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Renfield

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  • Today I'm focusing on smoother transitions from the world map to the combat and H-scenes.
    Combat levels are loading relatively quickly, but the H-scenes are taking way too long.

    Click image for larger version

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    I notice these posts are getting views, but nobody's commenting.
    Don't be shy. Your input could prove incredibly valuable.
    At this early stage the moral support alone is really appreciated.
    Renfield

    Comment


    • The game is out on the English DLSite
      A very special thanks to a user who made the following write up about the game.
      I'll be using this as a checklist of things to focus on in the coming days.
      Addressing these problems should enhance the game significantly.

      ================================================== ========

      ----------
      Gameplay
      ----------

      //General//
      -What is the point in random encounters if you can only fight when you're actively looking for battles?
      -Similarly, text such as "You wander through the wilderness" is not only useless, but it's also unexciting. It tells you nothing about the world you're supposed to be "exploring".
      -The difference is you either press confirm once or some arbitrary number of times before some encounter.
      -The point of random encounters is to put obstacles in your way from point A to point B. They do nothing when you can travel anywhere at any time.

      -Nothing to serve as a goal or reason to be running around the world exploring when the only things to find are enemies.

      -No item descriptions.
      -Makes it apparent what things are for, what they do and whether or not it's better than currently equipped gear at a glance.

      //Controls//
      -Screen for viewing controls in-game looks terrible. Would rather have it all inside a menu, with some means to choose a single scheme.

      -No way to change controls on the fly; requires restarting the application. Could put said options in the afforementioned menu.

      -Clicking on [Enter] or [Explore] should allow you to do those things. The controls are simple enough to allow complete mouse control instead of partial.

      //Combat//
      -Animations are very slow
      -There's a reason so many RPGs of this style have characters jumping all around and doing very fast attacks. You want turns to be a quick, instant payoff.
      -Slow animations are better suited to bigger, flashier effects. Think summons in something like Final Fantasy.

      -Some means to adjust time speed would be extraordinarily helpful.
      -Lets slower players take more time to think, and faster players to not sit around doing nothing.

      -Battle menu takes long enough to load that it feels almost laggy.
      -Should be able to menu *very* quickly.
      -Combat is mindless enough in the beginning to be able to just mash the confirm button. You would want to reduce the time it takes to do so.

      -No gauge of how strong enemies are before encountering them.
      -As there is no kind of path to take, you can encounter enemies that kill you in two or three hits from the start. These deaths feel completely arbitrary and frustrating, as the player has, quite honetly, done nothing wrong.

      -Damage seems completely random.
      -Attacked a Loriden Spider multiple times. First few attacks did 2-4 damage, final did 37. If it was a crit, there was no indication thereof.
      -Similarly, enemies seem to either do very little damage, or a lot ("a lot" being enough to 2 or 3-shot).

      -Damage shown continues to tick up after hit instead of displaying full value instantly

      -Minor gripe, but I think the time gauge should fill smoothly.

      //Leveling & Exp//
      -The amount of Exp needed to level up, even from Level 1, is HUGELY disproportionate to the amount given by enemies; even stronger ones. This means you're grinding from the very start.
      -Level grinding does nothing but arbitrarily extend play time. With combat as simple as this, it's a complete waste.
      -First level up was after over an hour of game time, including only about 4 h-scenes.

      -Why do you need to go back to a town to level up when there's absolutely no danger in doing so?
      -Seems like a complete waste of time.
      -Even if time wasted is only a few seconds, it also hurts pacing.

      -The amount of gains from leveling a stat should be open information to the player, to make the choice more meaningful.
      -It's more of a quality-of-life thing, but it lets the player know what they're actually doing.

      ------
      NPCs
      ------

      //General//
      -It seems that the only way to progress with any NPCs is to kill some amount of enemies in the area. There's no indication that this does anything, nor for letting you know you can continue with any given NPC.
      -Makes no sense
      -No indication of how to progess with this character
      -I still am not entirely sure if this was the reason, since it seems so arbitrary

      -What the hell is "The Voice" and why am I using it to seduce women?

