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It's been a while, but here I am with a "sneak peek" into TOTDC 2, I guess you could say. I probably discussed some of these details before, but it's been quite a while, so this will be a good reminder even for those that have been around since the early days.

First, here is the main menu. I am still unsure about where to place the title (currently, it's covering our crew a little too much, but on the other hand, it might not look good if it's so close to the bottom of the screen). Maybe I shouldn't use the old Patreon logo, but I don't like the new one. XD

This screenshot comes directly from the first mission of the game (which also works as a tutorial for some of the mechanics). There is a fair amount going on in the UI. Some of it should probably be obvious (like the two bars representing health and shields, or how many credits you have). The willpower counter is one of the new mechanics I plan to have for the game, and it's effectively going to work like a currency of sorts: in certain situations, you'll be able to spend it to get out of bad situations and you'll be able to replenish it by compromising at times or indulging in your fetishes (if you managed to gain any during your playthrough). The downside is that running out is bad (as you might be forced into bad situations when you run out) and having fetishes also means that resisting them will lower your willpower. Your character can be "tempted" by those same fetishes, basically, and put you at a disadvantage (For a classic, imagine loving big breasts and being offered an "alternative" payment by a busty lady, so now you can either gain willpower and lose out on money, or viceversa).

Another thing we see on the top left is Celeste's portrait, which is clickable to show her personal info:

This is where I placed all info on traits (they return from TOTDC 1, so you can pick 3 out of 5 of them to customize your character at the start). It will list fetishes as well when you "develop" them. This is also a place to check out how your Celeste looks (she will show any customizations you made, and clicking on her will show off what's under the clothes, too). I also have all the gear in one place, things Celeste is carrying but that won't be usable from the inventory.

If you look back to the second screenshot, you'll see buttons below Celeste's portrait. We'll talk about those in more detail another time, but they are for the Extranet (which is a mix of a glossary and the libraries in Caliross, mechanically), your personal files (some background info on Celeste and her crew, and maybe I'll expand with other stuff later), the questlog, the inventory and finally the debug tool (good old travel sphere). Those all have tooltips, but I am still trying to figure out some details (if I show the tooltips below, they are covered by the cursor, and if I show them above, they appear over the other UI elements, for example).

Always on the second screenshot, on the right, you can see the navigation menu. That's only there for "action" sequences, and it's effectively a throwback to how old RAGS games used to work plus some new mechanics. You can move from room to room (you get a tooltip when you hover the buttons, so you know where you are going), you can examine the room with the eye button (sometimes, examining multiple times can unveil new items or interactions) and you have a button to toggle the highlight for all interactive spots. The game will have some light point and click elements, so the button can be used to find everything in a room, if you are struggling. The buttons are still a placeholder (or rather, I can't figure out what kind of look I want the buttons to have, but perhaps I should try to make them look similar to the ones in the top-left).

Something I am struggling to improve visually are the maps. Those are going to be used for most "non-action" movement around the various hubs. Right now I just have text buttons overlayed on top of the background which is obviously functional, but a bit ugly. Using buildings that light up without text (or with tooltips) would be a painful way to navigate these maps blind the first few times (and would also need extra work to make the buildings match the location and to be separate from the rest of the background during creation, which is a pain if I want to add something later on), and using a dialogue choice feels a bit lame, so I am still thinking about how to approach this.

I think this is enough of a first look, but do let me know if you have questions (or even suggestions). I guess I should also introduce the characters next time, for everyone that never played Tales Of The Drunken Cowboy 1, but I wanted to talk a bit about mechanics and the UI first, since those are easier to capture in a screenshot.

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Comments

CyberWolfNX

Where Can I the prequel to this game, and when can we get this game?

CyberWolfNX

Never mind, I found the Prequel and am no longer interested in playing. questions for this game, how far is the customization going to go, can change her body, and how it looks?

mdqp

Customizations are a bit limited, since I am going to feature those in all the scenes as well, but basically there is one version with larger breasts, hair colors, some tattoos (usually a couple per spot: left/right shoulder, tramp stamp, near the pelvis) and a few piercings (nose, nipples, belly button, vagina). I might add a few more for unique, extended bad ends, maybe, since I wouldn't need to have them appear in all possible scenes that way. Edit: a similar thing could also happen for temporary changes (if it makes sense in certain missions/quest lines), where I can go a bit wilder without having to mess with the art budget of the whole game.

CyberWolfNX

Can we alter her ass like in Caliross?

mdqp

It comes in a "good" size already so after some thinking I decided to not have the option for another "expansion" on that front.

Albert Khang

Will Celeste's Stalker come back in this game?

PickerPatron

It looks like a comic! The all-drawn style looks fantastic 🤩. The navigation is seems much better and easier than in the first game, which was mostly text and easy to get lost in. Since traits have returned, NEVER choose the Beauty, Athletics and Luck combination, or you'll find yourself lost in an endless maze. That gives me nightmares 😱🤣! Will actions such as shooting be the same? Will it be dice-based and turn-based? Have a nice week 🫡!

generic.hybridity

Love the look of it! I've loved all your games but the OG TOTDC was always the standout. wrt Map Navigation. Maybe a combo of your current suggestion with the text integrated. So the buildings are still selectable and change when moused over, but also have a slightly more diegetic label? I'm thinking of the map of Neketaka in POE2. The navigable areas there standout from the rest of the map, but still look pretty good.

