kiba945

Member
Apr 20, 2018
115
116
Sorry question but I'm at the southern forest portal, i was supposed to power up the staff but i don't get an option to do it.

It just says that it's not meant for me? I need some guidance here...
 
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Tattletale21

Member
Jan 26, 2020
376
521
so i gave the most recent version a go and have a few ideas that i think could be great.

Class System: you've got it where the MC can start as a certain class, and then stumble onto even more classes, and this is fantastic. I think, though, the main problem is that we have zero information on whatever those classes even are. we know stuff like 'woodland witch makes it so you can brew potions' and 'hunters can make traps at a forge' but that's basically nothing. also, while thinking about this, i got a few ideas of some classes you could add and how much detail you could add.

Classes:
- Paladin: Sworn protectors of a holy nun. Rigorous training has enforced an iron will and stoic demeanour. You do extra damage to unholy/undead enemies. You take half damage from unholy/undead enemies. (Male Only)

- Fallen Paladin: Sworn protectors of a holy nun that failed in their duties, one way or another. Your nun is dead or gone, and hate is all that is left. You do extra damage to unholy/undead enemies. (Male Only)

- Holy Nun: You are a nun, blessed by the holy Avalon. Chaste, virtuous, and humble, you and your paladin cleanse the world of evil and darkness. As long as you remain a virgin, your spells do extra damage. (Female Only)

- Corrupted Nun: You have fallen from grace, defiled or corrupted by the world's evils. Your chastity is gone, and the world seems darker for it. You do more damage to whatever race took your virginity. (Female Only)

- Nec-romancer/Necrophiliac: Whether it's a curse or stray thoughts taken too far, you feel wildly attracted to the undead. During sex with anything considered undead, you can cast Control Undead to turn them into a permanent ally (Max 20).

- Death's Beloved: Somehow, someway, you've gained the affection of Death Herself. Any children created with Death can be turned into permanent allies, and all Necromantic spells are stronger.

- Kensei: The Chosen Hero of Mariko, you have been taught the ways of an ancient warrior caste. All damage with swords and daggers is increased. (Male/Futa Only)

- Shrine Maiden: Chosen by Mariko to attend her renewed shrines, you are a holy example of Mariko's divine will. Travelling via shrines now restores a small amount of health and vigor. (Female/Futa Only)

- Hell-touched: You have delved into the secrets of your temple in the realm of hell, and come out changed for it. You can summon an imp to battle that remains permanent until dismissed.

just a few ideas of some classes that could be added for lore, if nothing else, but i genuinely think it would be pretty cool to get access to a class or a perk or a mutation for completing a certain questline.
 
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Mar 23, 2022
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Sorry question but I'm at the southern forest portal, i was supposed to power up the staff but i don't get an option to do it.

It just says that it's not meant for me? I need some guidance here...
Have you given it to Avee there?

so i gave the most recent version a go and have a few ideas that i think could be great.

Class System: you've got it where the MC can start as a certain class, and then stumble onto even more classes, and this is fantastic. I think, though, the main problem is that we have zero information on whatever those classes even are. we know stuff like 'woodland witch makes it so you can brew potions' and 'hunters can make traps at a forge' but that's basically nothing. also, while thinking about this, i got a few ideas of some classes you could add and how much detail you could add.

Classes:
1. Paladin: Sworn protectors of a holy nun. Rigorous training has enforced an iron will and stoic demeanour. You do extra damage to unholy/undead enemies. You take half damage from unholy/undead enemies. (Male Only)

2. Fallen Paladin: Sworn protectors of a holy nun that failed in their duties, one way or another. Your nun is dead or gone, and hate is all that is left. You do extra damage to unholy/undead enemies. (Male Only)

3. Holy Nun: You are a nun, blessed by the holy Avalon. Chaste, virtuous, and humble, you and your paladin cleanse the world of evil and darkness. As long as you remain a virgin, your spells do extra damage. (Female Only)

4. Corrupted Nun: You have fallen from grace, defiled or corrupted by the world's evils. Your chastity is gone, and the world seems darker for it. You do more damage to whatever race took your virginity. (Female Only)

5. Nec-romancer/Necrophiliac: Whether it's a curse or stray thoughts taken too far, you feel wildly attracted to the undead. During sex with anything considered undead, you can cast Control Undead to turn them into a permanent ally (Max 20).

6. Death's Beloved: Somehow, someway, you've gained the affection of Death Herself. Any children created with Death can be turned into permanent allies, and all Necromantic spells are stronger.

7. Kensei: The Chosen Hero of Mariko, you have been taught the ways of an ancient warrior caste. All damage with swords and daggers is increased. (Male/Futa Only)

8. Shrine Maiden: Chosen by Mariko to attend her renewed shrines, you are a holy example of Mariko's divine will. Travelling via shrines now restores a small amount of health and vigor. (Female/Futa Only)

9. Hell-touched: You have delved into the secrets of your temple in the realm of hell, and come out changed for it. You can summon an imp to battle that remains permanent until dismissed.

just a few ideas of some classes that could be added for lore, if nothing else, but i genuinely think it would be pretty cool to get access to a class or a perk or a mutation for completing a certain questline.
Before I begin I have a tendency to sound rude or something other negative word. I don't intend to, if I do then I apologise. You're ideas are valid ideas just like anyone elses. Please don't take my words with any negative connotations. And sorry in advance if they do.

Now onto my response.


