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Hi,

the last few days I have been busy finishing the first Beacon Quest Challenge. For that I had to add a Minigame, a bunch of Elements not existing before (e.g. one exclusive Element for each System, incl. Void). Also had to exchange all precursor maps to individually named Maps for each System (becomes relevant later...)

Once a Beacon challenge is solved, a key to the next beacon becomes available and a reward loot site (details are secret...).

I hope the next three beacons are faster so that be end of next week I have the Quest to the Waystation fully done!

With regard to the VIP Poll Result on Game Training Mechanics (Patreon + SubStar combined)

  • 62% wanted a more stringent trainer approach to unlock NSFW (like early T'Ris content...)

  • 29% wanted a story driven NSFW unlock (like mid game approach)

  • 9% were happy either way or with a mixed approach (like the current game has it)

That is quite a clear result. As a consequence, I will plan the next SLU training arc (Moira) for V1.40 in a pure trainer-like manner, as I only have to rewrite a bit early on for that and proceed with the rest in that fashion.

Some other helpful suggestions as to NSFW also were provided (will take then into the List for V1.40+)

Thanks for everyone who voted (79 Votes) or gave feedback!

y.v.

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Comments

waffel

Just remember that the reason the artists exist, is because people think they know what they want! ;) So just be careful to not let polls drown good ideas :)

waffel

One big problem a lot of trainer games make, both Japanese and non-Japanese, is that they make 2 or more seperate games in one package. Like Princess of Zeven. Dissonant games are games where you can just pluck out one or more of the primary gameplay loops, and nothing will happen to the rest of the game. Those games are oftentimes rather boring and feel disconnected. A prime example of this is Subverse. Consonant games are games where most, or all, of the gameplay loops have some impact on each other, it is where the concepts behind the game are in agreement instead of vying for attention. A prime example of this is Karryn's Prison. No matter what you do it has an impact on what you are able to achieve. These games feel interesting and connected, and are oftentimes rather fun to play. These principles are universal, and not only bound to erogames. So therefore it is very important to think about the concepts behind the game, and have them be in agreement, they are to be useful, or impactful, towards each other, instead of having seperate concerns. The most important question behind that poll, is to think about how the Stringent training part will impact combat, exploration, and social encounters. Instead of combat, exploration, training, and social encounters is their own seperate thing. That will make the game more consonant, and will greatly increase the satisfaction of its whole, instead of having dissonant islands vying for attention.

AndrasV

On the other side: even though a game story is nice (!!!) - with its own rewards ... It IS NICE, when You can accomplish certain "training/corruption" at Your own timing / strategy and the result IS NOT one nice end of game picture, but different/enriched game play ... Jiraiya sensei said - We are not perverts, We are SUPER perverts ...