Home Creators Posts Import Register Favorites Logout

Content

("Write like there is no tomorrow", says Patreon, making my title even funnier ^_^)

Hi everyone, I am here with the usual weekly report! First of all, I finally managed to hire someone for the milking scene. It has been a nightmare, I contacted several people and most of them didn't even bother to reply (so much so that I started getting paranoid about being on some kind of black list XD), a few had incredibly long waiting lists, but eventually I found an artist. The one who did the new portrait was already busy this month (and annoyingly enough, he didn't reply when I asked if it was possible to "pre-order" two drawings for the following month, leaving me to wonder if I did something wrong).
Anyway, I found someone I was happy with, and I have high hopes for the final result (I should be able to show everyone a sketch next week).

As for the game itself, I worked on the temple: with the maps completed, I have been writing the puzzles and the text for the "discoveries" you'll make inside. I think I am past the halfway mark, although I still need to decide on the rewards/items you'll be able to find.   I think it's going to be a fun one, we have some riddles, musical puzzles and more this time around! :D

I have also decided to move the mermaid in this temple, and have another creature seduce you in the first temple: the mermaid fits better with the new temple, and I also want to have some new info on how and why they live in the temples, so having the text spread out between 2 (or more when I add other ruins) NPCs is probably better, to avoid large info dumps (there are already one or two scenes which are honestly too long in the game, and I might have to revisit sooner or later).

Once the temple is finished, I'll have to consider what I am going to do next, and I might have to tackle the combat system, which is still rough around the edges. My idea for it was to keep fights rare, but relatively hard and short: No "100000 HP bosses" or anything of the sorts, I was thinking of tuning fights to have them last between 5-10 turns at most. I could also add summonings to the game, as those were part of the plans from the get go. Basically, you'll get a single companion you can switch out at will during battles, they'll be magical creatures with specific abilities. They'll probably follow a simple theme of "element+role", and you'll have to find the best synergies to profit from them, as well as consider what skills you want access to and plan ahead. Think of them like the various summons from Final Fantasy games, but who stay with you in the battle for the duration of the fight.
I will also start working in spells/elements which work well together (as in, a water spell giving a status which makes lightning stronger, for example), and I am trying to think of other balancing acts (I should really consider how strong and how easily available healing items should be, as they make most RPG games a joke).

If you have any thoughts/suggestions on the combat system, please let me know, all feedback is appreciated. ^_^

This is pretty much it for today, see you next week!

Comments

James W.

On the issue of healing items, I think the best solution is to limit how many you can have in your inventory at one time. You might want to make some where to store the extra (perhaps at home). If they are easy to acquire but limited in the number you can carry you should be able to know exactly how many the player will have available.

Gerald

Great to hear!

mdqp

That is usually the best way (I did something similar in TOTDC, where you couldn't buy anymore items beyond a certain point, but it allowed you to keep the ones you found on the maps), although I wonder how much I would need to mess with the default system to achieve that. I figure worse case scenario I could handle this by adding the code to the parallel event running in the background, this shouldn't be too much of a drain on the CPU.

Lilith Armitage

To be honest, my interest is more towards the story elements (which are very well written!) than the RPG ones. It's kind of like an interesting erotic life sim in that respect. Not to discount the people who want more of a game here, it's just that I don't feel it's what makes Caliross special for me.

mdqp

I am sure there are many people which find this or that aspect more interesting, but above all my goal is to make a good game, which means taking care of all the aspects. I am glad you like the story, to be honest I always feel like my writing is a bit weak, so it's encouraging to hear people appreciate it. :)

Lilith Armitage

:) I might be speaking for just myself here, but those particular bits of Caliross were what made it the first Patreon I've ever sponsored. Probably because we have similar fetishes, one would imagine.

mdqp

Yeah, I imagine the fetishes would be a big part of it, this is an adult game, after all. I do have plans for games which are a bit more story oriented, but I figured a RPG Maker game would be the best shot for my first Patreon (and I had already worked on the concept a bit). I wonder if I was wrong, though, and people would have preferred something else. Admittedly, the most successful games I have heard of seem to be life sims, so maybe that's the one genre that resonates the most with others. Oh well, as long as I work on a game idea I like and people support me, it's hard to find anything negative with it. XD

Lilith Armitage

You could tie in both ends, so to speak, and have the RPG sections progress their own erotic storylines more than just in terms of the pendant (in order to be a "carrot on a stick" that leads players along). I think the reason I haven't done as much of that content as of yet is because it seems straightforwardly RPG.

mdqp

Well, I do have broad plans for the RPG content that will also lead to erotic content (although the main plots won't have erotic content on their own, you'll meet several people with an interest in getting you out of your panties, with their own paths, and more), but the less "rpg" parts needed something to keep the players interest immediately, so they got the sexy treatment early on (otherwise they would be just empty, boring grinding for gold and stats). There is some sexy content to it, but as a whole it serves the purpose of pacing the story, adding challenges and exploring some of the backstory of the game.