--This post will be made Public because it contains important information on HC3, and I want everyone to be able to see them--
Hello guys and gals, N_Taii here!
Happy Easter for those who celebrate it, and I wish you a good Monday for those that don’t! : )
Random thought: what would aliens think of us if they saw that we’ve made a tradition out of gifting each other happy bunny figures just to tear them down later and devour them? They’d be pretty appalled, I guess. Unless they really hate bunnies.
Anyway!
I should be done with the content of Update 8 either today or early tomorrow. Several scenes, some long, some split into shorter ones. Overall, the sex content should be quite satisfying. Well, I hope it will.^^
After that I have the testing and bug-hunting left, walkthrough, saves, etc… Then I’ll have a few days remaining to start implementing the reminiscence room and add more freeroam events in earlier Updates. I’m kind of hesitating as to what should take priority: the reminiscence room or polishing the beginning of the game? I’ll make a poll later to ask your opinion.
Someone had posted a list of do’s and don’ts, in another forum. I’ll take some of those suggestions and answer them to give you a general overview of what I have in mind.
1. Be more concise and to the point with the story, while preserving its depth and interest
-That's something I've had in mind for a while. I want to have less filler Updates and a more steady story progression. For example, reducing the intro to a few events and cutscenes, and avoid long sequences with no sex content like I did in the beginning of HC2. All in all, I want to revert back to something akin to HC1 story-wise.
2. Less extra-characters. having too many of them might explain why the players are less involved with the main characters
The plan for now is to have 2 main characters and 2 side-characters, and try to let the story revolve around them as much as possible. Of course, I still plan on having randoms show up from time to time when needed for the story.
3. More H content from the get-go
Count on it! It will probably be in the form of freeroam events and short scenes with random extra-characters for the beginning of the game, but I want more to implement more lewd^^
4. Having well-defined personalities for each of the main and side characters
Yes. I already have a few ideas in mind. No spoilers though.
5. Make more use of freeroaming events. Everbody seems to love it and it's a good way to implent more h content and character development from the get-go
-See answer to point 3
6. Invest in parallex mapping and sprite enhancement maybe
-The end goal I have with my game series is to have a well-established style I could call my own. For this, the main idea is to invest a lot more into visuals and comission more artists to take care of pixel art assets. Not only for sexual elements, but also for everything seen on screen (trees, house, interior, etc...). I reckon this is going to take a huge amount of money (custom visuals aren't cheap when there's so many of them) and time. Thus, please don't expect to see a fully customized game when HC3 comes out, but I hope to make this a reality at one point in the future. Also, I want to have slightly different sprites for HC3. Ideally, it would be something akin to the game "Octopath Traveler" sprites, but bigger. In Octopath, the sprites are 32x32pixels, I want mine to be 50x50. That's just an idea for now though, and I'll have to speak with the artist about it : )
As for parallax mapping, I already did it for HC2's main map and all the house's interiors, but I want to get better at it with HC3.
(For those that don't know, parallax mapping means to use editing softwares such as photoshop or gimp to edit a map and improve its visuals, as opposed to making maps with the very basic map editor of the RPGMaker engine).
7. Add a gallery from the start
Yup. It might make the Updates slightly smaller in terms of content at the beginning, but it's something I want to do as well.
8. Keep your hands off minigames and fighting systems
After thinking about it for a while, and for the reasons I have mentioned in point 6, I have decided to give up on implementing combat in HC3. I'll use the resources to improve visual assets instead. (This doesn't mean I won't ever implement it, but it won't be for HC3. There are more important things to take care of first^^).
I'll keep the card mini-game though. It will be optional, easy to implement, and will replace any other mini-game. Also, I think it'll be fun : )
Thank you for reading, and have a wonderful week!
N_Taii
Amaranth
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