For the most part the classes are explained pretty well in the hall of heroes, the place where you change classes. A few of them don't have much of a description but that's because they don't do much. I think the only one without a obvious "this is what it does" is the wizard. At least from my quick look at them.

As for the other classes you suggested:

1, 2, 3 and 4. These can't be classes for a few reasons. Reason one, due to how the intro and how classes are set up these can not be classes. Gender is not even considered in classes at all. So without a massive rewrite of the code to account for that it probably won't happen, this goes for the rest of the classes you said are gendered. So I won't mention it again. Reason two, due to what I assume is the main plot of Avedon, Paladins and Nuns are a no go. The player is forced into being a Paladin regardless in it's story.

5 and 6. These would conflict with the necormancy idea. I believe Snekk originally had plans to make the necomancy a class. This idea, I don't know if it will be the case or not, but if he's idea on it still true then 5 would happen regardless of class or would be a class. The player would be able to control undead anyway. 6 however would not work. Snekk plans to have it so working with the necronominom has the player control Death as they please. This obviously is against the behest of Death wishes. This is just going by what Snekk has said in the past, I don't know of what their current plans are regarding this.

7 and 8. I'm pretty sure if Snekk introduces Kitsune as a race then those would be a start not a class. As for what it means it'd be similar to Chosen, Unlucky, Maid, etc. in nature. This is again just whispers and half mentions that Snekk has said on this forum so shrugs if it'll happen or not.

9. I'm pretty sure the temple has other significance that isn't mentioned. So it can't be related to that. There is already a couple of classes that are related to hell in the works (or at least written ideas). But none of them are what you are thinking of. So this one might have merit to some extent. In saying that I don't think it would allow imps to exist. Due to lore reasons very few imp would even exist anyway. Hell is barren for a reason. Only gigantic colossal demons and a few lust demons are still roaming around. Second reason is with how things currently are coding wise getting things to summon during combat is rather challenging.

In saying all that, I'm not Snekk so I don't decide what they put in or not. But those are the reason why I don't think they'd be implemented as classes.
 
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Tattletale21

Member
Jan 26, 2020
376
521
Have you given it to Avee there?


Before I begin I have a tendency to sound rude or something other negative word. I don't intend to, if I do then I apologise. You're ideas are valid ideas just like anyone elses. Please don't take my words with any negative connotations. And sorry in advance if they do.

Now onto my response.


For the most part the classes are explained pretty well in the hall of heroes, the place where you change classes. A few of them don't have much of a description but that's because they don't do much. I think the only one without a obvious "this is what it does" is the wizard. At least from my quick look at them.

As for the other classes you suggested:

1, 2, 3 and 4. These can't be classes for a few reasons. Reason one, due to how the intro and how classes are set up these can not be classes. Gender is not even considered in classes at all. So without a massive rewrite of the code to account for that it probably won't happen, this goes for the rest of the classes you said are gendered. So I won't mention it again. Reason two, due to what I assume is the main plot of Avedon, Paladins and Nuns are a no go. The player is forced into being a Paladin regardless in it's story.

5 and 6. These would conflict with the necormancy idea. I believe Snekk originally had plans to make the necomancy a class. This idea, I don't know if it will be the case or not, but if he's idea on it still true then 5 would happen regardless of class or would be a class. The player would be able to control undead anyway. 6 however would not work. Snekk plans to have it so working with the necronominom has the player control Death as they please. This obviously is against the behest of Death wishes. This is just going by what Snekk has said in the past, I don't know of what their current plans are regarding this.

7 and 8. I'm pretty sure if Snekk introduces Kitsune as a race then those would be a start not a class. As for what it means it'd be similar to Chosen, Unlucky, Maid, etc. in nature. This is again just whispers and half mentions that Snekk has said on this forum so shrugs if it'll happen or not.

9. I'm pretty sure the temple has other significance that isn't mentioned. So it can't be related to that. There is already a couple of classes that are related to hell in the works (or at least written ideas). But none of them are what you are thinking of. So this one might have merit to some extent. In saying that I don't think it would allow imps to exist. Due to lore reasons very few imp would even exist anyway. Hell is barren for a reason. Only gigantic colossal demons and a few lust demons are still roaming around. Second reason is with how things currently are coding wise getting things to summon during combat is rather challenging.

In saying all that, I'm not Snekk so I don't decide what they put in or not. But those are the reason why I don't think they'd be implemented as classes.
thanks for the reply, you actually just gave me more ideas i want to post but i'll hold them back. for now.

yeah, i didn't really think the gendered classes would work but i was thinking more along the lines of for extra roleplaying or something. i suppose what i could say is that it would be cool if these were starts more than they were classes. like the death's beloved start would be you being someone, well, beloved by death, and the start would be a necromancer start - the downside being that literally everything else regarding the story has been unexplored, and other quests that tied into how you got there in the first place might have happened differently. just little thoughts like that.

look, i just want to start an undead army with Death, aight?

i guess you could also take some of the class ideas and turn them into mutations, or skills you could pick up or something. i'll be honest, i was just spitting at the wall to see what stuck.

but hey, until the game is finished and done i can dream.
 
Mar 23, 2022
460
128
thanks for the reply, you actually just gave me more ideas i want to post but i'll hold them back. for now.

yeah, i didn't really think the gendered classes would work but i was thinking more along the lines of for extra roleplaying or something. i suppose what i could say is that it would be cool if these were starts more than they were classes. like the death's beloved start would be you being someone, well, beloved by death, and the start would be a necromancer start - the downside being that literally everything else regarding the story has been unexplored, and other quests that tied into how you got there in the first place might have happened differently. just little thoughts like that.

look, i just want to start an undead army with Death, aight?

i guess you could also take some of the class ideas and turn them into mutations, or skills you could pick up or something. i'll be honest, i was just spitting at the wall to see what stuck.

but hey, until the game is finished and done i can dream.
You can already have Death sort of love you.... kind of..... it's weird. Chosen one is weird canonically.