      ----------
      H-Scenes
      ----------
      -The "Cinematic Camera" loves to clip through objects and move through/behind walls.

      -Would like some way to manage position and control the pacing.
      -Some means to skip some or all of the scene or allow it to run indefinitely also seems in order.
      -Static positions are boring as shit.

      -Mouse sensitivity is SUPER LOW
      -takes several swipes to move the camera any meaningful amount
      -might be good to consider adding in an option to adjust mouse sensitivity up or down

      -Faces are completely lifeless.
      -No change in expression
      -They just stare into space
      -They could stare at each other or literally any part of one another

      -Option to disable x-ray?

      -Body parts sometimes clip through environment and even a character's own model
      Ex. Girl's arm clipping through her breast in one of the sideways positions (pardon my not knowing names for these things)

      ================================================== ========
      Renfield

      Comment


      • Yesterday was one of the most aggravating coding sessions I've had in a while.
        But I finally pinned down a serious problem with the passive regeneration effects.
        As frustrating as it was, it forced me to learn the API of this framework much better.
        Today I'm adding more battleground levels and putting some more polish into the H-scenes.
        Renfield

        Comment


        • Straw poll on the preferred protagonist gender.
          Note that we're going to have male and female regardless.
          But I want to know which is the priority.

          http://www.strawpoll.me/13176658
          Last edited by KleptoLizard; 06-13-2017, 04:10 AM.
          Renfield

          Comment


          • Click image for larger version

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            Well it seems we have a clear winner.
            Now we have a lot of issues to settle regarding how a female protagonist will be handled.
            Should we let the player choose from the existing lineup of fuckable girls?
            Or an original, new character?

            One thing I've already decided is that the Level 1 version of the heroine needs to be much stronger than Glasser.
            It's one thing to let the guy struggle a bit at the beginning. It's the price he pays to build his harem.
            But once we introduce GOR for the female, we need to give her more of a fighting chance. Just seems fair.
            Other than that, I'd really appreciate people coming out of lurk mode to decide what kind of character(s) and scenarios they want.

            This is going to be a fair amount of work so let's try to get it right.
            Renfield

            Comment


            • Early version of the upcoming heroine character.
              I've always thought blue eyes with brown hair looked really nice.
              How is Hanna for a name?

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              Renfield

              Comment


              • Art style is controversial in and of itself.

                (I've already been told by one person that my art direction is "wrong" and that I should've gone with an Anime aesthetic.)

                But body aesthetic is also highly divisive.
                Sometimes an artist draws cute faces but draws breasts in a weird shape.
                Everyone has different tastes which is part of the success of the Artificial series and other 3D games with high degrees of customization.

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                In the short term, the pictured body will suffice as the default.
                Ultimately not only would I like to build a full character creator, but I want in-game customization of the body the way transformation games handle it.
                Spells, potions, enemy attacks and other things could cause your character to change shape or color.
                As a longtime player of Fenoxo's games, I was disappointed when the character viewer stopped being updated.
                Now with Renfield you'll be able to see these slight changes over time vividly and in full 3D.

                Renfield

                Comment


                • Alright I've compiled a list of almost 100 suggestions, requests and complaints.
                  I'll be jumping around the list fixing / adding things in a random order.
                  Some are simple adjustments while others are significant overhauls.
                  Everyone stay tuned and keep the comments coming.
                  Renfield

                  Comment


                  • Some of the menus from the middleware I'm using are sticky, unresponsive or unintuitive.
                    I'm tinkering with my own handmade menus to overwrite some of them.

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                    Later today I'll focus on processing all the sound files I have backed up.
                    The unique voices for all the girls, as well as the slurping sound necessary for the fellatio scenes, have all been recorded.
                    But editing it all is going to take some time.
                    Renfield

                    Comment


                    • Yesterday was quite an ordeal.
                      That's the problem with middleware; they can save you hundreds of hours of coding basic systems,
                      but when they lack a feature or have a misfeature it can be a HUGE pain in the ass circumventing it.

