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So, I worked on the Brooding Dragon inn, as I mentioned last week. I re-worked some things, as I did with the bakery store:

I changed the behind the scenes stuff, reduced the odds of nothing happening (and "merged" the ones who did this in vaguely similar ways), I added two scenes to the "peeping" chain of events with the the married couple (now you can actually join them ^_^), added a follow-up to the improvised modeling job (as well as fixed a few issues with it), introduced increasing wages to working as maid (unlike the bakery, it's a permanent increase no matter what, up to a maximum of 70 G). I also moved one of the scenes outside of the random events (an NPC will spawn the day after you worked for the second time there), so that we solve the issue with ever growing numbers of less important events at the inn.

I was actually considering splitting them into "day" and "night" shifts, so it's easier for people to see the content they want, but it might be overkill for just some secondary content, so I left it as it was for now. I'd like a better way to get the scene with the sailor, though, maybe I'll make it so when you enter the building he actually approaches you, from time to time (that way we get the scene anyway, and the random list doesn't get too long).

I worked a bit on the quest, as I mentioned, but I didn't finish adding what I wanted there (I just need some time, it shouldn't be too hard to improve it).

I also did some minor improvements to the circus, of all things (mainly because it's so unfinished it was getting on my nerves). I am not sure if I'll finish overhauling this one for this release, but at least the presentation and the general idea will be improved, and we should get at least some rewards for a few of the mini-games. I think I might eventually add something spicy for this area, I think it would be a great fit for a magician/hypnotist kind of character.

I fixed some typos and a couple of bugs, too.

I think this is it, at least for now. I'll make sure to post the preview of this month's artwork soon, possibly tomorrow, but other than that I don't have anymore communications to make. As always, have fun, and see you around! ^_^

Comments

Troqu

I hope that whenever you add pregnancy to the game that the inn couple can convince you to join them for pregnant fun (and that he can be the father).

WiredRM

Those sound like some solid QoL changes. :)

AlwaysGrowing

Haven't been playing recently so I don't have a list of anything atm. My biggest concern with the game currently is simply that it feels like there is a lot of work that needs to be done. Everything from the Chapter system, cross-interactions with certain characters/paths (e.g. Cowgirl affecting League of Merchants), traits, etc.. While these are great ideas to make your decisions feel more impactful and helps the world feel more alive, my main concern is that it likely slows down development as many things are more complicated to implement. I certainly do prefer the quality and ambition over any rushed product but how far do you believe you are from a "version 1.0"? When I witness many restricted areas: (Tarkas - Noble District, Southern Slums [Also, is the area west of the slum's temple not available? can't walk down the street though most areas are blocked off by guards/whatnot basically telling you it is WIP], Queen of Hearts VIP area, Hospital [including the vampire den beneath it], A lot of the "Not available in this version" towns/areas on the overworld [Including whatever is planned to be south of the blizzard which you can not cross], etc.) It is good to see a lot of content planned, but perhaps it looks like it still has a long way to go for an individual developer. *Just to emphasize* I still do look forward to seeing all of the decisions/paths you can take, and I'm sure when it IS finished it will be incredible. I just want to make sure you aren't either overworking yourself or overwhelming yourself with so many ideas/concepts. Thinking too much about the 'big picture' can sometimes distract us from the task-at-hand. And at the end of all of this my biggest 'criticism' is it will take a lot of time to complete development and if that's alright for you then go for it! I do look forward to seeing the game's potential being fully realized. EDIT: "sorry" for the long posts, I hope you don't mind reading it all, I guess it just shows how invested I am in your project. Keep it up!

AlwaysGrowing

Is pregnancy for Erica planned? Probably something I would have to skip out on (unless there is a 'magic' based pregnancy) due to my aversion to heterosexual (M/F) content.

mdqp

Pregnancies will be very easy to avoid. Specifically, you'll have to "activate" them in game by praying to the Goddess Santhora. This process will probably also double as a way to filter some of the content, if you don't want monster pregnancies in the game, for example. I want to do it this way for a few reasons, including giving players better control over it, especially since, as I mentioned before, most pregnancies will likey cause the premature end of the game (since I can't even imagine how to handle such a thing properly in the game). Most likely I will also have a rollback feature for these scenes, so that people can see the ending and then go back to the choice and avoid the "bad end".

mdqp

Forgot to mention: right now, the couple effectively cucks you, actually (the wife is pretty protective of her husband's sizeable tool), but I think you should get a chance at being promoted as a breeder on the field. :P

mdqp

Let's see, to answer your question before delving into the other aspects, I expect 18 months to be the bare minimum to go from where we are to a 1.0, but that is probably a bit on the short side. If nothing goes wrong I could nail it, but that rarely ever happens. I was aiming for a 2 year development cycle, but I already added 6 months because of all the extra stuff I hadn't originally planned which made their way into the game. It's good to do a reality check from time to time. Rest assured that when push comes to shove, I will either work a few more hours to get things done, or cut content which might be unfeasible to add. It took me several years to finish my previous game (back then though I wasn't working on the game as much as I do now, especially since I didn't have patrons or anyone I really had to answer to), it's just the kind of time you need if you add branching content. We can always recover time by adding more linear paths which don't interact with each other as much, there is plenty in the main quest which doesn't need to be complex, so we do have margins to work with if needs be.

AlwaysGrowing

I do agree you may need to cut certain content when it gets to feel like "too much". You can always note the ideas down and add them later. I don't like having too many linear paths, but if you plan it out right you can change them later to implement more intersecting interactions across various other ones and/or flesh them out even further with the chapter system.

AlwaysGrowing

Unless those monsters include monster girls (The slime, perhaps), I'll pass. I feel like I'm missing out a lot in your game, but I've tried and I can't stand males in a sexual context. Just gonna stick to Lesbian routes/stuff. If you do want me to proofread the English in areas like that you can send it to me. It really is the Visual/Audio that bothers me.

mdqp

I am sure some of them will be monster girls, some will be kind of "unspecified genders" (regular slimes, tentacle creatures), and others will be more traditional (Orcs for sure, I am also thinking minotaurs, and then it will depend on what Ideas I get). I sadly don't have text files to share with others (to save time, I write directly in the RPG Maker engine), so if you notice something while playing I'll gladly fix it, but that's it.

mdqp

The idea is to try and balance things out if I fall behind the schedule, hopefully it won't come to that. I'd rather not keep people stuck on this one game for years and years, so there is also some urgency to bring things to a close, start a new game, and so on.

AlwaysGrowing

Alright. Personally I always feel the need to improve something to nearly perfect when I work on any project. Anytime I stop and look at what could be improved I can't help but continue to make changes. At some point you've got to stop regardless. Anything past 1.0 would be bug fixes then? Hoping to start my career sometime this year, been stuck at home too sick to work for years now.

mdqp

If you want to make perfect games, you'd better make sure they are "short and sweet". I know people who are way more competent than me, but who never get past a certain point when developing their games because they keep tweaking really small things before they even start working on the main content. If you have a team, being so focused on details might not be so bad, but when you consider one-man projects, you have a lot you need to give up to make things work. There aren't rules set in stones as to what goes into a game past 1.0, but I'd expect it to be mostly about bug fixes, unless I feel something is REALLY lacking in some aspect. Sorry to hear about your health, I wish you good luck on your future projects. :)