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I too want an undead army with Death too even if they aren't ours. But if I'm not mistaken Snekk planned for any child of Lady Death to be a weird abomination thing. Not alive but not un/dead either. A pseudo life if you will. Honestly probably the only way she'd be able to bare anything tbh. You know her being the taker of souls and all that.

As for spitting ideas at the wall there's no harm in that. Worse case is they aren't added, best case is they are. Plus Snekk is pretty chill about people doing it. Goddesses know that this forum has had it's share of ideas thrown in, I myself included.
 

Djakise

Newbie
May 12, 2020
28
10
View attachment 2628503

Overview:
A light adult action-adventure game created in the QSP engine.
Heavily inspired by, as it was originally a mod for, the QSP game Rubedo.
You start your adventurer as a somewhat unknown, making friends and lovers as you traverse the lands searching for allies to defeat the mad god Avalon.
Explore the world and gather allies, raise a family or gather a small harem of lovers.​

Thread Updated: 2024-03-17
Release Date: 2024-03-17
Developer: Solid Snekk - -
Censored: No
Version: 1.99.40
OS: Windows, Mac
Language: English
Genre:
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Installation:
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Changelog:
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Developer Notes:
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Needs QSP 1.9

Please read the Developer Notes before downloading the game.

Saves older than 1.98 will not work.


DOWNLOAD
Win(1.99.40)
: - MEGA

View attachment 2628460 View attachment 2628461 View attachment 2628462 View attachment 2628467 View attachment 2628468 View attachment 2628469
Чувак, сейчас игра слишком переполнена квестами, займись лучше -
1. Проработка боя, сейчас достаточно прокачивать лишь скорость чтобы отступать и запускать магию и прочее оружие дальнего действия.
2. Переработкой цен - сейчас деньги очень легко зарабатываются из-за чего половина функционала бессмыслена (арена, воровство, работа и прочее), я без понятия когда и как я получил 1млн. и самое смешное что у воров можно получить бесплатно клинику, когда она стоит крайне дёшево (это бизнес как никак, торговля препаратами, закуп различных устройств и механизмов для улучшения и ускорение медицинской помощи, но там всё (надеюсь что только сейчас, т.к. фермы нормально сделаны) просто, получаешь деньги на счёт не имея забот...
3. Я за твоим проектом изначально наблюдаю игра двигается, бесспорно но, игра стало будто альтернативой альбедо и рубедо, но всё таки основных прелестей т функции до сих пор нет...
4. Добавляй всегда 2 версии игры (по текущей разработке, с ошибками и без багов, для тех кто не стремится узнать мир, т.к. я знаю приблизительно то что будет мне не интересно получать постоянные ошибки в коде, хорошо что файл без пароля и я могу исправить их у себя но, не все на это способны).
5. Добавь музыку в игру, в интернете полным полно авторов пишущих музыку бесплатно и сейчас есть AI GPT для музыки и можно самому в 2 клика сделать что-то подходящее, играть беззвучно или с чем-то не втягивающим (не поглощающим) в игровой процесс не шибко интересно.
6. Сделай возможность хардкора (случайное место, магл и ещё что-нибудь), игра реально легка из-за боевой системы, сейчас у меня интерес в игре лишь проходить без смертей, но в игре много всякого где есть вынужденное поражение, убери подобное из зачета в статистику.
7. Переделай ковку в игре, она абсолютно бессмысленная нет ничего уникального всё можно купить. Или сделай из ковки мастерскую где обрабатываются и создаются предметы типо гвозди, оружие, зельеварение и прочее (в куче) чтобы этим было проще пользоваться. Например нужно для фермы сарай и ты идёшь и сам рубишь деревья создаешь гвозди и создаёшь. Т.к. от одной ковки смысла мало, тем более она такая.
8. В игру необходимы сложные испытания, как в рубедо - враг повторяющий некоторые характеристики, сложности путешествия (билеты дешевые и т.к. нет ни сна ни голода то можно и пешком дойти, а враги очень редко не дают отступать) например как в рубедо то что приходилось приспосабливаться к местности.
9. Нужны потребности (и не только) так как сейчас происходит всё практически мгновенно, подъем по определенному времени, скрытие неизведанных мест (например скрыть все города, улицы пока не купишь карту или не дойдешь до этого места).
10. Добавь функционал с спутниками, к примеру со мной путешествовал брат Бил и я ни поговорить ни чего с ним сделать не мог, можно сделать им - уровни от которого есть определенное количество очков на раскидку, можно было бы их прокачивать или они сами, им не хватает здоровья, достаточно просто отступать или встать в глухую оборону (когда будут щиты) и ждать пока они не справятся с противником... :/
11. Хотелось бы убрать тот функционал из настроек где проверка мутации, определение очков навыков и прочее, я про - "I'll want to crime / I'll don't want to crime" или как-то так пишется (я не знаю точно), сделай по стандарту всё включено так как у игрока всегда есть выбор и должен быть хоть какой-то интерес проигрывать и выигрывать.