Buster4MC

This is so exciting!

mdqp

You mean Blackthorne? I was thinking about it. I must admit, however, that I didn't track how you dealt with him in the exported data from TOTDC 1, so if I do add him, I'll also have to add a choice for players so they can decide what they did with him in the first game.

mdqp

The hope is to give it a comic feel, we'll see if it works out. Navigation should definitely be easier, since most of the time it will be standard VN stuff (with the maps and some "dialog" options) while the navigation during "action" missions should provide a nice change of pace. Don't worry, no mazes this time, I learned my lesson. I really don't know what possessed me back then, I don't really like mazes to begin with. XD We'll probably talk about combat next time, but the basics are the same (so turn-based, with a minor RNG component to the damage, two ammo types, two weapons and so on). I'll probably add some extra options compared to the old game, but nothing too earth-shattering, unless players really want more.

Albert Khang

To Clarify I meant the stalker/fan girl that can become your Dom if you keep meeting her after Europa. I think Her name was Malena but Its been a while and I lost my old saves

mdqp

Could you maybe lead me to a screenshot or a video with a timestamp, so I have a better idea for what you have in mind? The main problem with using clickable buildings is that usually you have to leave the map for last, when the content is all planned, and you know exactly what you need to be interactive in the map.

mdqp

Hey, Malena is no stalker! She is just... Uh... Very enthusiastic... She is already part of TOTDC 2, in fact I already have some sexy art for her. :)

generic.hybridity

Okay, here's a picture of the area i'm thinking of: https://static.wikia.nocookie.net/eternitywiki/images/9/9f/PE2_Neketaka.png/revision/latest?cb=20180515165700 That's it in motion: https://youtu.be/rkP-k_XhaO8?si=bEQmjdVbxsmR6nB8&t=3068 From a production standpoint you can overlay the buildings that end up being destinations. So making a second layer of the background images with extra outline/shadow. So hidden areas just end up looking like part of the background image. and then just enable/disable that element when they are/aren't travelable. So, in your current example you could make cut out versions of the current destinations and then add in ones later. Obviously though I don't know how this would affect your content pipeline/how much work it would take in total compared to current state. But I do think it looks nice in Pillars 2.

mdqp

I see what you mean, and why you would suggest it. It's pretty cool! I am not sure I can make it work with what I have in mind, though. I want to have all individual locations for each planet in one map, if possible (to avoid pushing an extra click, like skipping the local map in the "main map > local map > actual destination" kind of tree), and that means individual buildings are harder to use as things you can click on, especially with busy areas. I also use these shots to show off the vibe of each city/planet, so the scale is important. Maybe I do have to re-think this approach, however. Perhaps I should think about the maximum location count on a planet like Europa 4, and go from there first, see what would be a good way to handle that many points of interest. Or maybe add "dots" on the map and only show the names when you hover, to not obstruct the view too much.

Raven Night

I love how things are coming together with this, also for the title screen I think you might be able to get away with fitting it in the upper right hand corner or possibly work the space ship into the title and have at the top

Alako

When I played the original TOTDC, I was still in uni. After that, I graduated, got my master, got a job, got married, moved country, have a kid, finally TOTDC 2 is in full production XDDDD

Antonio Scopacani

Loving everything but I feel like Darenzia is lacking "assets" compared to the original model of the frst game lol. For the map, how about having clickable icons instead of textboxes? For example, the spaceport would have the icon of a spaceship and when you hover the cursor over the icon it expands and tells you the name of the buidling. Looking forward to the first playable release!

PickerPatron

You have hurt mdqp's feelings 🤣.

mdqp

You know, you might be right. I don't know if adding the ship to the title is worth it, but using the corner is probably the way to go.

mdqp

You are right, we shouldn't rush things this much! XD

mdqp

Don't worry, she still has it, the clothes cover her up, that's all. XD Once I show the version I use for in-game conversations, they won't look that small (although all things considered, they might be slightly smaller compared to the past). Icons might just be the best compromise. That way I can have icons for quest areas, shops, contacts, spaceports, etc. to give players an idea of what's there before they hover it, withouth cluttering the map too much. I'll have to see if I have any good icons for this in my "stash".

Daniel Sosa

Should I play the first version of this game or is that not necessary?

mdqp

Well, it is a direct sequel, so it's probably better for those who played the first. I will try to accomodate those who never played the first as well (or haven't played it in a while), by adding a recap of the first story. There is already a way to customize the starting point even without exporting data from the first game and I'll also try to give context through the early dialogues. Hopefully that will be enough, but maybe I need to "recruit" a couple of newcomers to test the demo before it goes public, to see what else might be needed.

Ninetales1793

You have no idea how excited I am for this. I played the first game to death. Only question I have is what made you want to transition from real actress images to this art style? I'm not complaining, just curious.

mdqp

Hopefully the game will be fun for returning players. You guys have had to wait quite a while for this sequel, after all. XD The main reasons are that I want things to be legit on that front and also with art I can commission exactly what I need. Back in the day I just did it as a hobby, so there was no way I could use anything other than bits and pieces taken around the internet.