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So, I added two more random scenes to the dreams(?) you get after Beatrix gets her fangs in you, worked on placing the two previous scenes in the game properly (I feel like I should start to work more on voluntary scenes, as the night events list is starting to get way too long), I added a new scene related to the Outcast pendant (I reworked one of the inhabitants of the slums to serve a more exciting purpose for this), and I did some work on another idea (still in the slums, involving the temple there), but that's not quite complete yet.

I am considering adding some changes to the way time flows in the game. I brought up this topic before, and I think the best approach might actually be to keep the day/night cycle, but remove the day/month tracker in the menu. I feel like it just feels "unnatural" to track the time so precisely, but do nothing with it, and all the ideas I have for making it relevant are kind of a waste. Instead, I'll introduce a new mechanic were you can take some time off after exploring one of the temples, to compile your notes and observations and that triggers the advancement to a new "chapter" of the game. This way, players can do all the quests before moving on, and I have a simple system to gate content and "tick" time forward (for example, this way I can always know for certain quests which one you did before, or I can make the works near the Zanti farm be finished at the start of a new chapter, etc).

I would still keep track of the moon cycle, and show it in the menu, I feel that's enough info to play around with that part of the game, without requiring months/days to be in.

Do you think you guys would be okay with this? It seems like a good way to still have free exploration, while giving me some breathing room on having to worry about sequence-breaking and similar issues which come from a completely open setting. It would also work toward making temple exploration more important in the game, but let me know what you think.

In other news, this is actually the first month of non-growth for the donations (overall they shrunk a bit, actually), hopefully the support didn't peak here, as I'd like to fund some more content for the game through it. Maybe I'll try to think of something to make the project more enticing (maybe write short stories and make them available only beyond a certain tier?), because I believe I can do a little better on that side.

This month we'll get 2 new artworks, after all (Redjet managed to find the time to work on the second commission this month as well), but one of them is a new title screen, and that needs some additional content to it before I can put it in the game (I'll post a preview for it anyway, though, so people can see what we are going to get in the future).

I hope I am not forgetting anything (as usual), but do let me know if I did. See you next week! ^_^

Comments

WiredRM

Those changes sound great to me! It would be weird to track the day progression if there was no underlying mechanic that involves it, yeah. Any fail-safes to prevent skipping quests are good in my book.

mdqp

Yeah, I mean, I am even considering adding living expenses to make the time worthwhile, but that still doesn't make knowing the actual day or month useful information (and it's also a way to more blatantly ruin disbelief when a lot of times passes with nothing happening, then something triggers a change in a couple of days). I thought about it, and I figure unless I make a game with an actual deadline (like the first Fallout, for example) then it's better not to mess with time, and give control to the players as to when time advances in a meaningful fashion for the game.

SurlyPanda

sounds good, come progression but not rushed

Tanner

Looking forward to the new content in the next update. I would be totally okay with you modifying the time tracking system. Especially if it makes things in easier on your end. As far as I can tell, the quality of the game would not be impacted too much by moving to a simpler system. I know I might be in the minority when saying this, but I would hold off just a little bit before committing to providing extra content. I would wait another month or two just to see how things go. As much as I would love extra content, and short stories, it can be very easy to become overwhelmed by this. I have seen other designers crash and burn hard, trying to put out extra content. I would hate to see that happen to you. Hope this was helpful.

Lunaraia

*agree Tanner_6984's thoughts on things pretty much exactly as written*

UnboundWabbit

that seems like a good way to control the time stuffs but I have no issues one way or the other...

mdqp

I think this should be alright. In a way, it would be very similar to how certain things worked in my old game (TOTDC) where you got access to new quests when you started completing the main quest, this just makes it a little more closed (because, unlike TOTDC, you have more quest givers, so it's hard to have linearity without forcing it a bit). If it's just short stories, I'd have no problems keeping up, but I'll try to wait and see a bit more, as you suggest, I am not going to rush to it.

Polar_Bear

One thing I'd like to see is a couple more "random encounter"in the town scenes. The game starts out with a several of those, and I absolutely love them. It's something I think sets the game apart from most others out there. I'd love to see those expanded with more of them happening occasionally, and even repeats (I'd love to meet the drunk in the alleyway again, for example, and make that a random-repeatable, instead of the "you get it once and that's it forever" type of thing it is now). As for the events at night, I agree that that's a rather long laundry list of things going on. I mean, technically, my character is a possessed Werewolf-Vampire. It's getting rather crowded inside her head, and heaven help us all if the werewolves came to visit her on the same night that the vampire did, but she was out running around flashing people. That could get messy.

mdqp

There are plans to have random encounters in all the districts (a throwback to my old game) so we should eventually get to a decent amount of them over time. I am always a bit wary of repeatable random events, because sometimes it just makes little sense, but I guess I can "pilot" some of them to a point where having a repeatable scene is sensible enough. I'll probably have the werewolf and vampire paths interact in some way, although so far you are just a vampire slave AND a werewolf (and in certain stories, you have werewolf being servants to vampires, so it's not as weird as it sounds). ;)

Polar_Bear

Sure, some random encounters on the 2+ might have awkward language, though arguably not any more awkward than going up to some random NPC for the 2+ time in the game and they still say, "Welcome to town!" or somesuch. ;) But even with a small tweak to the language on the 2+ time (and, if you're feeling frisky with the coding, checking other stats like if you've got Exhibitionist and such), those encounters could still feel like they "belong." Hell, after being possessed, I could see the PC actually going out and trying to find that drunk again, or various other nighttime exploits. Anyway, it was just a random suggestion.

mdqp

You know what? I think you are right. After all, NPCs are already frozen in time, I shouldn't get too focused on the small details, and leave some of the events always available. The idea is to eventually check for traits when they are relevant as much as possible, although that's probably never going to be implemented 100% in the game, simply because I am a one man operation, and new interactions just keep piling up. Maybe I should have gone with a smaller game world, and worked from there. Well, it's not like the game can't be resized at this stage, after all we are still in early development, all things considered, but I wouldn't want to scale back on my plans now. XD

Tanner

I have the perfect solution! While you are out streaking, keep the right nipple for the were wolves, and the left for the vampires! Boobs all around,m everyone wins!

Makiavelli

Where is the werewolf path? Looks like I overlooked half of the game x)

mdqp

It's just an early scene, so don't worry too much. ;p If you did the mage guild quest which involves the full moon, you might have seen them already, but you need to lose a certain encounter, in order to get on the path.