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Well guys, I have a question, how important is new content for you? Today I updated the armours, they finally give defensive and offensive bonuses, they also have special tags themselves.

The idea is slightly different: The main tags you select in the options menu will work as filters mostly, so thats just to "protect" the player of content they may not like. Using no tags will leave the game somewhat more vanilla, or as vanilla as it can get I guess.

On the other hand, these tags are like uniforms, and if you are wearing them well, they will affect. i.e: The obscene silk dress has the tag "Whore" and "Exhibitinist", the exhibitionist tag in the clothing will change the attack texts when you use the exhibitionist skill (this is already implemented). Also, Helena and other followers will now have a reaction if you are wearing exhibitionist clothing. The idea of these tags is to make the followers react. of course some will not care if you are dressed like a soldier or royalty, so it will depend on the character. Abbadon will look at you better if you have royal clothing like the senator or patrician clothes, and maybe down if you use the slave collar.

Anyway this is actually not why I asked about the content, I am building a generic NPC generator, I think I have like half of it, if you want to see how many variables will help define each, you can look at here: http://imgur.com/a/VEgNo

So, as you can see, thats interesting but also takes time. This is not just for the random NPCs tho, the idea is that this framework will be also usable for the main followers, although of course I will have to custom made them in that case which takes some time. Anyway once this is done, and other stuff too, you will be able to improve your relationship and other stats by doing more than just spamming talk a couple of times. because of that, rpetty much how followers work right now will be totally changed, which is not ad since its too "easy" and kinda boring. For this reason, adding tons of content to them will be a waste of time in he sense that I will have to redo all of that code with the new version. I will, tho, add some extra content for the next release: the next path of corruption/purification for Abbadon, Misaki, Yoshika and their corresponding scenes, and the rest of scenes for the existing enemies (the dodo and the stalion), and maybe a couple of scenes with generic NPCs, but to be honest the extra content will not be super that much.

Should be said that the writer is also working in alternative versions for all the existing scenes for either celibate (the new armour will make the MC celibate, which means he will not be able to use genitals for sex. This will be used too in the future for chastity belts and the like will also do that in th future!) or asexual characters.

So next week, next focus, should I try to add as many content as possible or instead keep working in these features? 

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Comments

Anonymous

I do not mind waiting on new content while you spend time working on this stuff. On the beginning of any game it is expected that the developer will spend time making sure the core of his game is good before much content is made.

DuoDevelopers

thanks for being understanding! Is not like we will not add anything, is just not the main focus. Also Barmarodi keeps writting more than I can add, so once this is done expect a pretty big content update!

Winterlook

I'm more looking forward for content and interaction with NPC's than this features. But this is just mine opinion, I don't really look forward for a fight systems in this kind of games.

DuoDevelopers

More than for combat is for management, the idea is that you should also be able to whore slaves and such! But yeah, I understand

Outdx

So lemme get this straight. The clothing tags boost certain combat skills? And about the content update thing, I think it's fine that you work on the core, but then you already got me on board. I figure if you keep working on the core game but also keep posting new art every few days, that'll keep drawing interest to the game. It would please me as well ^^ On that note, are you planning on drawing the clothes so as to get a better idea of what the PC is wearing?

DuoDevelopers

uh no I guess I tried to explain to many things haha. The equipment now has stats, as in general attributes like +5% bonus t your combat skills, +5 defense, etc. They also have tags that can change how people react at you. I wish I could do those assets but I am already hands full, if the game grows and we get some extra money I will hire artist for misc assets (nothing critical so if they fail we dont get delayed)

Anonymous

To be perfectly honest, after skimming through the post and the "NPC parameters" I got the feeling that you might be trying to push too much content forward in one fell swoop. Though I haven't been with the project only for longer than a week or two, I'm slightly worried that the content will end up fostered in the broader sense that a lot more stuff will be added, but it will go as deep as a puddle in the sense of gameplay and replayability. I'm on the side of the argument that in developing games or anything similar, one should focus on polishing the base to perfection, then and only then should you continue expanding outwards in terms of available material/content. There was a lot of text so I can't say for sure if my perspect of what has been written is correct, but I'd personally prefer if you put out updates or content in small batches with shorter intervals similar to how Fenoxo did/does: adding only a certain amount of content in, that has already been polished somewhat and isn't barebones instead of putting out a barebones content update that is basically fixed in outcome or function. I'm not sure what else to say, what you're working on is certainly admirable, but I can't help but have a sense of unease if a project starts out with grand plans only to fall short on them later when the amount of content suddenly explodes in amount and there are too many things to keep track of and fix anymore. So basically just stick to the fundamentals until you are sure they are done, and then put some new content in and make sure nothing is broken, and if it is then fix it. Rinse and repeat the before mentioned. Either way, I have high hopes and don't mean to be too critical or pessimistic here, but if you believe you can do all of this in one batch, I'll keep my worries to myself and trust you. Cheers.

Anonymous

I'm not sure what I even wanted to say in this post... Well, I guess just don't overwork yourself by adding more and more content with every update and take it easy with fixing and polishing the already implemented content before adding more.

Zal

Need a royalty outfit that helps with domination skills That is kind of the way I play my male PC kind of argent suave royal who does lust damage to his enemies via dominating them. I mean probably do multiple runs with different styles but with this set up my fave so far is the suave domineering royal who doesn't dirty his hands unless pummeling males that attack him in the wild. But I defiantly like this, and would be nice for once I could play a game were I could do lust attacks as a male with out wearing women's clothing to get a lust damage bonus. And suave royal who takes what he wants sexually I mean that is genre unto itself in romance world yet never touched in these kind of games always got be the half naked female to be good seducer, or dress in drag like one :P

DuoDevelopers

oh yeah the royal tag is already in the game! Again this is just the framework so content for those tags isnt there for now. Our idea is that once everything is in place provide a public format and ask for people to contribute with their ideas for generic content or specific content, in that way we can expand the game and at the same time provide people things they like without using our whole time in these details!