Tuesday 18 December 2012

New build soon, then we slow down some

 Okay, working on the game now, I've got the character choice working again, new Rasna stuff should now trigger, and I've changed the combat screen a little, though the layout of that is still temporary. I'm even going to see if I can finally get that dammed egg laying nerd to trigger. Also, there's a couple of amazing new Sharona character arts. I'll be uploading it either before I sleep tonight, or tomorrow if I peg out before I can get it done, uploading takes around an hour. I'll see if I can't shove another npc or defeat scene or something in too.

 After that, I'm afraid things are going to slow down for a while - I have a shitload of important real-life work that I've let slide and really need to get done, and that's going to be ongoing till at least the end of January. I'm sure I'll still end up adding bits and pieces, and will add any thing Sharona finds time to send my way, but the real life stuff needs to take priority. Once that's out of the way, I'm going to be back working on this with a vengeance - we're getting an average of about 1750 hits a day at the moment, and I'm sure if I keep adding to it, that'll continue to grow. Like I've said before, I'd love to get to the point where I can monetize this a little, so I can feel justified in dedicating more time to it.

 Thanks for all the support and feedback you've shown so far, the games come a crazy long way in just a few months, and it wouldn't have without the encouragement of you all. You fill this crazy old porn-mongers heart with joy.

EDIT - By the way, what does everyone think of the non-exploration mode as compared to the old way of having to unlock things go by go? Better or worse?

13 comments:

Anonymous said...

About the non-exploration, you miss not having the extra points for exploration. Not sure how to replace them. Makes it a bit harder.

The Dark Master said...

It is both better and worse. I do think you're on the right track by eliminating the need to explore in order to get to other areas, but there should still be something in place to keep the player from progressing too far too fast. Block off areas by requiring that you find items like keys to get in, or get past large blockades. You could also have it that internal areas require unlocking, while external areas are largely open. Then make the internal areas the more difficult ones to tackle.

MR said...

I liked the exploration at first, was a nice surprise to find a new place, but it gets a bit dull after starting over a couple times.
I do agree there needs to be some kind of progression through the areas though.

I do kind of like The Dark Masters idea of
" You could also have it that internal areas require unlocking, while external areas are largely open. Then make the internal areas the more difficult ones to tackle."
But at the same time I am not a big fan of finding keys to unlock new areas, this isn't Monkey Island or something. =P

Anyway,
Good luck with RL

Anonymous said...

I think overall it's better, but the 10 exp points for finding the new area disappears as a result. It's better in that you won't spend 5 days trying to find the Pharmacy (yes, it's taken that long to find it hanging around Lancanster) BUT losing the 10 exp points makes it harder - almost certain that you won't be able to train the first day.

Anonymous said...

I liked stumbling upon new areas as I progressed through the game. One way that I would enjoy is to have the character reach certain benchmarks and then a new location is made available through the story. For example, the character might reach level 11 and then an announcement about location X would play the next day on the radio/TV and it would be available to explore.

Anonymous said...

On one hand being sure you haven't missed an area is very nice, on the other you can only have events happening while you're looking for supplies now.
Having several sources for events is great for variations.

No real best way to do it I can see, though.

ElfBoyEni said...

I think the non-exploration mode is more sensible (because you rented a hotel there, you should at least know the area a bit), so I vote for Dark Master's idea to make internal areas unlockable via keys/exploration.

Suggestion: Add some sort of map (for the open areas), so it's easier to find around. (There are not much areas right now, but it will be helpful for players if you plan to branch out further.)

Anonymous said...

maybe sense you rented a hotel room you will have explored some places depending on your backround?
just my thoughts so this way you can still explore new things yet have some familiar stomping grounds

The Dark Master said...

Someone wants a map? I updated the old version I posted awhile ago with the new areas: http://img825.imageshack.us/img825/2794/townmmm.png

Maybe something to set aside as a link?

Anonymous said...

Railway and main streets...are those in the current build? Also we need to find a place to put the farm.

Anonymous said...

This might take you a long time but it would be cool if you could code in dummy images into the game folder as place holders until the art is completed. Then players could switch the dummy files for whatever image for a unique experience.

Anonymous said...

What kind of effects do the fruit have?

Anonymous said...

I am having loads of trouble! I don't have 7zip so I used the multiplatform download for my windows XP computer. After it is all extracted I boot up the application (The .exe file automatically changes to an application) and all I get is a window with a black screen. Help?

Post a Comment