first born types or whatever.
 

Solid Snekk

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Hm. Will we eventually be able to move the 'hub' back to the main Avadon /lake area? Not for nothing, but the mainland, farm, and life within interacting with all of the many, many locations, characters and circumstances is one of the things I found most appealing about the game, as your little population begins to swell with all sorts of unique characters that have various hooks into the world.

Although that said, I suppose far, far, far into the future the story will gravitate to a new continent and all that.

I mean, it seems like it should be doable, since kitsune shrines were and likely are a thing, but I figured I'd ask.

Long term, especially if we end up with the 'good result' with
You don't have permission to view the spoiler content. Log in or register now.
... I think I'd much rather have the kids grow up there. I liked it's vibe. But who knows, maybe Lo will grow on me.

Or of course, the more adventurous types (once grown up) volunteer to join you in the mainland or something. That way it could just be the various special first born types or whatever.
The hub will be wherever you make it. Pretty much anywhere where the player owns the property they can make it their hub.

The slums house could get real crowded so some have to go live in the flophouse. The Britmor farm gets even more lively and Annette is happy but concerned about how many Steelwinds are running around.

Each will have their own unique quirks which some may not like, which I'm trying to think of ways to balance along with exactly how many owned properties the player can have.
 
Mar 23, 2022
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Hm. Will we eventually be able to move the 'hub' back to the main Avadon /lake area? Not for nothing, but the mainland, farm, and life within interacting with all of the many, many locations, characters and circumstances is one of the things I found most appealing about the game, as your little population begins to swell with all sorts of unique characters that have various hooks into the world.

Although that said, I suppose far, far, far into the future the story will gravitate to a new continent and all that.

I mean, it seems like it should be doable, since kitsune shrines were and likely are a thing, but I figured I'd ask.

Long term, especially if we end up with the 'good result' with
You don't have permission to view the spoiler content. Log in or register now.
... I think I'd much rather have the kids grow up there. I liked it's vibe. But who knows, maybe Lo will grow on me.

Or of course, the more adventurous types (once grown up) volunteer to join you in the mainland or something. That way it could just be the various special first born types or whatever.
If the torrii gates are still going to be a thing to link several locations then having everyone all jammed into one location seems pointless, at least to me. You can just go through a portal and suddenly you're now in a different location, so why not just spread them around?

The hub will be wherever you make it. Pretty much anywhere where the player owns the property they can make it their hub.

The slums house could get real crowded so some have to go live in the flophouse. The Britmor farm gets even more lively and Annette is happy but concerned about how many Steelwinds are running around.

Each will have their own unique quirks which some may not like, which I'm trying to think of ways to balance along with exactly how many owned properties the player can have.
That makes me wonder, is it a singular hub, like there can only be one, or is it more of a situation where they all develop based on what you put into it?

Now that you mention it's any player owned property does that mean the slum clinic could potentinally be one, what about the frog?
 

Laughingfox

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Creating a home where all the people you care about can build a place of safety, security, and rampant, considerable boinking feels pointless? Press F to doubt.

To me it's not about stashing them away or cramming them in one locale, it's making a place that can stand on its own and assist in the future. As such, splitting them up everywhere, while safer and likely easier to program, doesn't land as well.

Also, just having a remote island away from everything feels ... easy. Less personal? I mean, clearly it isn't, Snekk wrote how there's dangers and you need to clear out ruins and critters lest your kin end up with a sudden case of the dead, but... dunno.

Compared to starting with a basic farm, developing buildings and groups with companions which enable *new* buildings or companions, exploring the cave prison, building *down* through it... that seems like quite the endeavor as is, if it still holds. I can't imagine it would be easy (or practical) to make multiple areas that all have the same function.

Then again I've always enjoyed the building up of a central town or hub, Suikoden style over time, watching it take shape from the actions and activities of everybody you have recruited. It feels like a reward of seeing the results of what you have achieved and explored, developing further and giving back.

That's why the forest / Avedon adjacent farm worked for me, despite there being a Steelwind Farm for the chosen one. It's building something new that everybody can rally behind.

Bess wanted a new place to feel she belonged, for example. Though I'm sure with some clever word no jitsu the PC could convince her to remain on the Steelwind farm regardless.

Feels like that's one aspect of the game that doesn't need that much of a rework, but again, just my opinion.

Meh, enough of that. I'm sure it'll be grand no matter what.

Unrelated:

Snekk, do all kobolds come in Red, or would you have the Skittles approach if you could? (Taste the rainbow.)
 
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Creating a home where all the people you care about can build a place of safety, security, and rampant, considerable boinking feels pointless? Press F to doubt.
I'd press F to that statment too. I didn't say it was pointless to have a community where you can see it develop. I said having one singular place is. With how quickly you could cross the continent with the Torrii gates, having everyone at one place is pointless. Having multiple locations where they can be housed, cared for, loved, and you can watch their respective place grow, that's not pointless. In other words, having one hub is a missed opportunity, in my opinion.
 

Laughingfox

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*shrugs*

A castle is only as strong as its foundation. Or to put it another way, putting troops in multiple locations is a fine plan, providing you have enough resources and manpower to garrison them all properly.

Otherwise there's nothing in 'em, effectively a costly landmark that eats up time and resources. Of course, if you can fill 'em up, it's do your advantage for sure.

I'm a simple creature.

On the purely selfish side, not having the farm near the forest will kind of nuke more than a few things I have been writing up, but that's fine. I'm sure they can be repurposed.

I honestly hadn't anticipated that aspect of the story being shuffled around. And really, it's not like it's always been the case, either. Just because I didn't use it, didn't mean it didn't exist, such as the sewer lair designed by baddies to do bad things.
 
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Realistically neither is wrong, both have their pro's and con's. But from a story perspective not all character might like living in squalor. I know at least one of the character I wrote for the game which will never exist wouldn't like living in poverty, being part greed demon and all. But as you've said having everyone close by is just easier from a game play perspective. So I guess waiting to see what Snekk does is all we can do lol.
 
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