Что-то забыл ну и ладно, субъективно для меня тут есть много чего критичного так как иногда просто злишься от непонимания почему именно так а не нормально и хорошо, всегда ведь можно делать хорошо, зачем отстраняться и экспериментировать (это аукнется, ещё как!).
Если что проси помощи я помогу, другие помогут, альбедо и рубедо много кому нравилась мало кто останется равнодушным от (братского) зова.
View attachment 2628503

Overview:
A light adult action-adventure game created in the QSP engine.
Heavily inspired by, as it was originally a mod for, the QSP game Rubedo.
You start your adventurer as a somewhat unknown, making friends and lovers as you traverse the lands searching for allies to defeat the mad god Avalon.
Explore the world and gather allies, raise a family or gather a small harem of lovers.​

Thread Updated: 2024-03-17
Release Date: 2024-03-17
Developer: Solid Snekk - -
Censored: No
Version: 1.99.40
OS: Windows, Mac
Language: English
Genre:
You don't have permission to view the spoiler content. Log in or register now.

Installation:
You don't have permission to view the spoiler content. Log in or register now.

Changelog:
You don't have permission to view the spoiler content. Log in or register now.

Developer Notes:
You don't have permission to view the spoiler content. Log in or register now.

Needs QSP 1.9 to run properly

Please read the Developer Notes before downloading the game.

Saves older than 1.98 will not work.


DOWNLOAD
Win(1.99.40)
: - MEGA

View attachment 2628460 View attachment 2628461 View attachment 2628462 View attachment 2628467 View attachment 2628468 View attachment 2628469
Чувак, сейчас игра слишком переполнена квестами, займись лучше -

1. Проработка боя, сейчас достаточно прокачивать лишь скорость чтобы отступать и запускать магию и прочее оружие дальнего действия.

2. Переработкой цен - сейчас деньги очень легко зарабатываются из-за чего половина функционала бессмыслена (арена, воровство, работа и прочее), я без понятия когда и как я получил 1млн. и самое смешное что у воров можно получить бесплатно клинику, когда она стоит крайне дёшево (это бизнес как никак, торговля препаратами, закуп различных устройств и механизмов для улучшения и ускорение медицинской помощи, но там всё (надеюсь что только сейчас, т.к. фермы нормально сделаны) просто, получаешь деньги на счёт не имея забот...

3. Я за твоим проектом изначально наблюдаю игра двигается, бесспорно но, игра стало будто альтернативой альбедо и рубедо, но всё таки основных прелестей т функции до сих пор нет...

4. Добавляй всегда 2 версии игры (по текущей разработке, с ошибками и без багов, для тех кто не стремится узнать мир, т.к. я знаю приблизительно то что будет мне не интересно получать постоянные ошибки в коде, хорошо что файл без пароля и я могу исправить их у себя но, не все на это способны).

5. Добавь музыку в игру, в интернете полным полно авторов пишущих музыку бесплатно и сейчас есть AI GPT для музыки и можно самому в 2 клика сделать что-то подходящее, играть беззвучно или с чем-то не втягивающим (не поглощающим) в игровой процесс не шибко интересно.

6. Сделай возможность хардкора (случайное место, магл и ещё что-нибудь), игра реально легка из-за боевой системы, сейчас у меня интерес в игре лишь проходить без смертей, но в игре много всякого где есть вынужденное поражение, убери подобное из зачета в статистику.

7. Переделай ковку в игре, она абсолютно бессмысленная нет ничего уникального всё можно купить. Или сделай из ковки мастерскую где обрабатываются и создаются предметы типо гвозди, оружие, зельеварение и прочее (в куче) чтобы этим было проще пользоваться. Например нужно для фермы сарай и ты идёшь и сам рубишь деревья создаешь гвозди и создаёшь. Т.к. от одной ковки смысла мало, тем более она такая.

8. В игру необходимы сложные испытания, как в рубедо - враг повторяющий некоторые характеристики, сложности путешествия (билеты дешевые и т.к. нет ни сна ни голода то можно и пешком дойти, а враги очень редко не дают отступать) например как в рубедо то что приходилось приспосабливаться к местности.

9. Нужны потребности (и не только) так как сейчас происходит всё практически мгновенно, подъем по определенному времени, скрытие неизведанных мест (например скрыть все города, улицы пока не купишь карту или не дойдешь до этого места).

10. Добавь функционал с спутниками, к примеру со мной путешествовал брат Бил и я ни поговорить ни чего с ним сделать не мог, можно сделать им - уровни от которого есть определенное количество очков на раскидку, можно было бы их прокачивать или они сами, им не хватает здоровья, достаточно просто отступать или встать в глухую оборону (когда будут щиты) и ждать пока они не справятся с противником... :/

11. Хотелось бы убрать тот функционал из настроек где проверка мутации, определение очков навыков и прочее, я про - "I'll want to crime / I'll don't want to crime" или как-то так пишется (я не знаю точно), сделай по стандарту всё включено так как у игрока всегда есть выбор и должен быть хоть какой-то интерес проигрывать и выигрывать.



Что-то забыл ну и ладно, субъективно для меня тут есть много чего критичного так как иногда просто злишься от непонимания почему именно так а не нормально и хорошо, всегда ведь можно делать хорошо, зачем отстраняться и экспериментировать (это аукнется, ещё как!).

