XaiJu
MakinWaves
MakinWaves

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Gobbo Goths Preview: Evelyn & Potential Title?

Bout time I posted another preview for this project. I did want these to come out more frequently, but between working on it and L&V, it’s something that always gets pushed back.

So firstly I wanted to talk about potential real names for the game. Like I said last time, I’ve been struggling with this for a while now. I’m leaning toward “Sins of Night”, so let me know what you think of that one. I understand it’s hard to judge a title without knowing much of the contents, but I’m sure you’ll manage ;)

So onward to the character preview. This is Evelyn (customisable), a very important woman to the main character, and head of the household.


Don’t let this shot fool you. At home, Evelyn exercises a domineering personality. She fills the same role as Jen in L&V, but I wanted to do something a bit different than you usually see in these kind of games. So she’s dissimilar both mentally and physically from Jen.

The above shot is taken from her workplace. A bar that’s not doing so well despite her efforts. Something you’ll be able to help her out with in a positive or sleazy way, tied to the love and lewd paths. Consider this like the job content you see in L&V, though this time around I imagine there will be more focus on the content rather than management mechanics.

Of course you’ll be interacting with her at home as well. Thankfully her career means plenty of late nights, giving the MC ample opportunities to interact, and explore the other ways she spends her time.


Since we’re on the subject, I’ll give a rundown on how I’m planning to implement character progression. This might change, but I’ve already produced a fair chunk of the content for Evelyn’s first stage based on it, which will be available in the first release.

To start, there’s the same basic structure as L&V – character stages, with story events breaking up each individual stage. Unlocking story events will be a matter of accumulating reward points from day to day sandbox events.

The big change though, in an attempt to make the general sandbox gameplay more relevant, will be the introduction of a bunch of optional smaller objectives in each stage. Stuff like “help her at work” (and lewder...). These objectives will grant you one time big rewards once completed.

So the idea is through a combination of objective completion and general event viewing, you’ll make your way to the required point amounts to progress. So there’s a player choice of how much grinding and how much objective based progress you wish to pursue. I think it’ll be a nice system that lets me connect a character to the wider game mechanics, such as exploration, money, quests, all without actually forcing it on you in a strict manner. Think the early Jen stages where you had stuff like getting her clothing level up, except now there will be many more smaller ones to do if you wish.

If you have any thoughts about this, do let me know. Of course I am also sticking with the love/corruption paths as well. So you’ll have a choice of how you want your relationship to develop. This time around, I am going to make the paths mutually exclusive. With the exception of the first stage, where you’ll get to explore the beginnings of both before you commit to one path.

Sorry to disappoint those who liked being able to do both, but I had no reason to stop you before. This time around, there’s probably too much complexity and potential inconsistency to allow it. I’ll promise it’ll be worth it though, since in this game I’ll have a much greater freedom to depict what I want. Meaning I can make each path more visually and content unique.

So yeah, I hope you like the sound of this overall, and like the look of this character. She’s not the only person close to the MC I plan on including. Next time I might share an additional character that was sorely lacking in L&V :)


Comments

I have a soft spot for it too, but this way I have way more creative freedom!

Glad you like them! I'm moving over to ren'py since it's way better for presenting the events out of the box. The gameplay outside of event content will be very similar to L&V however. In a more streamlined and hopefully less click intensive way.

I might be in the minority here - but I actually really liked the use of real life actresses...

I dig the design both character and what you've said of the game. It's a loss that you can't do both but the implementation in L&V isn't perfect and seems like a nesting ground for bugs. Are you still doing it HTML style like L&V is or are you going to try moving to ren'py or unity or something?

kaalveiten


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