                      The good news is that the new volume setting menu looks nicer, is much more responsive / smooth and can increment by a smaller amount.
                      Also, the volume settings are now stored in the registry and shared across save files.
                      You'll no longer get blasted by the music at full volume when you start up.
                      Lastly, a new Voice slider has been added to adjust moaning levels.
                      Perhaps I'll add a Master Volume or an H-sound effects slider later on.

                      But today I'm going to focus entirely on finally processing all those voice files.
                      When it's all said and done we'll have a unique voice for each girl's H-scenes.
                      Sucking / slurping sounds will also be ready so the oral sex scenes can be activated.
                      Renfield

                      Comment


                      • Still working on editing the voice files.
                        Some of the content was unusable due to background noise.
                        This one girl in particular must have been sitting in a leather or vinyl chair while she recorded and she kept fidgeting.
                        All you can hear on the resulting audio files is the constant squeaking sound of the chair cushions.

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                        I've gone ahead and hired a new environmental artist to help make wilderness maps.
                        Once they're ready, you'll be able to wander around the world in first person instead of the menu-based exploration.
                        The fighting will remain the same at this stage however.
                        A lot of buggy pathing, AI and movement animation issues need to be sorted out before we make the change to Elder Scrolls-style combat.

                        Much of the world will be procedurally generated like in Arena.
                        But the fidelity of the environments will be like Skyrim, or a bit better.
                        I always liked the sprawling worlds of Arena and Daggerfall, but to say the graphics are outdated on those games is an understatement.
                        Once we make a world of decent size and variety using procedural methods, we'll go back and implant handmade areas and handwritten questlines.
                        Renfield

                        Comment


                        • At first I was using runtime methods to change pitch in audio, but I found that using Audacity's quality stretching is worth waiting for.
                          The oral sounds should be fully processed by the end of today.
                          We have a total of 48 positions made including penetration, fellatio and cunnilingus but few of them have been implemented.
                          There's just so much to do.

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                          DLSite posted this on their Tumblr: https://www.tumblr.com/reblog/161870984285/2oUEwF0m
                          Which reminds me that I still need to make a playable demo and preview video.
                          Renfield

                          Comment


                          • So I've been asking people everywhere I go "If you could make your own Elder Scrolls-type game, what would it feature?"
                            The overwhelmingly most common answer is "Co-op".
                            Not massive multiplayer, but co-op.
                            That's got me thinking....

                            How would everyone feel about an early experimental multiplayer mode?
                            To start, it would probably be like a deathmatch game with rape.
                            I know that's a far cry from the experience of adventure co-op that people want.
                            But it would be a quick-and-dirty way to test online functionality.

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                            I've made net games in the past and it's really not that hard.
                            I've tinkered with multiplayer modding since back in the days of Quake and games like that.
                            Plus I've set up a dedicated server for a project using the BigWorld engine.
                            Using Unity's multiplayer extensions is child's play by comparison.

                            Let me know what kind of multiplayer modes you'd like to see.
                            Never forget: We're making this game from the ground up so anything's possible.
                            Renfield

                            Comment


                            • http://www.strawpoll.me/13243258

                              Please take the poll.
                              Singleplayer or Multiplayer?
                              Renfield

                              Comment


                              • Well it was unanimous that we should focus on Singleplayer.
                                Glad I asked before spending all of next week adding a feature people don't want (yet).
                                Ultimately I'd like to make a game that can stand on its own as an RPG and have a safe-for-work setting.
                                But there's something else we should resolve.

                                http://www.strawpoll.me/13246135

                                Here's another poll regarding Classic vs First Person gameplay.
                                By Classic, I mean keep the game in a mostly 3rd person mode with turn-based combat.
                                First Person would mean focusing on making the transition to full-blown realtime First Person exploration and combat.

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                                Keeping it Classic would mean we could focus more on fundamental features for the time being.
                                It has been rightfully pointed out by several people that any overhaul comes at a cost.
                                If support for First Person is high enough, we'll make the transition as soon as the obvious bugs and imbalances are solved.
                                Or perhaps we could have Renfield 1 remain Classic while Renfield 2 makes the jump to First Person

                                Let me know what you think.
                                Renfield

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