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Femdom Wife Game - Zoe

Femdom Wife Game delivers short stories about your vanilla partner turning dominant. · By Femdom Wife Game

Event Modding Feedback

A topic by Tidus123746 created 47 days ago Views: 589 Replies: 4
Viewing posts 1 to 5

Hi,

You may know of all of these limitations already, but just wanted to list some things that I'm seeing.

The node layout is nice, but a scripting language would have been so much better, but assuming you're fixed on the nodes I'll tailor my feedback to that. I'm also not very familiar with Unity so some of this feedback might be my misunderstanding of what's available 


A random node:  Has 1 input, N outputs and randomly selects one of the outputs.  Self explanatory, can be used for dialog variation, or controlling parts of flow

Local variables: It would be nice to be able to track and use variables in the event. Maybe we need to remember a response from earlier in a node that merged, or maybe it's needed to track a number or something different. I think integer support would be simplest and most powerful, you could use an int to represent state, a boolean, and you can increment and compare it.

With local variables: conditional nodes, we should have basic if statements comparing equality and greater than / less than, This should be to either other variables, or to fixed values

Global variables:  a node that we can write and retrieve a key / value to a global place that persists across events. 

Ability to set clothing: I notice you have a fixed list of outfits, but it would be nice if we could set the clothing to be specific by name, and the ability to purchase that clothing and add it to the wardrobe.  Also the ability to query what clothing exists. 

Adding priority to the events.  We have a probability meter,  but as you mentioned it competes with other events. It would be nice if there was also a priority where the highest priorities get evaluated first. That way we could ensure an event happens.

Ability to set game tags. Self explanatory I think, but this would let us provide alternative starts to some of the quest lines.

Being able to able call a different graph from inside a graph. I think you already have this actually. But This way we could use the graphs as functions. This would also be nice if this worked synchronously, meaning that we'll get a callback into our original graph when the graph we called completes.

Ability to schedule an event. We could use probability to control schedule events, but a fixed schedule that we can look at and evaluate would be nice. This way Zoe could elude to something in the evening and we can add a scheduled event for the next evening and have it guaranteed to work.


But it's a good start, but not having tools to control the flow with variables or if statements is very limiting.

Developer (2 edits)

Hi!

"A random node:  Has 1 input, N outputs and randomly selects one of the outputs.  Self explanatory, can be used for dialog variation, or controlling parts of flow"

You can already do that. Just have multiple exits to either a answer or dialogue node. It will pick one randomly among the valid ones of lowest priority.

Local variables will be custom tags. Tags can have multiple properties that I'll explain later when I release custom tags. It's mostly what I use when creating my own events.

Priority for events, yes, it actually already exists in some way, I just didn't add the fields yet for the mods.

Sub-graph, kinda, it's actually  "go to" nodes to jump from one node to the other, which can achieve the same thing. I'll see what I can do for mods about it, because I'm simplifying some things to avoid boilerplates when creating events, and that makes "go to" nodes not usable as-is.

"Ability to schedule an event", it's actually a combo of tag + mandatory event, so it will be automatically covered by what I mentioned above.

I understand that not having tags will quickly be a problem when creating  a flow of events, I'll add that as a priority.

Thanks for the response, that all sounds good. As long as tags are more than just booleans that should work.

I did play this a little bit and created atleast the first mod on loverslab, not sure if anyone has posted some elsewhere.

https://www.loverslab.com/files/file/42096-alternate-cuckold-start-coworker/

But some further feedback upon creating this, I couldn't find a way to get dependencies to work between events, I tried adding the reference and named the event correctly but it didn't seem to work.  I also couldn't get the mod to load correctly when Jeff was added into an event (this was a sub event, not sure if that made a difference).  The stat requirements at the event level also seemed buggy, if I added stat requirements, it would just say Zoe isn't ready for this yet, so not really sure what that meant, It was also triggering events when the stats were not satisfied yet. 

I also could not find a way to trigger a creampie animation, not sure if that should work somehow, but I didn't see much for it

The things I'm needing for this mod specifically if you are interested:

Jeff working, dependencies working, the ability to set tags (so that I can override the starts to some arcs), the ability to turn off some default events.

Some additonal feedback on the animations. 


This isnt strictly necessary because we can reset the scene with a transition, but adding more transition animations would be nice.


There are a couple animations where you have A to B but don't have a B to A. This can make story telling a little bit limited or force a transition scene.  


Some particular examples I noticed was the bed missionary.  The only transition to cunni was through a feet + missionary animation. Another example is the front of the bed, you can animations with her legs crossed to her legs opened.  But there aren't animations to go from opened legs back to closed. I may be able to help you fill some of these in if your willing to share the animation set but that's up to you.

Developer (1 edit)

Hi,

Sorry I don't have a notification when you answer to this post, it didn't subscribe to it after I first answered.

For modded inter-event references, yeah, modded events aren't part of the event set during the wiring, so it doesn't find them. I need to improve the loading order so that modded events can see each others.

"Zoe isn't ready for this yet" usually means that at least one stats isn't satisfied. Probably a max that is locking you.
Note that max = 0 means no max limit.

"trigger a creampie animation"

Yep, I need to add FX in the nodes.

For transitions, it's just a lot of work because there are many possibilities. They are added as I use them in actual events, but I'm not covering all of them for the sake of covering them.
With time, I'm sure there will be animation libraries provided by animation-oriented modders, but I won't add animations that I won't use myself.

For Jeff, I don't know, it should work. I'll check your mod when I have time to see what is going wrong.