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We are back again with the post-mortem on Caliross. I touched on this before, but I wanted the game to continue after the mind-control is complete (at least some of the times), because I think it's hot to see the effects play out in ordinary situations: forcing certain outcomes during a quest, while the protagonist (and maybe the players as well XD) are too turned on to resist the commands.

I also wanted to have more complex interactions reminiscent of the ones in Morrowind (where the various guilds might be in strife and you can't just blindly accomodate everyone), although I wasn't aiming for the same depth or ramifications.

Anyway, it made sense that these requirements would overlap a little by having factions in the game. I think those are both the best and the worst made elements in Caliross: some got a ton of content and little details here and there, with effects rippling through multiple quests: I think the cowgirl/Zanti family path is the best one, with the vampire faction being a scaled-down but functional version of the same concept.
Some could have been more present or featured more conflict with others and more reactive elements: I think the League of Merchants, particularly if you don't get involved with Kira, is too drab, and the two guilds get the job done, but we rarely get some proper interactions between the two. There are other characters that sort of function as factions as well, but generally speaking these are the main ones. The Zanti family, the League of Merchants and the two guilds were basically planned to be in the game almost from the start, because I wanted the feud between two "bad" factions going in the background, while also having something a bit more petty between the two "good" factions.

The very first quest in the game (with the slimes in the forest) was the perfect "low stakes" setup for the Zanti and the LoM to fight over a legal operation in underhanded ways. You can learn about this if you become a cowgirl before doing the quest (which is very unlikely) as you can't "tame" the slime-girl anymore (as that would disrupt the Zanti's plan to mess with the LoM operation), so if you do the quest the "legal/right" way, you also unknowingly help the LoM.

The LoM as a faction kind of suffered because of changes to my plans I made along the way, together with the Outcasts and the Partikans' rebels. I mentioned it here and there, but originally they were supposed to have some parts intertwined. Specifically, the Emperor's uncle would have actually been guilty of conspiring against the Emperor, cooperating with the guys involved with Kito's kidnapping, which in turn would have gotten help with smuggling in troops and items from the LoM, This is why you can still meet the woman escorting the cart in Rahib. Basically, the Outcasts would have been the "good guys" (or at the very least, loyalists), but as you saw in the game, things went in wildly different directions (there are several reasons as to why, but the main one was that I didn't think I could handle an actual coup mid-game, and finishing the game only to see Emperor get replaced if you didn't do a good job would have been weird and out of place). At one point, I was even thinking that having you deal with the forest slimes or not would affect how many vessels the LoM merchant fleet would have, talk about over ambitious! XD XD XD

Speaking of the Outcasts, I think it's worth mentioning that Marintas's charm was HEAVILY inspired by something I saw in the old game "The Adventures of Garnet". That game I think affected and inspired Caliross in many ways, although the questionable content eventually turned me off for good, and I haven't touched it since (I remember a very "friendly" dog, to name one thing I saw, but I can't say if there was anything worse and didn't find it, or if I saw it and erased it from my mind to preserve my sanity). It didn't help that the game wasn't finished, that it was developed by multiple people over time (it felt very patchwork and messy at times, and I think at times there were builds which dropped some previously added content to add different stuff), and that it runs on the "even older than VX Ace" RPG Maker XP. I think someone started development on it again in recent years, weirdly enough. I generally tend to do my own thing after the initial inspiration (sometimes to the point where nobody would recognize where it came from unless I told them), but I figured I should at least mention this one.

I think this is it for this month. We haven't made much progress in the game's timeline, but I touched at least on one or two things I never mentioned before, I believe. It's incredible how much stuff there was behind these decisions, when I look back on it, but in many ways most of my projects are like this (I wonder if I should have done a deep analysis of TOTDC 1 when I had the chance, now it's been too long to remember stuff as clearly).

Anyway, stay tuned for the short story update this week (for those who support that tier), more TOTDC 2 preview/writing and, well, more in general. Until next time! ^_^

Comments

Admiral Cheesecake

Personally I really liked the Vampires for what they are. I was and am still a big fan of Vampire the Requiem and Vampire the Masquerade and vampires don't get touched on much in lewd games where you actually have choices as a player.

mdqp

Oh, don't get me wrong, I enjoy the vampire path myself. I think it works well for what it is, not everything has to be big scale. Personally, I love Bloodlines 1 (let's not talk about 2, though) and I liked the story a lot for Redemption (although playing it feels like an absolute chore nowadays). I am not familiar with the tabletop versions, though. I have been wanting to make a masquerade-inspired vampire RPG game for a while (I personally find that attributes and abilites adding up for the feats is a very elegant way to handle that, which is another thing making me want to do it), but it would take some real effort for the world-building and it never seems to be the right time to work on it (also, I am afraid I'd end up making it too similar to Bloodlines, since I like it so much).

