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Could you add and change few things?

A topic by Misa created 19 days ago Views: 90 Replies: 1
Viewing posts 1 to 2
(+1)

-Most of the NPC that are neutral has only a single color, are you planning  on giving the NPC's sprite, or just going for the plain?

-some cutscenes has their screen shake, when that happens I can see the background of the area on the side corner of the screen. Could you fix it so when some scenes has shake screens, it would no longer show to the sides your gameplay/exploration area?

-I really would like to hear more thrusting sounds on longer duration, could you add so that when Mezz is busy serving, that while they are slapping, You can hear it until they finish? I hear only for a short while, after that it feels like they are standing still, even though I read the dialogue, it would be a huge step up tp hear it too. 

-when I start a fight, after I have finished it the other Hyena's that were chasing me suddenly are already close to me to fight before I can move. Could you maybe make sure they actually pause when an enemy initiate fighting scene? 

-On the new area, there are a few NPC's that have the same dialogue, could you maybe change that whenever you will start focusing more on the neutral NPC's?

PS: I genuinely do not know where your focus is and what goal you have to add or change the game, but I would appreciate hearing from you.  

Developer(+1)

-No plans to make the general NPCs fancier, no. I have a limited time budget, and each walking sprite is nine different pictures I have to carefully craft (though to be fair some of them are just flipped). If you get fancier NPCs, it means you also get one, maybe two less scenes, and I assume most people would much rather have the scenes. 

-The reveal on shake is just a limitation of the engine unfortunately. It's not as crisp as I'd like, but there's no way to avoid it without hacky things like transporting to a different map that's mostly empty, which would massively increase programming complexity for all the scenes, and the chances of introducing new bugs. 

-Slaps really come down to taste. I did actually prep a loop (may even still be in the files), but I felt it was just too much to be used, too grating, too overpowering, and too repetitive as I'm just using a few canned sounds rather than a uh..."foley artist" giving me a more dynamic performance. A lot of this stuff is  a delicate balance, I want to have some degree of sfx, but not so much that it's too much. I think what does it in ultimately is that I made the decision early on to not have these games voiced, largely for money reasons at first, but also because I wanted people to be able to imagine the voices and performances themselves, not be locked into a particular VA. But the side effect of that is that I don't really have a juicy source of moans and slaps, and if I DID it would feel out of place, at least to me. 

-This would take way more enemy movement and "AI" (like, 90s "ai", just programmed rulesets) work than I'm able or willing to do. I have set up some rules in certain cases (the alley in Ent Dist I I believe) so they back off a little once one grabs you, but that's about the limit of what I can do. RPGMaker in general really isn't built for sophisticated enemy behavior, it's mostly just detect, at a certain range, move to intercept at a certain speed, trigger script. In light of all this though, the best strategy is not to be careless. Either have the resources for back-to-back fights, or don't initiate one fight too close to where another hyena might approach.

-NPCs are just flavor: they're there to give a little sense of the world. Some of their dialog DOES change: the kitsune have a number of different "barks" in the center path for example. It's not that unusual for minor NPCs in an rpg to just have one line, even in big productions. I do have different reactions in the plaza depending on what you're wearing, and I may add a bit of that to the center path as well, but we'll see. The plaza is more of an exploration, getting to know the setting type area, so I focused more on that kind of thing. Center path is really more of a "fighting your way through" area, even though the "fighting" takes another form, so there isn't as much of that exposition.

Don't mean to be down on you though, I do appreciate hearing thoughts. But in these cases, I have thought about each quite a bit as the game came together, and ended up arriving at a no for a variety of reasons.