Character Revamps

Conash here to once again ramble on about mechanical design stuff as I understand it. For those of you who haven’t been keeping a close eye in the BKG discord, the 0.42 release includes a revamp to a lot of Gargan’s skills, and I’m hoping to give Yamamaya a revamp for 0.43, so I thought that I’d take the time to try to dissect the mindset that’s gone into all of this, maybe it’ll be useful for some of you!

So let’s start with Gargan, the intention behind Gargan’s moveset is to mimic that of the Arkham games, aim for trying to manage and switching between enemies but getting in big damage in-between. If you examine Gargan’s original move set you can really see this in play, cape-stun to setup an enemy for a lot of damage, the ability to counter incoming physical attacks, and an ability that has a chance to stun two enemies at once. The problem with these skills however comes down to cost vs pay-off, consider for a moment using cape-stun followed by Stun-break which should be Gargan’s bread and butter at lower levels, originally you had to spend 5 momentum to use cape-stun and then 10 momentum to use stun-break which removes the stun status and does about twice as much damage as a regular attack. This means that you first have to build up 15 momentum with 3 attacks first, then you spend 2 turns to do the same damage as two attacks? From a damage point of view it’s not worth it, now stunning the enemy could be worth it on it’s own but then you have to consider that stun-break ends it at least one turn, if not two, earlier than it would otherwise be so if you just want to stun the enemy you’re better off just using cape-stun. Later on though Gargan gets ‘Throw’ which has a smaller chance of stun but hits two enemies and does 2 attacks worth of damage in one action, even if you don’t get the stuns you it’s worth it to use two attacks instead of one, the 20 momentum cost makes it not that great but as long as you don’t use momentum for 4 cape-stuns you’ll get there. Coup De Grace on the other hand cost 30 momentum, did about as much damage as 2 attacks if the target was knocked over, oh and it also removed stun, when you compare these skills side by side and consider how players can typically rely on 5 momentum per turn and you win battles by doing damage, it’s no wonder that Throw was Gargan’s only offensive move that got used consistently. Cape-stun was nice for stuns but when players could bring Raina to use her knockdowns instead while still doing good damage even if a lower chance of knockdown it’s easy to see why Gargan wasn’t considered as stun king/queen in parties. Counter wasn’t a ton better, as it cost 15 momentum (so 3 turns work to build up to it) and only lasted until Gargan’s next action, which meant that if you didn’t have a good way to guarantee an attack by Gargan’s next action you could easily feel you wasted that momentum, and in many cases you may only get 1 free counter attack from Gargan meaning you spent 15 momentum to negate damage from 1 attack. Back to Back, the unity force skill, was very useful with it’s 5 momentum cost and 3 turn duration on top of hitting both Gargan and Hero, but it required Unity Force so it’s not something players could rely on in battle. You may have noticed that I was trying to compare things to using a regular attack, and that’s important because that’s your bread and butter, if the skills aren’t more valuable than a regular attack or aren’t worth the time it takes to get enough momentum to use them, then there’s no reason for players to think about the skill rather than use an attack, whether players actively think about it or not they notice how these numbers turn out and it impacts their decision making.