SubbySophie

The zanti path is definitely a stand out in Caliross, probably my favourite aspect of the game with how it overlaps with other quests, plus I never knew I was into the whole hucow thing until then... Here's to hoping we see some zanti branded milk in totdc2 xD

PickerPatron

I'm another fanboy of Vampire: The Masquerade and the World of Darkness universes 😁. If you have a good grasp of English and enjoy using your imagination, I recommend two fantastic text-based games with lots of choices and different paths: "Vampire: The Masquerade Night Road" and "Vampire: The Masquerade Parliament of Knives". These are typical games where, once you've finished playing, you've probably only read 25% of the content. One is full of epic journeys from one place to another, while the other is full of political intrigue and secrets.

PickerPatron

Well, it seems you've drawn inspiration from a little bit of everything. I have played the classic Morrowind 😉. Then there are others, such as "The Adventures of Garnet", which seems very niche and little-known 😅. One question: I know that in the early days of Caliross, you had problems with the artist and had to find someone else. Then you couldn't find another artist for a while. Did you ever consider trying to draw Erica yourself? 🤔☕.

Graeme Cracker

I found another scene without art btw - the scene where you seduce Baldur for the transformation

mdqp

I hear milk is great for your health, so it's only fair to have a healthy interest in hucows as well. :^ I was thinking about a cowgirl mission, actually, but I have to consider it carefully, to see if it fits the character (Celeste is quite different from Erica). Regardless, I do have the idea, so we should see some cowgirls at the very least.

mdqp

There are usually two sources of inspiration for me: things that were done so well, I felt the need to give my own take on the idea, and things that have a good idea behind them, but are done so poorly I feel compelled to "fix" them. XD For example, TOTDC 1 was born (at least in part) out of my disappointment for Mass Effect 2's storyline and how little past choices had played an effect in the game. I think the Adventures of Garnet is kind of a classic if you like mind-control stuff, as there is a lot of it if you unlock the path, so I felt the need to bring it up. As I said it's kind of wild (in a bad way) at times, so if people try it they won't be blindsided like me. Funnily enough, AoG is part of the reason Caliross never got a clothing system: the game kind of has one, and it's very extensive in the first town (you get very different reactions from a lot of NPCs), only to become mostly ignored once you go outside of the starting town (IF I remember right, it's been a while). I certainly thought about drawing for the game myself. I am actually decent with a pencil, however I am certainly not professional level, nor I am particularly fast. Add to that the need to work digitally to get the best results (meaning using tools I am not familiar with), having to handle coloring which I never really worked on, and many more obstacles, and you quickly realize it's not a feasible approach. I probably could have gotten something done, but who knows how much it would have slowed down progress in the game.

mdqp

No! You are doing it on purpose! In fact, you must have logged into my PC and remotely changed this last night just to mess with me!!! :p ...But you are actually right. My artist is going to look at me funny when I keep commissioning all this art for the game I supposedly finished. XD

Admiral Cheesecake

Ayyy somebody that also liked Redemption! If you ever do decide to take the plunge I'll be 100% here for it. You do great work and knowing you've got it as an idea for the future has me excited.

mdqp

I think Redemption is fun, especially once you start having access to the overpowered "spells" like the one that rains fire on the enemies. The transition from medieval to modern times is also cool (not many games do that) and I generally like the characters and their journey. The combat is still a slog, though, and the game annoyingly forgets the AI settings whenever you reload, so if you don't want them to spam disciplines, it's a struggle and you are forced to hoard all the potions yourself, as the companions can't be trusted. I hope the vampire game will get done, although I am not getting any younger, and I am starting to worry about which projects will see the light of the day and which ones I should give up on. I also had a cool idea for my next game to be made in RPG Maker, although maybe I could merge it with the vampire idea, to get a slightly more novel setting. I am not sure, though, since I vastly prefer the gothic, modern but pre-smartphone era which Bloodlines incapsulates so well, and which I think works better for supernatural stories (it's so hard to pretend the supernatural could stay hidden in 2026).

Admiral Cheesecake

Couldn't agree more. I regularly run Vampire the Requiem (Masquerade's spiritual successor with more of a focus on you making your own lore and setups rather than having a long running metaplot) I think you would particularly like the Daeva a clan that has a bit of Toreador and Brujah DNA but their weakness is all about having a hard time resisting their vices and potentially getting obsessed if they feed from the same person more than once.), and I generally only run games ranging from antiquity up to the 80's or 90's. Different clans also very naturally lean into the kind of factional stories you did such a fun job experimenting with in Caliross. If nothing else I'm interested in seeing how the next entry in the Drunken Cowboy adventure goes and if you do manage to do the vampire story I know I'll be there for it.