Wrong link
Added 2017-05-15 18:50:34 +0000 UTCSorry guys, the email got sent out with the wrong link. Use this one instead for r11.1
https://mega.nz/#!3YMXBCCI!YTorCN3ba1L0I-TvCYmYPd1zV8ZT9PQunDY25OEx4YE
Comments
Sure, one moment.
Indivi
2017-05-21 06:00:17 +0000 UTCany progress news yet?
neosuduno
2017-05-20 04:38:30 +0000 UTCYea, I can't really explain what I mean clearly by saying giving more exposition to what is a Lust Doll. I guess I mean that it just feels like the fact that you're pc is a Lust Doll kind of feels like it becomes an obscurity rather than the background of how you interact with npcs. Not saying that's a bad thing. I am just noting that it's as you said about various ideas popping in and out of the game over time... maybe I missed where these plots begin to hook around each other or I'm forgetting. Don't get me wrong though, I really enjoyed the exploration aspect to the game and how the parasite story turned out.
Arte Flamel
2017-05-18 11:41:29 +0000 UTCThanks. Funnily enough, that's exactly what's going on. A lot of the game is really just experimenting with ideas within the given framework and seeing what works and doesn't. There's some systems that only appear once due to being unviable for various reasons. Most of the time, they get left in, for posterity's sake, and to just keep the game moving forward/not redo work. Other systems get introduced later, and then stick because they end up being worth keeping around. That admittedly makes it feel inconsistent at times, but it also keeps things fresh, and lets me build based on feedback and improve on ideas over time. That said, I likely wouldn't do this with any other game. Most of the time, it's as you say; build the main mechanics, and build on top of them, maybe experiment a little, but generally keep it consistent. And yeah, CoC was pretty much the original inspiration/blueprint for this game starting out. Over time, it's moved away from that game to what it is now. As for what a 'Lust Doll' is, that'll actually be answered in the main storyline. And thanks, I will :)
Indivi
2017-05-18 05:53:29 +0000 UTCYea, no I got it, in truth you kind of did i t with the intro anyway. It's just that later features in the game seem like completely new elements rigged into the game rather than a growth from an existing system. I figured you'd want to address that, but if you're fine that's the end of the discussion. Either way there is still something missing that can give folks an immediate sense of "oh that's what this is going to be about." I got a sense of Corruption of Champions from this game though... That might be it, maybe some exposition on what a Lust Doll is about. Like in Corruption of Champion it's thrown in your face neverendingly that you're a champion that can give in to the corruption. But Lust Doll seems to be a more difficult endeavor... Anyway keep up the good work.
Arte Flamel
2017-05-18 01:41:25 +0000 UTCNo worries, I appreciate the feedback, even if I can't always properly explain why some things can't/shouldn't be done (often times it has to do with behind the scenes stuff.)
Indivi
2017-05-18 00:07:46 +0000 UTCGotcha, just a suggestion anyway but like I said the intro screen could just give an idea of the world you are in, the rest of the game is fine when left to the minds theater. But who the heck am I. @neosuduno, this is semantics, you're right and everything else is whatever; I've learned a lesson today.
Arte Flamel
2017-05-17 22:33:35 +0000 UTCYeah, as neosuduno said, I'm pretty unlikely to change things up at this point barring major issues, but I'll keep your feedback in mind for future games. I get what you mean about showcasing certain systems/gameplay mechanics at an early stage, but lust doll is different from most mainstream games, in that it's been evolving and changing over time, with new things being introduced and experimented with each update (though the core gameplay tends to stay roughly the same.) It just wouldn't be viable to squeeze all that into the intro area.
Indivi
2017-05-17 05:55:48 +0000 UTCThose are not 'mini-games' those are tutorials.
neosuduno
2017-05-17 00:52:09 +0000 UTC@neosuduno Actually Skyrims opening is loaded with minigames, teaching you movement, how to deal with ranged enemies, teaching you that certain surfaces are flamable, that you can pretty much walk wherever, that you can swim. How to interact with NPCs and so on, it's easy to take those things for granted if you're a avid gamer, but non-gamers use that to get an idea of what the game plays like. The plot in skyrim also allowed for world building while being packed with content.
Arte Flamel
2017-05-16 22:17:39 +0000 UTCSub goals, yes. Mini-games no. Skyrim has no mini-games, yet is popular even after this long. There are already a lot to do, but the game is still in development. Over-complicating a game can ruin appeal too. Side quests are the way to go, not mini-games.
neosuduno
2017-05-16 20:18:50 +0000 UTC@neosudono Nearly all good games are just a composition of minigames. To the player it should always seem like one game, bad games make it obvious your playing a game within a game unless that's the intent. I think the better word here would be sub goals within the mission that explore the mechanics of the game. It's a one time thing for players to get a feel of what to expect in the future.
Arte Flamel
2017-05-16 10:26:33 +0000 UTCPersonally, I hate that idea of incorporating mini-games. This is more focused on the RP elements, and as it is, i feel more immersed because I can use my mind's eye to picture things, like a tabletop game. Plus, the intro was fixed with the 11.0 update, giving a bit of a tutorial. Also, things like mini-games would take a lot longer to implement, and would definitely cause bugs. Lastly, that would take time out of developing the other content, and Indivi is focused of finishing that first. Personally, he has enough on his plate already that trying to implement all new ideas for the opening. I think the game is fine as it is, at least for now. Touch-ups can occur after he has finished the games base.
neosuduno
2017-05-16 04:00:39 +0000 UTCI'm sure you know this already but first draw out the systems on paper, then create minigames with them. Then put it all together with a plot and that should be the opening. I'd also consider having some artwork for the setting. (Not saying this is supposed to be in game, the game is fine the way it is) I mean for like the patreon header as well as the game main menu. Right now the minds eye is what I use to picture the towns but just a general splash can kind of help to narrow down the setting I think. It never has to be used again in game but it can go a long way for defining the game.
Arte Flamel
2017-05-16 03:28:55 +0000 UTCThanks! Yeah, I think the opening suffers a little from shotgunning ideas to see what sticks. Anything you'd recommend specifically?
Indivi
2017-05-16 00:05:53 +0000 UTCHowdy, found this game thought it was cool figured I'd pitch in and $5 seems right per update. Only recommendation from me is think of making a better first impression, right now this game feels more like a hidden gem with how great the game play is and how open world yet interesting the story is but I didn't expect what I found at all until I played through it.
Arte Flamel
2017-05-15 22:45:54 +0000 UTCMany thanks, the link works
David Swain
2017-05-15 22:03:45 +0000 UTCGo back to the science tower and there should be a scientist who'll give you a quest which'll eventually lead you to Linda again, and give you a means of getting through the desert.
Indivi
2017-05-15 21:29:19 +0000 UTCSo i for the life of me cant figure out how to traverse through the dessert or where Linda ended up after the science tower event. If you could give me some hints as to where to go it would be much appreciated.
Jacob Woods
2017-05-15 20:46:23 +0000 UTCYay, thanks Indivi :D
Daku
2017-05-15 18:52:53 +0000 UTC