Если что проси помощи я помогу, другие помогут, альбедо и рубедо много кому нравилась мало кто останется равнодушным от (братского) зова.
(ChatGPT translate)

Dude, the game is currently overloaded with quests, better focus on:

1. Combat mechanics: Right now, it's enough to just upgrade speed to retreat and use magic and other ranged weapons.

2. Reworking prices: Currently, money is very easy to earn, making half of the functionality pointless (arena, theft, work, etc.). I have no idea when and how I got 1 million, and the funniest thing is that you can get a clinic for free from thieves, even though it costs very little (it's a business after all, trading drugs, purchasing various devices and mechanisms to improve and speed up medical care, but there everything (hopefully only for now, since farms are well done) is simple, you get money in your account without any worries...

3. I've been following your project from the beginning, the game is moving forward, no doubt, but it has become like an alternative to Albedo and Rubedo, but still, the main charms and functions are not there yet...

4. Always add 2 versions of the game (current development, with errors and without bugs, for those who are not striving to explore the world, since I approximately know what will happen, it's not interesting for me to get constant code errors, it's good that the file is not password-protected and I can fix them myself, but not everyone is capable of this).

5. Add music to the game, there are plenty of authors on the internet who write music for free, and now there is AI GPT for music, and you can create something suitable in 2 clicks yourself. Playing silently or with something that doesn't immerse you in the game process is not very interesting.

6. Make a hardcore mode (random place, muggle, and something else), the game is really easy due to the combat system. Currently, my interest in the game is only to play without dying, but there are many things in the game where forced defeat occurs, remove such things from the statistics.

7. Redo the forging in the game, it's absolutely pointless, there's nothing unique, everything can be bought. Or make a workshop out of forging where items like nails, weapons, potion brewing, etc. are processed and created (all together) to make it easier to use. For example, you need a barn for the farm, and you go and chop trees yourself, create nails, and build it. Since forging alone makes little sense, especially as it is now.

8. The game needs complex challenges, like in Rubedo - an enemy repeating some characteristics, travel difficulties (tickets are cheap, and since there's no sleep or hunger, you can walk, and enemies rarely prevent retreating), for example, like in Rubedo where you had to adapt to the terrain.

9. Needs necessities (and not only) because everything happens almost instantly now, getting up at a certain time, hiding unexplored places (for example, hide all cities, streets until you buy a map or reach that place).

10. Add functionality with companions, for example, my brother Bill was traveling with me, and I couldn't talk or do anything with him. You could give them levels with a certain number of points to distribute, you could upgrade them or they could upgrade themselves. They lack health, it's enough to just retreat or go into a defensive stance (when there are shields) and wait until they deal with the enemy... :/

11. I would like to remove the functionality from the settings where mutation check, skill points determination, etc. are, I'm talking about - "I'll want to crime / I'll don't want to crime" or something like that (I don't know exactly), make everything enabled by default since the player always has a choice and should have at least some interest in losing and winning.

I forgot something, but oh well, subjectively for me, there are many critical things here because sometimes you just get angry from not understanding why it's like this and not normal and good. You can always do things well, why distance yourself and experiment (it will backfire, for sure!).

If you need help, ask, I will help, others will help, many people liked Albedo and Rubedo, few will remain indifferent to a (brotherly) call.
 

Tattletale21

Member
Jan 26, 2020
376
521
You can already have Death sort of love you.... kind of..... it's weird. Chosen one is weird canonically.

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I too want an undead army with Death too even if they aren't ours. But if I'm not mistaken Snekk planned for any child of Lady Death to be a weird abomination thing. Not alive but not un/dead either. A pseudo life if you will. Honestly probably the only way she'd be able to bare anything tbh. You know her being the taker of souls and all that.

As for spitting ideas at the wall there's no harm in that. Worse case is they aren't added, best case is they are. Plus Snekk is pretty chill about people doing it. Goddesses know that this forum has had it's share of ideas thrown in, I myself included.
yeah the chosen one start is just the epitome of 'is it incest, or is it so complicated you'll never figure it out!?' and honestly i'd be here for it if the MC didn't have like three different mothers and one (maybe) father. i'll be honest, snekk should just say that william is a step-father and death, because she brought the soul, is technically your dad. or your mother, and the reason you're not some strange abomination thing is PLOT ARMOUR. but then again saying something is PLOT ARMOUR is a bit of a catch-22, because then you have to think 'well if that's PLOT ARMOUR what else is?'

i like the idea of it being some weird abomination thing for the children, it suits lore wise, we get what we want, and hey, we dont even need all that much interaction with the things. all we need to know is that death had a baby, maybe give it a name, and then death sends it off somewhere. it'd be cool if we could have constant interaction with any of our children, but i think handling it like it's handled for the goblins is probably the best way to do it. we get a bit of a description on how many children we have, maybe make it so one or two of the children are interactable a-la CoC 2 fox waifu style, and some small dialogue changes depending on how many there are.

i think it'd be hilarious if we got a start that was where death is just, canonically, your mother. and when you die and she brings you back she goes all yandere like 'no one gets to kill my child, you're not allowed to die'. it'd just be funny, i think. maybe make it so that death just shows up to comment on the things you did with this like approving/disapproving mother tone. "Oh, you saved the kitsune from the goblins? atta boy, but did you need to fuck them?". and every time you die she just gets exasperated with your nonsense, depending on how it happened.

...i mean, i'd love it if that was a start, because it woudl be amazing, but i'm not holding my breath or anything.

h o w e v e r
 

Laughingfox

Well-Known Member
Apr 2, 2017
1,082
1,016
There are several different origins with varying degrees of complexity behind it. Part of the charm of the story is most of them actually make sense to some degree, regardless of where the PC starts up from. It can be tricky to follow some of the Snekk lore occasionally, but it mostly makes sense. Mostly.

