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It seems one of the largest complaints people have of MoGi: Origins  is the fact that it's easy to get lost. Up to now, if you had to go to a  certain place, that destination in your map would shine red, or if you  had an item, the location to use your item would also shine red.

Originally we thought that was an efficient enough system, but the complaint nevertheless, has not died down.

Considering  we currently work like 2 feet away from each other instead of 2  million, the conversation inevitably came up. We realized that there  might have been faults in our old implementation. For one thing, if the  destination was not somewhere you had discovered yet, nothing on your  map would appear red. Until you explored the map to the point of seeing  something red, you would have no reminders of where you to go either.

Not  only that but the "Missions" that Voms has, are brief in introduction.  If you step away from the game for a bit, or decide to go hunt for Map  Sex Scenes instead, it would be hard to remember your current  destination, and that would also aid in getting lost.

To fix this, we're doing two things.


First, we're adding in Destination circles

Instead of outright  showing a red version of the destination on your map before you've  discovered it, we're going to show a general circle for the region  you're supposed to go in. A general destination of where you're supposed  to be. It'll leave the exploration a tad bit more obtuse, but will  always be visible so there's a strong indication of where you're  supposed to go.


Second, we're adding COM conversations

This is something we've  kind of wanted to do anyway, but never thought to tie two and two  together to use it in such a fashion. It'll be an on-demand conversation  in the pause screen. Before you restore communications across the  island, Voms will talk to himself, about what his destination is.  Afterwards, there'll be an NPC talking to Voms. If you guys have any  ideas regarding that, we're willing to listen to your suggestions.

Progress  wise we've completed QUITE a few levels. Succubus Ucogi is also  programmed and Succubus Alice is well on her way to being finished.  Succogi still has quite a few art assets that need to be completed for  her to be live however. We want to show you guys the fruits of our labor  but we can't. Please be patient with us.

If you were a Patron for the month of December we did send you guys sneak peaks into what's been done regarding Ucogi.

Our  primary goal however is to have Titan finish as much of the game's  programming while he's here and in speaking distance of Veins. That and  the consistent progress we're making is inspiring our level guys to work  hard as well.

"Lead by example" is a more powerful statement than I thought it was.

Honestly,  we can't thank you guys enough for sticking by us and communicating  with us. We'll do our best to make a game you guys are happy with. 

Comments

i love gyros

when using cheats to unlock the whole map and teleportation between areas, places with locked doors and items remain locked, and the keycards are not in our inventory. if you could provide players with those too that would be great.

erogi

Hmmm... That's really the big problem with warping around. We can't give you the keycards yet, as not all of those keycard doors are designed yet.