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Hello patrons!

I can't really work on anything in the open world for the next one or two weeks because Henri and Ricardo are going to be doing optimization stuff and I might lose whatever I do since they will soon overwrite the branches. So I can't add a new quest for now, which leads to the question:

Considering things I can work on that don't depend on placing new stuff in the open world, what do you think I could be improving in the game for the next two weeks?

A few options could be the combat, maybe some tweak in the way the gallery works (Although the sex system will have a huge overhaul soon when we start working on AI). Maybe something in the dungeon level? Adding more complexity to enemies' movesets?

A lot of ideas come to mind but I would like to know your thoughts in that regard. =)

Comments

Lee Thompson

Combat still feels a bit stiff and klunky. Enemy (humanoid) movement seems a little too rapid sometimes and sometimes fighting or blocking seems a little laggy. (Having said all that you should know that in RPGs I consider combat less important than story etc.) Getting melee combat to be fun and fluid yet challenging at the right times (to me the right times are with boss types rather than 'trash mobs') is something even AAA studios struggle with. Also with an adult game, perhaps there could be a more seductive "fight" path (with humanoid enemies).

Alexbito

Better loots?

Obsidian Quill Works

Opening scene could use a bit of work, Kaly winds up having that sword James stabs her with slicing through her leg earlier oO

Ricochet

The fabrics, specifically the cape, act a bit weird. For example swimming with the cape it falls through as if you're not underwater. Particle effects in UE have always been a problem with performance but that might cause conflicts with what the rest of the team is doing. But I guess most important is the loading time. Make rats easier to grab.

Debaser

I would focus on bugs. People falling through the floor when you start conversations with them. People getting stuck outside of windows and just floating in mid air. Combat in general feels very clunky - enemies either just stand there and let you hit them or they swing at you with block or evade rarely ever actually working. This isn't the biggest issue, but I really don't like how capes look. They're stiff and look unnatural. Perhaps make them flow and act like an actual cape would. Lastly, adding a feature to dye different armor/clothes. I love the stats bump you get from the blue cape, but hate how it looks. Would like to make it black or red by taking it to the blacksmith or tailor and having them change it. Obviously this could either cost coins or specific material.

D K

I'd say fine tuning the combat, making it more responsive, smoother enemy animations so that it's easier to read attacks and parry.

GrumpyGrizzly

I think the capes look fine in-game, but while in the inventory screen they look rigid. That may be what Philip was talking about. I would like to see a larger range in the body sliders for hips, ass and breasts. An A or C cup may be some peoples preference but personally, I prefer a D cup. Physics sliders would be great too for jiggle physics ranges. Asses don't bounce as much as breasts.

GrumpyGrizzly

Bugs I've noticed would be the aforementioned largest selectable breast size causes clipping through clothes when changing outfits.

GrumpyGrizzly

All of them. By switching from the top that is clipping, back to to the Hexblade closed top and then back to the new shirt it sometimes corrects the issue temporarily until you change tops again.

GrumpyGrizzly

No problem. Normally, I like to see breasts popping out but it's a little odd when I'm playing a game. 8-)