For example, William is essentially a tried and true fantasy hero protagonist that shagged and seduced their way through their many adventurers, up to making a 'honest woman' out of a literal demon and making the impossible possible with her having children. The Chosen One is the legacy of a playboy and horndog of epic proportion, often running into the aftermath of his families complicated makeup.

Changing up that lore would be possible, but then it means altering how the other various threads and origins interact with William's events, which seems like an awful lot of unnecessary work.

Seriously, that's a metric buttload of writing.

A curious thing is most of your requests are already in the game, to some degree.
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That said, Death attempting to step into the role of a mother is a fairly charming idea. Technically we already got a bit of 'I have no idea how to parent' from Mariko, but there's no reason that trait has to be limited to her alone.
 
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Tattletale21

Member
Jan 26, 2020
376
521
let's be real, if we dont wanna bang death, we want her to be the 'i dont know how to parent but by golly imma try' type of person. or the 'this little creature is mine, i made it, and they will rule this world because i said so mwahaha' type.
 
Mar 23, 2022
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There are several different origins with varying degrees of complexity behind it. Part of the charm of the story is most of them actually make sense to some degree, regardless of where the PC starts up from. It can be tricky to follow some of the Snekk lore occasionally, but it mostly makes sense. Mostly.

For example, William is essentially a tried and true fantasy hero protagonist that shagged and seduced their way through their many adventurers, up to making a 'honest woman' out of a literal demon and making the impossible possible with her having children. The Chosen One is the legacy of a playboy and horndog of epic proportion, often running into the aftermath of his families complicated makeup.

Changing up that lore would be possible, but then it means altering how the other various threads and origins interact with William's events, which seems like an awful lot of unnecessary work.

Seriously, that's a metric buttload of writing.

A curious thing is most of your requests are already in the game, to some degree.
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That said, Death attempting to step into the role of a mother is a fairly charming idea. Technically we already got a bit of 'I have no idea how to parent' from Mariko, but there's no reason that trait has to be limited to her alone.
I think you're confusing two things. A lot of effort was put into creating the Player regardless of start. A lot of powerful being put a lot of effort into making the player what they are. As for the Chosen One, in a hypothetical world where Vespera actually had three children but the player didn't chose Chosen One start, the Chosen One would still exist but their life would be a whole lot different. They'd probably never know of their origins. Death still makes the deal with Vespera/William regardless of the players choice on starts.

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Solid Snekk

Well-Known Member
Game Developer
May 5, 2017
1,193
1,401
News!

Of sorts.

Mostly I have a question that I would like to ask the people who are actually playing my game as I often get stuck into projects that go nowhere and/or suck.

Does the map/city travel system in this test build work or not?

It would help fix my problem with some locations, like the sewers, having 15 different options of places to go and focus more intently on what you can do in said locations.

My main question is does the click tracking match because I worry that it may lock out certain people who play the game. Maybe I'll make it a toggle in the ledger to have the interactive map and then the old system.

This build also has some combat variables that I'm testing. I don't think it's possible to win a combat as you only do 1 damage but I was testing out giving NPC enemies named weapons so you could loot said equipment after combat.
-----

After that, I do have bad news.

2.0 is going to be another overhaul. The complaints of quests not making sense/tracking sucking has not gone on deaf ears. I'm going to go through and untangle the mess that is the quest system so that involves doing another reset/overhaul.

This is probably also going to piss off the F95 staff again as they got upset I cleared the Changelog last time I did this.
 
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Laughingfox

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Apr 2, 2017
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I think you're confusing two things. A lot of effort was put into creating the Player regardless of start. A lot of powerful being put a lot of effort into making the player what they are. As for the Chosen One, in a hypothetical world where Vespera actually had three children but the player didn't chose Chosen One start, the Chosen One would still exist but their life would be a whole lot different. They'd probably never know of their origins. Death still makes the deal with Vespera/William regardless of the players choice on starts.

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I didn't confuse a damned thing, nor am I confused by it. Also, Chosen One was raised by their parents from childhood. William is a Dad, capital D, regardless of blood.

My point, (which is reinforced all the more by you referencing lore that I already touched on) is that the story still goes on, regardless of origin. If anything, the *lack* of a chosen one if you don't pick this origin is an interesting oddity, as Silas or the Last of the Line both retain footnotes in history. They exist. Chosen, as it currently stands, is a variable, not a certainty. Some of the others are lacking in impact currently, but that's probably more a content thing.

Probably the significance is in the deal with Death, rather than the Chosen One itself.

...Actually, that prompts an interesting idea. I know Snekk said it'd be abomination time if Death has kiddos, but maybe there should be a quest chain or story sequence of her (Death) aiming to collect on the deal, especially if her side remains unfulfilled. (The Chosen One does not yet exist.)

If the player *is not* a Chosen One, it could be some sort of setup where the Protagonist, while traveling or unearthing Steelwind Lore with the siblings, ends up inheriting a piece of his legacy. So the logic there is you gain a boon, but also some of his baggage - including the barter made with Death.

Either way, this could easily be triggered from the time bending madness that has the Steelwinds mother return.

So if you are a Chosen One - Death wants to give it another go, especially with all the reality bending mayhem and shagging going on, to give you a sibling.

If you aren't - Death wants a child of her own.

Either way it'd be an interesting ride.
 
Mar 23, 2022
460
128
News!

Of sorts.

Mostly I have a question that I would like to ask the people who are actually playing my game as I often get stuck into projects that go nowhere and/or suck.

