XaiJu
BloodyInk
BloodyInk

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Future game model

I’m thinking about how I can solve the problem of the gameplay model. 

And I have an idea: I could make two versions of the game. One version would feature a semi-open world like in v0.2, and the other version would be a linear game like the previous versions of the game (I've seen some games with two versions: a linear version and a version with an open world). What do you think?   

I should say right away that the linear version can’t have the Fuckstagram and WifeSpy apps like in v0.2. It might be possible to preserve Fuckstagram, but WifeSpy almost definitely won’t be a full-fledged app. It’ll be integrated into the linear plot (the app will be launched when it is needed, and you won’t be able to click any buttons). Well, I guess you know that all linear games are like that. It’s not possible to change that. You simply follow a clear path until you get to choose one of two or three options. When you make a choice, you see its consequences and play until you have to make a choice again. You play the game this way from start to finish.  

p.s. To convert the semi-open world into a linear game (some content will most likely be cut), I’ll invite another person to join my team, and I won’t have to spend my time doing that. So, don’t worry about me having to devote my time to coding that. And I won’t have to test the game because it’s linear, and the code will only contain the transitions from one scene to another, which is basically one line of code.

p.p.s. Cast your votes only after you play the game

Comments

If you work in IT and with code, you should understand that making the transition to the next event in a game with about 15 storylines, each containing 5–10 steps (and that's just the current number), is almost impossible. If it's possible, I'd be very grateful for at least a pseudo-concept code that can handle the number of days between the steps in every branch and determine which event is next and whether the conditions for unlocking it have been met (remember that the time you have to wait to see the next event in all branches must be reduced by the number of days that pass when you transition to the first event in the queue). Right now new events happen almost every day (not counting the later stages of the game, for which there isn't that much content yet), so even if I add a feature like that, it won't be much different from simply advancing time. As for the hints regarding where to find something, like you said, you don't think hints and walkthroughs without immersion are a good idea, so I'm not quite sure if you support adding hints to the game or not? If you like them, they're in the walkthrough app. If you don't like them, why are you telling me to add notifications so players know where to click? As for working, you can just advance time, so you don't have to do it. And about what you said ("any tool that requires people to refer to a manual/guide all the time is doing something wrong")... You don't have to look at the hints. By and large, the game is easy to navigate as it is. Corruption branches require the corruption stat, anal sex branches require the anal sex stat and so on.

Bloody Ink

While the semi-sandbox of 0.2 offers more flexibility it also shows some of the same problems I have with most erotic sandbox games. You quickly get into a grind loop that requires you to do the same actions every ingame day (go to work, skip time until something happens, repeat). What's worse than a grind loop is a grind loop where you have to rely on the hints because the alternative would be to interact with various parts of the game repetetively until finally something interesting happens. That's not a sign for good application design. I have written several tools over the years when I was still working in IT ops and one thing that I learned was that any tool that requires people to refer to a manual/guide all the time is doing something wrong. That probably goes doubly for games, although gamers these days do seem to be used to just following quest markers instead of immersing themselves in the game and finding stuff out by themselves. If you are planning to rework some routes to draw them out because they feel too rushed right now, the grind loop will likely only get worse. I think that many of these problems can alleviated by adding some comfort functions, like notifications for new fuckstagram posts (right now you need to look at the hints to find out when and where to look for updates when this should be more of a last resort), a skip to next event/end of day button or a way to go to work automatically every day.

Mors Invictus

Hello Dev just one word for 0,2 is fucking awesome better than 0,15

ONUR MERT


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