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Hi,

Sorry for the wait, just trying to get this out ASAP now so people have enough time to give me feedback & suggestions on the minor improvements, options and additions they'd like to see made to Terminal Desires from a gameplay perspective.

As you're probably aware, I released the Updated Roadmap yesterday, that has a fairly detailed breakdown of the major additions and changes I plan on making for v0.10. Though there are still many other minor things I didn't bother mentioning since I didn't want to clutter the list up too much with comparatively inconsequential changes. So there are plenty of little things I want to improve upon or fix for v0.10 that wasn't mentioned.

What I am asking from you, the players, is to provide your feedback on which parts of TD you'd like to see improved upon from a gameplay perspective. This is things like Quality of Life improvements, more options to toggle or in some cases dialogue options you feel are missing, combat improvements, item suggestions, any bugs you haven't yet reported and finally any ideas for the new Perks & Traits (Think Fallout style, perk points awarded on level up) + Skills (Skills or professions gain exp individually from character level and have a set number of ranks) that I recently announced will be added to improve character builds/replayability. 

In general, it's really just an opportunity for you to give me feedback on what you don't like or find annoying/tedious about playing the game as it is right now, and offer you suggestion on how to improve the flawed systems.

This is not a thread for requesting: new sex scenes, additions to existing sex scenes, characters, enemies, or any new mechanic/feature that would require me to render a number of new images to facilitate. For this discussion, we're only focused on smaller tweaks or additions that would improve TD from a gameplay/immersion/roleplay perspective primarily. And basically just make the game more enjoyable/polished to play all around.

Below are some examples of what I'm talking about. These lists are not exhaustive, but should give you a good idea of what else I have planned for v0.10. There are also some bigger changes that were directly mentioned in the roadmap for v0.10 (Splitting up the "Tiffany is a slut for X" categories further, Hotkeys, Toggle options, Status menu pages, Option to spare & imprison Dr. Milburn after defeating him in combat, etc) so make sure to reference that list first. I probably cover a lot of the big QoL stuff there. 


Examples of minor visual changes:

  • Adding "cum covered" effects to the dialogue box portrait & menu image for Tiffany while in stealth mode.
  • Adding persistent corpse sprites for all of the "Dead" characters/enemies when they are killed that will clean up overnight.
  • Watching Tiffany's 2D sprite pick herself up off the ground post-combat sex scene, instead of just resuming gameplay immediately after sex with her already standing idle and ready to move/fight again.
  • Add a Dialogue CG for Jebadiah where he isn't holding his pitchfork (when inside his house)
  • Different "ova fertilization" popup image for zombie impregnation ("The Fister" only, for now)
  • Move "Cum consumed" & "Milk Produced" stat tracking to a new status page where it has more room to remove the text overlap. And add more sex & gameplay stat tracking categories too.


Examples of minor audio changes:

  • Adding sfx for all consumable items, and lootable containers.
  • Adding more music tracks for some areas/scenes. (Would like to commission some custom tracks for TD but VA lines take priority for now)


Level Design/Map additions:

  • Expanding the town map. Adding more buildings & making the layout make more sense.
  • Expanding the outskirts areas. 
  • Adding more sewer sections each with a generator room (see below).


Examples of gameplay additions:

  • Dr. Milburn will give Tiffany 1 free OvuHealth pill per day if she's pregnant.
  • Get 1 free drink of water per day from the Pharmacy.
  • Each sewer section will be dark & require the flashlight until you locate it's corresponding generator room which powers the lights back on.
  • Change Fertility altering items to only be temporary effects that last for one day. 
  • Optional Toggle to add random chance of becoming "Slut for X" at the end of a sex scene if you want to let RNGesus decide what your Tiffany ends up liking. ;)
  • Add the option to Submit to Zombie Robert after the initial dodge, and during combat if the player so chooses.
  • More idle conversations and things to ask the other characters. (Like how Vanessa has some topics to discuss)
  • Add "Tiffany Loves being Degraded" option & corresponding dialogue responses. 


Examples of Quality of Life improvements:

  • Provide a quick reference list of all the controls and hotkeys from the menu. 
  • Less intrusive "Item obtained", "X has Joined Party", "Journal Updated" popups.
  • Have First Aid Kit/Adrenaline Shot items display the current HP/END levels before use.