Does the map/city travel system in this test build work or not?

It would help fix my problem with some locations, like the sewers, having 15 different options of places to go and focus more intently on what you can do in said locations.

My main question is does the click tracking match because I worry that it may lock out certain people who play the game. Maybe I'll make it a toggle in the ledger to have the interactive map and then the old system.

This build also has some combat variables that I'm testing. I don't think it's possible to win a combat as you only do 1 damage but I was testing out giving NPC enemies named weapons so you could loot said equipment after combat.
-----

After that, I do have bad news.

2.0 is going to be another overhaul. The complaints of quests not making sense/tracking sucking has not gone on deaf ears. I'm going to go through and untangle the mess that is the quest system so that involves doing another reset/overhaul.

This is probably also going to piss off the F95 staff again as they got upset I cleared the Changelog last time I did this.
The map works for me. It seems a bit strange changing between the two but that's not a bad thing. Not sure how you'd impliment checkpoints though as you can run across the city. Also some indicator of which area the player is in on the map would be a small but nice touch. Obviously isn't needed but hey you do you.

Would every major location have a map like this? Like britmor/northroads/etc.?

(this is the start of a joke)We also knew 2.0 would be a major overhaul. If the f95 team didn't well that's on them. (this is the end of a joke)


I didn't confuse a damned thing, nor am I confused by it. Also, Chosen One was raised by their parents from childhood. William is a Dad, capital D, regardless of blood.

My point, (which is reinforced all the more by you referencing lore that I already touched on) is that the story still goes on, regardless of origin. If anything, the *lack* of a chosen one if you don't pick this origin is an interesting oddity, as Silas or the Last of the Line both retain footnotes in history. They exist. Chosen, as it currently stands, is a variable, not a certainty. Some of the others are lacking in impact currently, but that's probably more a content thing.

Probably the significance is in the deal with Death, rather than the Chosen One itself.

...Actually, that prompts an interesting idea. I know Snekk said it'd be abomination time if Death has kiddos, but maybe there should be a quest chain or story sequence of her (Death) aiming to collect on the deal, especially if her side remains unfulfilled. (The Chosen One does not yet exist.)

If the player *is not* a Chosen One, it could be some sort of setup where the Protagonist, while traveling or unearthing Steelwind Lore with the siblings, ends up inheriting a piece of his legacy. So the logic there is you gain a boon, but also some of his baggage - including the barter made with Death.

Either way, this could easily be triggered from the time bending madness that has the Steelwinds mother return.

So if you are a Chosen One - Death wants to give it another go, especially with all the reality bending mayhem and shagging going on, to give you a sibling.

If you aren't - Death wants a child of her own.

Either way it'd be an interesting ride.
I'm just putting it spoliers just incase I did slip up.
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Solid Snekk

Well-Known Member
Game Developer
May 5, 2017
1,193
1,401
The map works for me. It seems a bit strange changing between the two but that's not a bad thing. Not sure how you'd impliment checkpoints though as you can run across the city. Also some indicator of which area the player is in on the map would be a small but nice touch. Obviously isn't needed but hey you do you.

Would every major location have a map like this? Like britmor/northroads/etc.?

(this is the start of a joke)We also knew 2.0 would be a major overhaul. If the f95 team didn't well that's on them. (this is the end of a joke)
I already use two stats for determining the player location, something I had the foresight to do at the very start. $loc and $locP. $locP is the current player location and $loc is for travel, right now only used for ship movement.

Having it go through a location that determines if you're going into an area that is under lockdown is actually easier than the current system I have. In fact, I can cut out about four locations entirely using this method.

I think I can do a red dot on the map and just have several maps. Overlays are not something QSP does well but maybe I could figure it out.

I was thinking only the major cities but I made it simple enough that I can use it in more places. The northern road doesn't really need it as it all mostly looks the same, forests to the west and marshlands to the east. There's a bridge along it that crosses the river that goes through Britmor but doing it this way would give it a more custom feel.
 
Mar 23, 2022
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I already use two stats for determining the player location, something I had the foresight to do at the very start. $loc and $locP. $locP is the current player location and $loc is for travel, right now only used for ship movement.

Having it go through a location that determines if you're going into an area that is under lockdown is actually easier than the current system I have. In fact, I can cut out about four locations entirely using this method.

I think I can do a red dot on the map and just have several maps. Overlays are not something QSP does well but maybe I could figure it out.

I was thinking only the major cities but I made it simple enough that I can use it in more places. The northern road doesn't really need it as it all mostly looks the same, forests to the west and marshlands to the east. There's a bridge along it that crosses the river that goes through Britmor but doing it this way would give it a more custom feel.
I was wondering what that $loc and $locP was all about. I asssumed it had a reason that I never understood so I never touched them. Now I do an it all makes sense.

I would have thought having a small check at the start of a location would sufficed but if this works then who am I to judge? It does look nicer and I haven't looked at the code but if it works like you say then it would also be cleaner.

The dot was just a suggestion. I was clicking around the map for the first time and I couldn't tell I was moving. It took me a second to realize it did move me, it just updated the location up the top (which was out of frame for me) and the description which was barely in frame. Basically I'm stupid, and didn't realize.

Mapping out larger areas like this does make sense. It give a general layout of the place while also making it so that it's a lot easier to break it up. Besides a house with two rooms and one person doesn't really need a map.
 

