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Old December 29th, 2018, 08:54 AM   #41
Godspeak
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Quote:
Originally Posted by Wolfboy101 View Post
Godspeak, if I could I would kiss you. Considering the size of this map and the scale of content you were able to put into the first game, when you get to completing this one it'll be one legendary game. If my estimations are correct with everything so far we're looking at a game that could quite possibly cause a player to sink 120 plus hours into it just to get every scene (that's including the possibility of gender specific content). And that estimate isn't even for a fully complete game! That's just an estimate for putting a couple quests and or scenes in every possible location and those scenes being accessible right of the bat! I mean could you image creating a few scenes in a city that happen at a certain time, or are only accessible after a certain point in the story?
That is essentially exactly what I am trying to do! A few of my favorite open-world RPGs, namely The Witcher and The Elder Scrolls games have this quality about them where you seem to just trip over sidequests everywhere. That is what I want for DOAS 2. And each of those sidequests would invariably contain a scene, and then if a miracle happens and I end up with enough cashflow to do it, each of those scenes would have CGs drawn by an artist.

I'm pouring pretty much all of my ambition into this thing.
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Old December 29th, 2018, 01:42 PM   #42
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I feel like the map is too big for the game. It’s hard to nagovate and know where locations are.
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Old December 29th, 2018, 02:30 PM   #43
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Originally Posted by Adohiro View Post
I feel like the map is too big for the game. It’s hard to nagovate and know where locations are.
I'm sure you won't feel that way when the game is more complete. Every city and area will presumably have a "feel" to it. And while we're able now to explore the entire map, I think sections of the map will be locked off before you've reached a certain point in the story, allowing you to learn the locations as you go.

And I think it's a little petty to complain about a demo that clearly a million miles away from the finished product. For my part I'm incredibly excited to see the scope and ambition for this game. I really, really want to see this game complete and that's why I joined Godspeak's Patreon.
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Old December 29th, 2018, 06:44 PM   #44
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I am excited about the sheer, absurd SIZE of the scaffolding you've put up. There's not much there yet, but you've clearly got one hell of a structure planned.
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Old December 29th, 2018, 06:50 PM   #45
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Originally Posted by VikingSpanko View Post
I'm sure you won't feel that way when the game is more complete. Every city and area will presumably have a "feel" to it. And while we're able now to explore the entire map, I think sections of the map will be locked off before you've reached a certain point in the story, allowing you to learn the locations as you go.

And I think it's a little petty to complain about a demo that clearly a million miles away from the finished product. For my part I'm incredibly excited to see the scope and ambition for this game. I really, really want to see this game complete and that's why I joined Godspeak's Patreon.
Umm it wasn’t a complaint. Just saying that I hope there’s a future plan to make the map easier to navigate.
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Old December 29th, 2018, 08:49 PM   #46
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Well if you're making it like a classic RPG, wandering to find something is part of it. Think Skyrim, you started with a blank map. Then once you found a war map, the main cities were labeled but you had to find the small stuff.

And often that searching around is how you find other side missions. That's what can remove lots of the linear feel from following a string of adventures, as by their nature they are almost all some form of 'goto A' 'Pickup/kill X'. And if you do those without interuption, the linear and sameness really show through.

If it's this style, I'm guessing if the next plot needed town is far, there will be little side spots along the way while you travel the big map. On top of the plot blocking points you need to over come.

The only time I really don't like large maps in these RPG maker games is when it's packed full of random mobs you have to kill to grind XP for stats etc. Or the super large buildings/cities when lots of back and forth walking is required (but at least no mobs heh).
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Old December 29th, 2018, 09:38 PM   #47
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Quote:
Originally Posted by Adohiro View Post
Umm it wasn’t a complaint. Just saying that I hope there’s a future plan to make the map easier to navigate.
You can utilize the wagons to get around between the capital cities, but I didn't want to make fast travel too accessible right off the bat because I want players to explore the world.

---------- Post added at 09:38 PM ---------- Previous post was at 09:35 PM ----------

Quote:
Originally Posted by Tontomanzz View Post
Well if you're making it like a classic RPG, wandering to find something is part of it. Think Skyrim, you started with a blank map. Then once you found a war map, the main cities were labeled but you had to find the small stuff.