Examples of Bug Fixes:

  • Prevent Zombies attempting to strip already naked opponents. (when fighting against more than one, or with a companion)
  • Fix Tiffany & Lara both attempting to throw the single Grenade in your inventory.
  • Fix soft-lock where Jebadiah can get stuck walking back inside his house.
  • Fix the potential for Tiffany to know Vanessa's name without having spoken to her.


Now, for this next list, these are just very early WIP examples of some potential perks that could be made. The idea here is that every time Tiffany Levels up, she'll get 1 perk point. Some perks will have requirements before they can be selected. The difference between a "Perk" & "Trait", is that a Perk only comes with benefits to the player where as a Trait will give the player a benefit in exchange for a negative side effect.

Examples of Potential Perks & Traits:

  • Perk: Tiffany does 5% more damage with her melee attacks.
  • Perk: Tiffany gains 15% more exp from combat.
  • Perk: Tiffany requires 1 less END point to resist in combat.
  • Perk: Tiffany gains a 5% chance to find random bonus items in lootable containers. 
  • Trait: Tiffany will gain exp from sex scenes, but will get 50% less exp from combat.
  • Trait: Tiffany does 10% more damage when naked, but 10% less when wearing any Outfit Piece (btw, I'm renaming "Armor Pieces" to "Outfit Pieces")
  • Trait: Tiffany does 15% more damage with her 9mm pistol, but is 5% more likely to miss.
  • Trait: Stealth Mode lasts twice as long before receiving side effects, but then Tiffany is 50% more likely to become addicted.  


Skills (or Proficiencies) for TD won't be like level 1-99 or whatever. It instead will be a rank system with maybe only 3 tiers. Each time you gain enough exp in that skill (by doing things related to it) you'll increase your rank in that skill/proficiency and unlock access to new recipes, options, bonuses or I guess even free perks/traits. I don't see any benefit from making "Crafting" a skill with 100 levels for no reason. Makes more sense for Crafting to just have: Rank 0, Rank 1, Rank 2 & Rank 3. But idk, let me know your take I guess. The list below just contains some ideas of potential skills I'm considering at the moment. ofc, I've mentioned crafting, and the fact that I'll be adding new items to facilitate this skill. New Items to craft, alongside material items to use in crafting. Still not sure if you'll be able to "craft" just from the pause menu/inventory or if you should have to be near a workbench/station. So let me know your thoughts on that too. 

Examples of Potential Skills (WIP):

  • Crafting
  • Cooking
  • Farming
  • Surviving (this could include looting, foraging & the hunger/thirst/sleep type "needs")
  • Debating (this would be speech-craft, but named this way so Tiffany can become a "Master Debater" :3 )
  • Learning (Some kind of intelligence skill)
  • Policing (More on the profession side of things, but I do want something that rewards players when Tiffany does her actual job like she's supposed to :P)
  • Whoring
  • Breeding

^ There doesn't have to be an "-ing" suffix for all of them, I just like the idea of something like that, haha.


So yeah, gimme all your opinions, critiques and suggestions. Let me have it :) I'll keep an eye on the comments and let people know what I think and what's possible/already planned. So remember to come back here and take a look at other people's ideas too, to give your takes on them as well. 

Thank you all for your feedback and support. Sorry I didn't get this out like 2 weeks ago...

~ Jim

Comments

Anonymous

hello bro how you doin ? , my suggestion for the game might be slightly different ( or a personal look ) , when in a fight and hit “escape” sometimes we can’t or the zombie will attack so we need to hit escape again or we fight him , anything to change in this ? 😅 like we hit it once.

Jimjim3dx

Well, escape chance is based on a comparison of Tiffany's agility vs her opponents. It's not a 100% guaranteed. Tiffany might not be able to get away. However, in v0.10 I will be allowing players to allocate where to put the level-up points into Tiffany's stats/attributes. So if you want, you can put all your points into Agility and increase your chances to escape. Agility also determines the turn order in battle. Most zombies are slow so Tiffany usually goes first. But there will be enemies that are faster than Tiffany and will attack first if her Agility is not high enough. Alternatively, you could put a lot of points into Attack, and do more melee damage. Or Endurance points to give Tiffany more chances to Resist and use special moves. etc I will look into the other attributes to make sure they are more useful too.

