Thursday, February 9, 2017

I'm taking a small break before getting to work on next pack of additions (although I'm still tracking bugs), so its a reasonable time to talk about what's been done.

So two first quests are out (with varying degree of stability) and I promised to talk a bit about it. Previously I mentioned that I planned to remove Emily, but couple of people mentioned their attachment so after some consideration I decided to flesh out her part bit more instead. Right now you can keep her multiple ways and even get her sister by one evil way, but I plan to add few more events with her sister.

When I was working at this quest, I actually had quite lot of possible ideas: for example let Tisha work for a limited time in attempt to earn Emily back, while you get the chance to bend them both to your will.. and at that point I realized this is just too much for current game. It would probably make a fairly interesting spinoff game where you would get multiple (non-generic) characters in various scenarios and you'd have to achieve something with them. Many custom interactions, reactions to items, spells jobs and so on... really lots of possibilities, but gameplay wise it would probably be whole different game, at the very least not sandbox'y at all. So for this moment I realized, that it would be too much of derailment and I settled for something way simpler - make choice = get girl or lose girl. Btw Emily has at least 3 different sequences for her quest depending on her loyalty and if you branded her, so there's some replay-ability too.

Cali's quest has been in drafts since strive one and most of my time (or at least most boring parts of it) I spent implementing it. It was done by one person who sadly left soon after (not without proposing few other valuable ideas). I've moderately modified it and I still have some ideas in mind to add bit more details to it.

I can't really judge how much of worth new quests are but will probably hold poll in couple of weeks when enough people will get chance to play through them. Thank you for your attention and support (remember patreon). Next time I'll talk about future plans and main focus.


8 comments:

  1. Haven't played in a while, so I'm not sure what bugs you've fixed already, but Cali's quest breaks after defeating the bandit camp, returning to Shaliq, then talking to Cali; there's a typo when calling globals.events.text.CaliTalk2, it's calling "Calitalk2" and the lower-case T is throwing it off.

    ~ Frenchi

    ReplyDelete
  2. And another after taking Cali to the Outskirts, at func calislavercamp() in events.gd, you're missing square brackets on the line "buttons.append('Continue', 'calislaver',1)", it's expecting an array and throwing a console error.

    ~ Frenchi

    ReplyDelete
    Replies
    1. Thanks for the report and pinpoints. It helps a lot, will fix in next update.

      Delete
  3. If I may ask, what other quests do you have planned besides Cali's? It would be nice if we could explore the setting a bit more, maybe by doing quests for the mage's guild. (Would also be nice to maybe have options that play off your slave's strengths.)

    ReplyDelete
  4. Hi!
    I've been playing your game since you posted first version on tfgamessite, game is awesome, so here is my feedback, maybe this would help you:

    As of now good jailer and aphrodisiac in food to max loyalty by fucking (especially after actions count can be increased) makes game easy, to the point which makes punishments useless. What if you add more random events (other than stealing gold/food) for slaves with low obedience/loyalty to make game a bit harder? I.e. if courage is high enough for prisoner she can revolt other girls in jail so they got back "captured recently" status. Maybe if prisoners wit is high enough she can mock jailer so she gets big penalty to mood or loyalty drop. Another idea is refusal of eating food with aphrodisiac if wit or something is high enough. Make increasing loyalty of high-stats slave challenge, so either you use tortures to lower stats or risk full scale revolt.

    Travelling system from previous version (travel costs energy and you travel sequentially) was better. In my opinion right now it is too easy to get Fairy for main quest, it was more challenging in first version, especially if you take survival skills for companion during start so you can skip all hostile events. Also I think survival should give only some chance to avoid event so you cannot just skip all fights with master survival skill. What if you add penalty for team size (or with some random chance use survival skill of other companion, not the one with max value), so for dangerous areas you might want to go only with one companion to avoid detection?

    Regarding combat, I think it would be good nerf main character, you are mage after all (and bump his health in exchange, i.e. add mage shield), so companions must do majority of damage. Also companions would get "unconscious" state before they die so you can teleport them back to mansion for recovery. This would allow adding more difficult fights because now loss of one companion is usually "load game". With more difficult fights it would be possible to add more bold locations, like direct attack on drow village or ambush on royal carriage on trade route.

    Combat mods in lab were nice, do you plan to implement them in this version as well?

    And last thing - idea for quest: add some location with altar at the end, so you first need to fight through some enemies and when you got to the end you can sacrifice your whole party in exchange for something (gold? alchemical ingredients? potions?). Anyway the whole point is to load your group with low level slaves and get them alive to the end.

    Best regards

    ReplyDelete
    Replies
    1. Thanks for the suggestions, I think you'll be glad to hear I do plan to add more end day events :)

      Delete
  5. Take after Slave Maker.

    It allows you to select any slave as a partner for sex acts. By default it's the MC, but you can select another willing slave to do any act (when applicable) with your current slave.
    There are even multi-actos acts (Threesome, Orgy, Bukkake, Gang-Bang)

    Lots of control and option, and damn fine description that you can copy/modify.

    ReplyDelete
  6. I agree that combat is easier in this version. It is also more interesting than in the previous version, since there are more options to deal with. The Far Eerie Woods doesn't seem dangerous enough. Adding some tougher encounters might be an easy fix.The MC does seem much more powerful in this version. I like that the MC seems more involved, but perhaps slower advancement would allow the girls to shine a bit more and make combat more of a risk.
    I have done some runs where I never punished or branded anyone. I would like that option still to be possible without overwhelming malus. Although I think there should be some risk/benefit analysis needed when deciding any course of action. Currently, I have no problems getting both Obedience and Loyalty to 100.Perhaps benevolent treatment results in faster Loyalty gain, but much slower Obedience gain or perhaps a loss. Harsher treatment will result in the opposite. If obedience is high and loyalty low, the slave will do anything you order, but performance will be less, less money from jobs, capturing defeated foes less likely,less mana from sex. If Loyalty is high, performance is good, but slave may refuse certain jobs or actions. Example, only bisexual slave will be willing to have sex with other slaves of the same sex.
    Finally, don't copy any other game. That's boring. You're already working within a defined genre, so you need to bring something fresh to the table.

    ReplyDelete