And often that searching around is how you find other side missions. That's what can remove lots of the linear feel from following a string of adventures, as by their nature they are almost all some form of 'goto A' 'Pickup/kill X'. And if you do those without interuption, the linear and sameness really show through.

If it's this style, I'm guessing if the next plot needed town is far, there will be little side spots along the way while you travel the big map. On top of the plot blocking points you need to over come.

The only time I really don't like large maps in these RPG maker games is when it's packed full of random mobs you have to kill to grind XP for stats etc. Or the super large buildings/cities when lots of back and forth walking is required (but at least no mobs heh).
I do have overworld combat planned, but they won't be random battles, and they will only appear at night. The encounters are also going to be quite fast, and if you are high enough level, they will autocomplete for you and just give you all the stuff. But since leveling in this game uses money instead of XP, you actually won't need to fight at all if you don't want to, since there will be other ways to make money.
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Old December 30th, 2018, 10:16 AM   #48
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How do I access the Hatha questline? I haven't been able to locate it. Is it a building somewhere or is it in the beginning and I'm just dumb and missed it.

EDIT: Nevermind I'm dumb I found it. How many towers are currently in the game though and working as intended?

Last edited by hello001; December 30th, 2018 at 10:45 AM.
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Old December 30th, 2018, 10:56 AM   #49
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I'm looking forward the battle system, I'm curious on what you have planned.

Here my 2 cents:
- are you going to implement a party mechanic (so more people to join your adventures)? I know it's a lot of work but it would be fun to see how the relationship changes with your fellow companions. I'm thinking something like Inigo and Vilja Skyrim mods, so looooots of content, and this lead me to the second question

- are you going to implement an easy way to mod the game? I have no knowledge of RPG Maker but the greatness of games like Elder Scrolls are the thousands of fan who mod (and keep modding, even if Skyrim is almost 8 years old). Please keep a door open to the community: people working together can achieve what one person alone can't.

- make your head spin for the variety of encounters, I loved all the crazy creatures and stuff I met in games like "Chtululu saves the world" (another rpg game, no spanking content this time) like"Ice-Scream" etc.
I believe that variety may save the encounters from the boredom of "fuck, another battle"

- on the subject, I like that the battle system is "already set".: the idea of skills check can really save the mechanic.
About you previous work, I loved the one with the demoness with the sub/dom stats and I never liked the one with the thieves: it felt random and went stale after the first battles. Here again the variety.
I can suggest you to think about the enemies personality and use them: expert thief, rookie thief, coward one etc for example (yeah, crappy examples) so every type of enemy can have different line without you editing each battle in detail (especially if you let choose the personalities at random for the random battles)

- about DOAS1 another thing i liked is that spanking was after the battle (like the demoness one), not during the battle (like the thieves one). Battle should work on skill checks (like you have planned) then you can play with authority/strength to spank the opponents of with appeal/intelligence to get away only with a spanking without losing money (that what I thought, I bet you have better ideas)

- are we gonna get in touch with magic and weapons later in the game? the stats are there: appeal for bards, strenghthfor fighters/barbarians, int for mages etc

- random suggetsion: SORErers, sorcerers based on the heat of their butt ("the more you spank them, the more they become powerful)

I finished the suggestions for now, I can only say HYPE! Keep in touch with us for testing!

P.S.: can't wait to play my appeal-based character, who seek spanking on every corner and can't walk away with an unspanked butt
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Old December 30th, 2018, 03:15 PM   #50
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Quote:
Originally Posted by Godspeak View Post
That is essentially exactly what I am trying to do! A few of my favorite open-world RPGs, namely The Witcher and The Elder Scrolls games have this quality about them where you seem to just trip over sidequests everywhere. That is what I want for DOAS 2. And each of those sidequests would invariably contain a scene, and then if a miracle happens and I end up with enough cashflow to do it, each of those scenes would have CGs drawn by an artist.

I'm pouring pretty much all of my ambition into this thing.

"Witcher" (Wiedzmin) is Polish game based on polish book and I'm proud of that


Meaby someday I can be proud of my comicbook (not much spanking scenes, unfortunately)
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