Anonymous

Pull a sike on the zombies. Tiffiany slowly strips in front of a zombie, and when it comes closer, she insta kills him. The downside is a loss of clothing and endurance. Furthermore, if you're gonna have more fights where tiffiany is with more than 1 zombie, it will only work once. Whenever Tiffany is lactating, or have sex with a zombie, a pool of white substance is left behind.

Jimjim3dx

Thanks for the suggestion. It's basically the same as what I have already planned for the future. Tiffany can temporarily confuse her opponents by stripping her own outfit pieces. Then get bonus strikes on them. The reason it's not planned for v0.10 is that it's a feature that would require me to make a bunch of images for it to do the mechanic justice. But it will come as an option in a future version.

Gryphon

Something that's always annoyed me is when Tiffany comes *this close* to defeating a zombie only to lose (with no endurance to resist), but if she then engages the same zombie again (if it's blocking the way, as happens in some locations) it's been restored to full hit points. I realize keeping track of the "current hit points" for every zombie isn't practical, and have no problem with "the virus" imbuing its victims with rapid healing, but is there some way the CHP of the "latest zombie victor" could be retained for a short period so Tiffany can finish it off?

Jimjim3dx

Hmmm, it isn't quite so simple unfortunately. I can save a variable like that, but if there are multiple enemies in the fight it gets tricky. Then there is the problem of when you are surrounded, and the next zombie that triggers combat with Tiffany is not the same one you just fought against. Problem is, all of the zombies aren't actual characters, they're just encounters generated from the database, so the engine doesn't save individual stats for each one. It generates a zombie enemy as the combat starts. I'm on the fence about it. I agree it can be annoying. But on the other hand, It can easily be explained lore wise as the Zombies recover their HP by fucking their victims. So, yes, I will keep my eye out for a solution for this, but I think it might be too complicated to work around, due to the way RPG maker handles enemies.

Just

If you do have a generator finding mini quest for the tunnels I would probably advise that any tunnels where you've found the generator and activated it should have slightly different entrance tiles - like the manholes suddenly have a light yellow outline or something, or light shines through the grates.

darthdingo

You might have already had this planned for future updates, considering the Crafting update you're planning, but would it be possible to upgrade your melee weapon? I was thinking that the baton could become a shock baton that has like a 20% chance to stun enemies while the combat knife can become serrated to cause bleeding. The materials used to upgrade them can determine the status duration or chance (never both).

Jimjim3dx

Weapon mods are planned for later. I will probably add the back-end support for them in v0.10, but not the actual content until a few versions later. Stun baton is an interesting idea. Don't know about how useful a "bleed" status would be against Zombies though. Might be the sort of things that is only good against humans. So IDK if that one is worth it. There will be stronger Melee weapons to find soon enough though. Thanks for the suggestions.

Anonymous

Maybe a mechanic like Exhaustion; if Tiffany gets cornered and can't kill the infected or submit to them all after maybe 5/6 enemies have been pleased, Tiffany gets exhausted for a short period of time and if she fucks again she will lose some hp?

Jimjim3dx

I'm not sure about that specifically, just because I don't want to create a mechanic that becomes too frustrating to deal with if you accidentally get stuck in it. But I would like to make HP more useful, because right now it's only used for damage from human attacks, and if Tiffany is Starving/Dehydrated.

Brorsan

The game's intro has been pretty frustrating to me whenever I've had to reinstall and replay the game. It's a lot of corridors and walking with nothing interesting going on. Like the first switch you have to activate to enter the town. Do we really need to walk so long for no reason? I think the intro should be more scripted. I would like a forced battle scene once you enter the sewers, ending with the switch being activated. No walking, just straight to the action. The sewer fight would then also function as a combat tutorial. That's just one specific suggestion. What I really want is for the intro to be speedier and concise. Being able to skip it would also be nice.

Jimjim3dx

One of the major things I'm doing for v0.10 is retooling the game's opening sequence. Everything before you actually enter town, hear Vanessa scream, and go to rescue her, will be overhauled. I might add a skip option, but because I am going to be adding some actual content here, you might not want to skip it.