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Happy Monday!

Aside from the usual "posing and rendering". I did more tinkering with the Discernment Protocol system. I'm still trying to figure out the 'sweet spot'. Working on AVNs, listening to community feedback, etc. I'm doing my best to try to make this system work well without making you feel like you've missed out on a scene. Your feedback brought back the emp/firm choice indicators, so you are essentially knowing which points you're increasing. It's a tough act to balance, lol. I mentioned this before and it really is a tough one to crack. I do have to remind myself that no system is perfect, but I'll at least put effort into trying to make it as balanced as I can and not frustrating.

An idea I've been playing with is implementing an override system and it'll be canon in the story, where you can adjust these values via her app on your phone. This would also need to be balance, meaning some sort of negative impact since you're essentially manipulating her freewill, or thinking rather I dunno, like I said. it's a tricky system and I guess I'm trying to appease both side who want both sides of the content and those who want to earn it.

Chapter 9 is when this system gets fully implemented and we'll see how it goes. This chapter it gets showcased as an in-world thing MC addresses and we will see glimpses of it. I really like this system and I've talked about it a lot leading up to this point. So I'm trying to make sure all the talk about it lands well on execution. It's essentially the core mechanic that drives the story, making full traction once we get to Chapter 9.

I'm curious about your opinions on the override system. It does add a layer because as i said, you're manipulating her numbers manually. Which would need some sort of negative effect. What that might be? I'm not sure yet, easiest would be reduction in love points each time you adjust. I also likely not implement this. I don't want to over-engineer this mechanic, lol.

Anywho, non-lewd shower thoughts from a developer

Weather finally feeling nice in my neck of the woods. Hope you all have a great week!

♥ digi

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Comments

Blood Of A Hero

Thanks for the update Digi ❤️ Hope you have a great week, stay safe out there and I hope development continues to go well 🙏❤️

HerpMcDerp

Maybe I'm in the minority, but I think an override mechanic would kind of kill the immersion a little bit. I mean, it'd be way outside the realm of what the MC and Kindra would actually do in my opinion. Yes, starting another playthrough to unlock more content is a pain, but adding a mechanic that is complete antithetical to the established themes and character identities would be worse I think. Idk. Like I said, I'm probably in the minority. 🤷

Owen Galvin

in my opinion, i dont think a point system is neccessarily the way to go. its too binary (i know, shes an ai but still) learning how to act, how to present, and how to hold herself like human. This should be a case by case choice system. example; when Artemis is trying to MIX MIX MIX, we can admonish her for making a mess, or chuckle at it. this would be a minor choice we could make to affect her tidyness in future scenes, or how she might comment on other peoples room being messy, thus slightly adjusting their opinion of her.

digi.B

yeah its a real pitfall for some of us. we're wanting to please both sides but in the end, it adds more work or more complexity in some case. the override system was firing from the hip, so i stand by it likely not happening as your points stated. really goes against what mc and kindra want for artemis.

digi.B

i need to take more notes on mass effect's paragon/renegade system. that's essentially what it is. with a hint of detroit become human as an evaluation layer of her performance throughout the story.

Nazar Mokrynskyi

Honestly I don't like complicated or punishing mechanics. I don't even remember what options I selected on multiple occasions in multiple playthroughs I have saves for, especially with all the wait between updates making remembering things more difficult. For me, the simpler everything is the better. I'd even prefer to have a "canonical" route option that hides those choices from me completely so I can simply enjoy a linear story without distractions or worrying whether I made the "right" choice at some point. So many AVNs get so complicated lately, almost as if developers can't make their mind on the version of the story they want to tell, so they offload the decision onto the player with various gotchas along the way.

EHelström

Ew. Well, I hope you don't have as much of a whiplash as Mass Effect's system did. I like to play a more nuance/neutral path for most games. But in Mass Effect if you mixed up the paragon and renegade (particularly in the sequels) you would go from being a pacifist to a psychopath in just one scene. Maybe it would help if you used a point system that was designed around threshold values. Let's say empathy is positive and firm is negative. You have a scene that depicts Artemis' action that rages from -100 to +100. Depending on the value that she has at the moment you would get a firm, neutral or empathic scene. You could also assign different amount of points to a choice depending on the severity of the choice. Bioware didn't really have that setup. You were either blocked from choosing Paragon/Renegade because you didn't have enough points. Or you were allowed to make the choice and you would get the same action each time, even if you had been choosing the opposite throughout the rest of the playthrough. Which lead to the whiplash on some scenes. I have faith that you can avoid those extremes. I just think that Bioware's routes lead you to choose one end of the spectrum the entire time otherwise it is jarring. Personally, I think Obsidian did it better in Kotor 2. It might just be because of Kreia, though. I loved her character!

digi.B

this is true and part of it is me explaining it poorly. i'll have to refine the wording better because i'm making it sound more complicated. than it is and how it impacts the story.

digi.B

lmao, you're not wrong. it was a bad design when you know what goes on under the hood. i'll have to look into those to compare to what i've got. broadening the window so it leaves room for some error is where i've been compromising on the final design. but you hit the nail on the head on bioware's flaw and its in my notes to find a way to balance it out. also better explain it. because even if you hit a few firm scenes, it's not gonna tank your ending. and firm doesn't necessarily mean bad. just how she handles things.

nom

You could take it *out* of the story, break the 4th wall and speak directly to the person at the keyboard. Something like, "Would you like to see how this plays out differently by recalibrating Artemis's Protocol system?". Allows players to experience different content without having to replay massive parts of the game while not requiring any effort to rewrite characters or have them act inconsistently. Maybe even utilise RenPy's replay mode so it doesn't affect the overall story?

HerpMcDerp

I certainly don't envy your position. I doubt it's ever an easy decision when coming up with a new feature or mechanic. How will it work exactly? Does it really fit in with the story? Will the players even appreciate it? If you would like some unsolicited advice, I would suggest in lieu of the override mechanic maybe come up with some sort of guide DLC. Different games handle them in different ways. "Being a DIK" has a guide the player can open throughout the playthrough that is super detailed in terms of what choices lead to different outcomes. Whereas "Bare Witness" uses a much more simplified type that just has a bit of text overlayed with each player option indicating which choice is optimal for a certain LI path. Something similar to either of these might be enough to satisfy the audience wanting a simple way to unlock content without being too complicated or sacrificing parts of the story. We appreciate your hard work as always!

JEH

Thank you for the DevLog.👍😊 When I play your game, I sometime use a walkthrough made by MrBubu, which have been useful in some situations. The latest version covers the game until the end of CH 7.

digi.B

this is a real interesting concept. i'll let this one simmer. if anything the replay theater will very likely be part of it. but again, i do like the shape of what you described.

Alex

I understand wanting a safety net in case Artimes is about to murder or cause real harm but yah letting her have her own thoughts seems like what this is leading up to. good or bad. and if you get a bad end. replay. this story is epic and I have played through several times and found new things. or things I forgot that I really enjoyed. one of the joys of being old is give me a year or 2 and it's kind of new again. Take care. your Awesome!!!

Woof

I would suggest humbly that instead of a manual override which undermines the story and the deeply developed characters you could simply apply a multiplier to the current point system to progress faster with Artemis for those more impatient

Khôi Châu

Hehe, first of all, this sound like a mind control tag or corruption tag. If Mc mess with her code unnotice in a long run. Eventually, she may figured it out and upset. However, with this feature. I believe you will show the stress feature for our cute android as well. Whenever she face many obstacles lead to her stress. We can adjust a bit variables to reduce her stress. But it way too complicated now. Anyway, i wish for the best.