Sunday, July 24, 2016

Let's talk about stuff!

So, reports are still coming for issues here and there, so I'll eventually have another bugfix come out, to put the final word on this version of TOTDC. No hurry, since they don't seem super important, for the most part, although a few seem quite annoying and will need to be dealt with.

In the meantime, I *could* start complaining about TOTDC, how it isn't as good as I wish it was and so on and so forth, but I should probably wait a bit longer to do a "post-mortem" of the game, I am still too close to be objective enough about it. I will say that I do wish I could have done a better job in general, but I feel like waiting longer would have probably ruined it for me. It was getting a bit of a slog, and RAGS didn't make things easy on the way, so I think it was the right moment to wrap it up.




On the other hand, I am now starting to work more consistently on the RPG maker demo. I am still not going to get serious into it for a while, but I have been doing some much needed organizing (double-checking all the assets I either bought or have permission to use, adding the soundtrack, putting together a starting screen that has at least some character to it, trying out window skins, writing more detailed notes so that I don't have the same problems I had with TOTDC), as well as start working on the first dungeon of the game (part of the main storyline). I am quite happy with how the puzzles are turning out so far. RPG maker does require a bit more work to create cutscenes and puzzle, but I feel the interface and the presentation are more satisfying compared to RAGS, so I am happy to put in a little more work.

I think I mentioned this before, but I want the gameplay outside of combat to be reminiscent of 2D zelda games (specifically, A Link to the Past, which I love), so the structure of the dungeons and their puzzles will borrow a little from that game.

Once I am done with this dungeon, it will probably be time to find some testers (I will probably be at the point where I am going to need feedback, as well as help for finding bugs), so I can start work seriously toward a playable demo. I still need to work on the turn-based combat, although that's not a primary concern so far (like with TOTDC, I don't plan on having random fights, which should allow me to move forward without having to flesh out the entire combat system before showing the demo off).  I'll need more sexy content, and also to strengthen some of the dialogue mechanics. I will most likely use a two stat system, willpower and inhibition, to track the heroine's ability to refuse or agree to do certain things (I had plans to use intelligence as well at first, but it might be too much work, so I am not 100% sure now).

Anyway, I am sure the game will be fun to play, at least I am having enough fun with building it and testing it, and even if I might be partial to RPG games like this, I think I am on the right track.

Last but not least, here is the donations recap since last week: 8$ from M.W., 25$ from J.H., 10$ from R.B. and 100$ from C.T.

Needless to say, I am humbled by such a show of generosity, and I can't thank enough anyone who has donated so far. (I hope I am not forgetting anyone XD).

This is pretty much it for this week. There isn't much else to say, other than I'll keep you guys updated on the situation as always. ^_^

15 comments:

  1. Whenever you do your post mortem for TotDC just remember to look at what did go well as well as what you felt went wrong.

    Also looking forward to seeing where you take your rpg maker game.

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    1. Buuuut, I am really good at looking at the negatives!!! ;p

      It might still be a while before the RPGMaker game is ready (I like to tie everything up before a release, which means I'll have to close off or finish the various areas dependign on their progress status and importance to the game), but I personally like what's coming out of it.

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    2. I would second looking at the positives, and what was achievable with the resources available. TotDC is one of the few large complete adult games out there

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    3. But I like to bitch and moan! D:

      Seriously though, I'll try to talk about the game objectively, as much as its author possibly can, and maybe share a few curiosities along the way.

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  2. I'm feeling conflicted about it.

    On one hand, I hate the Gameboy Mario sprites and animations and the sluggish text conversations. On the other hand, it's an mdqp game and I want to try it.

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    1. RPG Maker adult games usually rely on the writing (and perhaps the custom art, if I'll be able to get enough to hire an artist to help me), I doubt many find sprites particularly exciting. Look at my reply to Fetysh down below, if you want to know why I picked RPG Maker for my engine.

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  3. I had a much, much longer post but nuked it. Take a look at these guys' game--the download is free. Might be inspiring. (Don't know about the linking rules so it's "/dystopianproject" over at Patreon.)

    Did the Twine/Sugarcube get put on hold? I'd have thought you'd go for a less labor-intensive game first before going into a more complex engine. Regardless, everyone agrees that Mdqp makes great games!

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    1. I checked it out. I'll probably use a similar style for the patreon, although I'll keep things simpler (less tiers and rewards).

      The Twine game got stuck into re-writing limbo. I didn't quite like the intro/plot enough, so I had plans to re-write it to improve it, but this would be the second time already I do it, so I didn't feel too motivated.

      If I hadn't plans to go for a Patreon, I would probably work on my time-travel game idea (likely a RAGS game), but I don't want to go on a public platform to ask for donations with a game that isn't 100% legit, and I don't think a RAGS game with almost no pictures is going to win a large following.

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  4. Noooooo! Not RPG maker ><
    So sad whenever I see someone switch to that one. So very unfriendly to fappable games with needing to constantly click because you can only two lines of text at a time and they're short lines as well :(

    That said, I still wish you the best of luck and look forward to what you put out. Don't let my disappoint affect you, work on what you enjoy!

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    1. Well, you can hold shift down to quicky go through dialogue, thanks to a script I use, maybe that will help. XD

      As I mentioned above, this is also a matter of opportunity. As much as I have fans, I doubt many would like a RAGS or Twine game with barely any pictures, and I am aiming for a successful Patreon launch, which means the only way I can have a legal and yet viable game is to use RPG Maker (also, the game already has a decent amount of work put into it).

      If someone has any idea how I could make a RAGS/Twine game without paying a fortune to an artist for creating all the sexy scenes (be they 2d or 3d), I am willing to hear it, but I don't think there is one, sadly. :(

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    2. it really depends on personal experience methinks. i personally prefer rpgmaker porn games over other kinds, and i think its a perfectly viable way to make a game that gets shit on way too much. but i can also understand some of the complaints people have about the system as well

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    3. I am fairly certain that you can make a text be larger than two lines. At worst you can use image over the whole screen that will contain the text. (sorry for necroing)

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    4. @ Anon: The text window can hold 4 lines by default, but you can expand it to hold more with scripts, I think. The problem is mainly the extra work, and the fact that it doesn't look too good in the actual game, at least in my opinion.

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  5. i loved what you did with the rags engine already and considering rpgmaker is my favorite engine ill definitly love whatever you do with that =)

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    1. Eh-eh, thanks for the trust, I'll try to meet your expectations. :)

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