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Just want to give everyone a progress update. The basis of our moods system has been implemented, and each monster has its own moods cycle configed. It didn't turn out as fun as I wish, however I am prepared to make design adjustment, as the original design didn't fulfill the following two aspects:  

  • It being too difficult, not even me as the developer can enjoy it
  • It interrupts the flow too much, for example, we couldn't bond consecutively with the same monster. It requires maybe even more brain power than the battle gameplay. So instead relax > intense > relax > intense flow of gameplay, we just have intense, which is not what I desire.

I am going to modify the system to be less action restrictive. Instead of not being able to do bonding or missions while under certain moods, we would have:

  • gaining extra/less experience and, 
  • affecting results of the activities while under certain moods. 


I also want to give you guys a heads up that in order for the moods system to function as intended, it would involve improving UI pop up, items, crafting feature, skin system for crafting feature, benefits of each monster, as well as modification of Intelligence and Train features. I will be starting with the last item (the modification of Intel and Train). An auto-save function is also in planning. Although not likely I will be able to finish all the tasks listed, I aim to release the next update during the second week of June

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Kontra

The very first thing I want to say - thank you very much for such small news! We are all very interested in how the work is progressing and the General news. And two. Some questions. As I understand it - we will see the/schedule and the mood of monster? That will give bonding with a monster during his mood for bonding? Is it possible to glue in the mood is not a monster?

nonoplayer

If I understand your question correctly, each monster has its unique moods cycle, like the pic above. Some are more/less friendly. Right now I am going to make the moods affect the result of missions and the experience gained.

Sleepnir

Good judgment it sounds like, thank you for the update!

Anonymous

I'll wait for the release before I comment Nono. This could arguably go one of two ways. The game is already much simpler compared to the FOOD management nightmare in earlier versions so looking forward to it!

Kontra

By the way, why the game auto-save feature? My opinion - enough to make the possibility of several(five) save and exit the menu.

fly high, like few can

take your time Nono perfection doesnt fall out of nowhere have a good one^^

Anonymous

Also transferable data from previous versions would be nice. So that we can continue where we stopped. That should be on top of "to do" list.