Laughingfox

Well-Known Member
Apr 2, 2017
1,082
1,016
I'm just putting it spoliers just incase I did slip up.
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Some of the other starts may not come out swinging quite as hard with a lore flail, true. Unlucky/ Last of Line / Lost Magic =/ Maid with Something Extra, Team Boys, Rescue Rodent Rangers, Schools out Forever.

At least for now. Snekk is sneaky with the lore. And to be fair, I've been lobbing story ideas and content for those three at Snekk here and there for a while now in addition to the mad plans for 'em, so they are pretty well fed.

But Snekk isn't above changing something up if it's for the better. Mostly I'm kicking around the idea and seeing how it feels. Because as we've both kinda sorta established, the lore keeps on doing it's thing.

For example, even if the writing in the rules says 'red and blue', who is to say plot shenanigans can't come along and change up the colors at a later time? Or sneak in a splash of purple like it's always belonged?

I wasn't writing Death has a sibling. I was saying she (Death) has a child to give the player a sibling. Like, Foxgod gets a kid. Willwife comes back to her kids. The PC, if they are very strong, or very cheesy, can actually give the god of conquest a kid. Times are changing, often due to the Protagonists nonsense. Something she never thought was possible may actually be within reach - and she's no fool. So she either moves to see her desires come to fruition (Not Chosen), or strikes while the iron is hot (Chosen).

That way the quest chain has some degree of parity if it's being explored by a Chosen One, or Not.

Heck, Mariko even fuels the flames a bit with the surprise kissey face stuff in her bar with a very drunk Death.

*Shrugs* It doesn't have to be a thing, but it could be an interesting quest chain of exploring that infernal contract, and discovering how much wiggle room there is for adjustment. And giving more backstory to William's epic journey to nail anything hot and with a pulse.

The PC spends an awful lot of time down there between respawns anyway.

It *almost* makes me want to write up a sexy demon or divine guard (or both?) or something that's supposed to watching the gate just for some silly, snippy commentary here and there.

Or maybe just a hellhound. Pet the burning doggo between trips back and forth.
 

Laughingfox

Well-Known Member
Apr 2, 2017
1,082
1,016
Regarding the map... selecting points seems fine, but I find myself quickly pining for the usual yarn of images from exploring here or there.

Like, for example, let's say the player moves towards the market. If the journey is interrupted because rapey thugs, where would this information and image be presented? Just below the big map image? Or does it shift the focus away, for the map to be looked at again when the interaction is over with?

Especially if traveling speed takes a certain amount of ticks of movement. With the above example, the PC could potentially be resuming (if victorious) mid way through the travel from one area to the next.



Or when they reach the market, does the image and focus shift to within the market?

I guess the question I'm trying to ask is how aggressive is the map display? Is it something we ourselves opt to use with a 'travel' option, or...?

It's also entirely possible I'm just derping hard here and failing to see the vision.
 
Apr 9, 2023
17
18
Hello, I'm here to report about a bug. I downloaded the latest version a few hours ago and ran it (using the QSQP1.9 in the OP). But when I come to the race selection screen, it just loops back over and over. Is this a known bug?
 
Mar 23, 2022
460
128
Some of the other starts may not come out swinging quite as hard with a lore flail, true. Unlucky/ Last of Line / Lost Magic =/ Maid with Something Extra, Team Boys, Rescue Rodent Rangers, Schools out Forever.

At least for now. Snekk is sneaky with the lore. And to be fair, I've been lobbing story ideas and content for those three at Snekk here and there for a while now in addition to the mad plans for 'em, so they are pretty well fed.

But Snekk isn't above changing something up if it's for the better. Mostly I'm kicking around the idea and seeing how it feels. Because as we've both kinda sorta established, the lore keeps on doing it's thing.

For example, even if the writing in the rules says 'red and blue', who is to say plot shenanigans can't come along and change up the colors at a later time? Or sneak in a splash of purple like it's always belonged?

I wasn't writing Death has a sibling. I was saying she (Death) has a child to give the player a sibling. Like, Foxgod gets a kid. Willwife comes back to her kids. The PC, if they are very strong, or very cheesy, can actually give the god of conquest a kid. Times are changing, often due to the Protagonists nonsense. Something she never thought was possible may actually be within reach - and she's no fool. So she either moves to see her desires come to fruition (Not Chosen), or strikes while the iron is hot (Chosen).

That way the quest chain has some degree of parity if it's being explored by a Chosen One, or Not.

Heck, Mariko even fuels the flames a bit with the surprise kissey face stuff in her bar with a very drunk Death.

*Shrugs* It doesn't have to be a thing, but it could be an interesting quest chain of exploring that infernal contract, and discovering how much wiggle room there is for adjustment. And giving more backstory to William's epic journey to nail anything hot and with a pulse.

The PC spends an awful lot of time down there between respawns anyway.

It *almost* makes me want to write up a sexy demon or divine guard (or both?) or something that's supposed to watching the gate just for some silly, snippy commentary here and there.

Or maybe just a hellhound. Pet the burning doggo between trips back and forth.
Death doesn't have a sibling. Okay to try and easy mine and maybe your confusion let's get a few things straight lore wise as it stands.

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That's why I believe Chosen One couldn't do what you're suggesting. If the player isn't the Chosen One then it could because said soul isn't used by player.
 
Mar 23, 2022
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Hello, I'm here to report about a bug. I downloaded the latest version a few hours ago and ran it (using the QSQP1.9 in the OP). But when I come to the race selection screen, it just loops back over and over. Is this a known bug?
Are you clicking the blue words after chosing you race? It should be under the picture.
 
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