(On an unrelated note, I rather wish we didn't have to kill the bookworm, librarian, and the scientist, but, well. Second, do you have any plans to change the dialogue of the NPC who explains the basic game mechanics and background in the future? The fourth-wall breaking and such were a bit jarring, especially as she was one of the first people you spoke to. Or possibly include some kind of hint as to the side effects or the scientist's ultimate goal in the observation records she found earlier, which she could reference in her refusal - something that suggests that she considers it a trap.įirst, it looks like a fair portion of character advancement will be in how we spend money, between buying stat-increasing flowers and extra SP, and that we're going to have a limited amount of money do I understand that correctly? It sounds fun from a player-side perspective, but it also seems like the kind of thing that could be a nightmare to balance. When talking about the vampire vaccine, could we be given an option to ask about the side effects before refusing? It kind of makes me feel like an unreasonable heel to just flat-out refuse and kill her when a vampire vaccine would be a huge boon to the world, and she knows it. Please look for me on Patreon at that time if you would like to support the project! I'm aiming for late May on the release date of ver 2.0. I plan to have all the patron tier rewards and information up for the next story update. Thank you so much for mentioning Patreon! I have just created an account, but it is completely bare at this time. I didn't include it in the demo, but there is a hint of it coming (Check with Bridgette after defeating Faye and you will see her teasing "something convenient")Ī recollection room is not something I have plans to work on at the moment. To your second point, a warp system has already been planned for the next update. It will be an option that will not be shoved in players faces from the start and you will be able to toggle it on or off. I personally want to make a game that I find fun, but I have plans to include an option that allow players the choice to bypass battles completely if they want. Difficulty is a tricky thing to balance and I also understand that many people do not care for the battle system at all and just want to get to the porn. As more quests are added, their will be more opportunities to make your character stronger. Main bosses and side bosses will always provide leveling items. It gives a sparse amount of leveling items and that may end up affecting some players, but this only affects the "mob" enemies in the game. The demo, being as small as it was, doesn't give a good impression of how I want the whole game to feel. It is a choice I plan to continue with movingįorward, but I feel that leveling will be much less of an issue as the game grows and the player is given more options on how they want to improve their character and prepare for battles. Rein, I have heard multiple people voicing their concerns over the leveling system. Even a small backing would allow you to commission for art, which would speed up updates. Artworks can be both time and money consuming. It’s a nice little thing to have, but don’t invest too much time into it if you don’t know how to make it work. People are lazy and will ask for a recollection room. The statues the player finds in the castle and in front of the library could serve as TP points. If you intend to keep this, I’d advise a teleportation system. It’s a bit of a pain in the ass to walk balk to the castle for a level up. If the LevelUp drops are random, what happens if none of the zombies drop them? Sure, the odds are infinitely small – but as your player base increases, it becomes statistically more probable you’ll find at least one person who experiences this. The current one is a both a bit weird in universe (I believe the NPCs even acknowledge that?), and a bit of a ticking bomb, as it has a very small chance of fucking the player over. You will always find some completionists who will murder everything on their way, but it’s unwise to balance things around them.Ĭonsider switching to a normal exp system. Ideally, the game should be challenging, but not too hard, if the player progresses through the locations and kill a couple of mobs here and there, but doesn’t bother with clearing out every room. Level ups being handled via random drops will bite you in the ass. MKRUdesign, I noted down some stuff at vampyou last week, but I visit f95 more often, so I’ll provide additional feedback here.
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