So then the question becomes how do you fix these issues if most of Gargan’s skills aren’t worth the time it takes to attack? Well, since it’s important to make sure that you stay creatively in line with what’s intended you want to take your time and examine how to approach things. For Cape Stun, the problem is largely that it’s the first move in one of Gargan’s two combos but it makes the total combo more expensive while not doing damage, not to mention it runs the traditional risks of hit rage, evasion chance, or even enemy counters. To combat the problem of it making combos more expensive I took some inspiration from Raina, players who use her a lot never have a problem with using Phalanx because even though it doesn’t do damage and only lasts one turn, it gives Raina momentum just like if she used guard allowing players to feel comfortable using it as a bread and butter instead of regular attacks, as the utility it brings (not to mention increases damage on some of her skills) outweighs the marginal damage you’d get from a regular attack, so if Cape-stun was set to generate more momentum than it required it would help further set players up for a combo by making it easier to continue the combo afterwards instead of having to work have the entire combo ready up front. On top of that, I remembered that common enemies were basically unable to do anything about your cape stun in the Arkham games, so in addition I gave it some utility that would allow it to be competitive with ‘Throw’ by making it so that enemy evasion, taunts, counters, or reduced player accuracy wouldn’t impact it by turning it instead into a certain hit instead of a physical hit, allowing it to always have a place in the player’s arsenal even if they are able to inflict stun through other means. Stun-break got some changes to the damage formula to make it more rewarding, but the biggest problem it had was that it removed stun, making it so that a lot of times players would rather not use it to keep the enemy stunned, this however was fixed by giving it a base 100% knockdown chance if the enemy you hit was stunned, now you’re just trading Stun for Knockdown while doing better than 2 attacks worth of damage, it still has the 10 momentum cost to it but when combined with Cape Stun giving you more momentum this combo is very easy to pull off, making it worth the net loss of momentum (which prevents you from using other skills). For Coup De Grace I could have done the same thing as Stun Break, but I instead thought to handle one thing that felt kinda funny with Gargan, see Gargan is based largely on inflicting stuns then doing big damage off of stunned enemy, but every other character with similar abilities use knockdown, and well it just feels odd that Gargan can benefit from stunned enemies but not enemies on the ground, this left Gargan feeling like Gargan’s core loop existed on another planet and couldn’t synergize with other party members, so for this I took more inspiration from DnD and Pathfinder, instead making Coup De Grace be based off of ‘helpless’ enemies in the sense that they had the ‘knockdown’ status and gave it a 60% crit chance on top of Gargan’s base crit chance, along with some tweaking of the numbers here and there and now Gargan has a fantastic 1-2-3 combo, it’s hard to maintain the full combo but if you wanted to jump around from enemy to enemy with a 1-2 combo or just cape-stun everyone, well, that bit is very easy. Counter was also retouched to last 2 actions instead of 1, so it’s still not as good as ‘Back to Back’ but many players are reporting that it still lasts long enough to more than justify it especially as it allows Gargan to do some pseudo-tanking.

Well, I probably got a bit ahead of myself there going into the specifics, but general point is that when you want to give players abilities you should try to keep in mind first what is their bread and butter, what does it give them, how does it contribute to the ‘win’ condition, and then any special ability needs to be able to have a reason to use it instead of that bread and butter. If an enemy is knocked down and Gargan has 60 momentum, sure you could use a regular attack, but Coup De Grace will probably do 6-10x the damage so unless you’re saving up momentum to use throw 4 times in a row when some more enemies show up, there’s no reason not to. Sure players could just leave an enemy stunned and go for a regular attack that gives them 5 more momentum, but Stun-break will probably do 2-4x as much damage and set them up for Coup De Grace, that 5 momentum won’t help me win the battle unless I use it to do more damage but that’s exactly what Stun-break is for. Players may not be aware of the the details or heck they may even come to wrong conclusions, but when they’re looking at 400 damage for a regular attack and 800 damage for stun-break, they know which one will win the fight faster.

Yamamaya’s issues however are a bit different, see many players already know how to get damage out of Yamamaya to keep her competitive, and while some of her skills also need to be made worth the cost (like Shockwave) I strongly believe that her biggest problem is that her skills are competing with each other to be the ‘best’ skill instead of working together to give her a good ‘arsenal’. Now, not everyone should be based around setting up a 1-2-3 combo or anything, but with Yamamaya you’re looking at using Strong Attack, Mountain Lion Rage, or Polar Bear rage, not all three. The nature of the rages are going to make them be competing with one another as she won’t ever be able to use more than one at a time just like Diadira with her songs, but well, we’ve got some plans to help her Techniques stand out as a lot more valuable than they currently are so that they don’t need to be better than Yamamaya’s best rage. We’ve also talked with fans some and liked some of the ideas that we got, so do expect to see Yamamaya’s rages changing up once her revamp is done. I can’t promise that Mountain Lion rage is going to be as good as it currently is, but my main intention is to try to make her other rages feel a lot more useful and like there is the right place and time for them, even if it doesn’t come up too often. It may get a bit tricky at times since ‘Mountain Lion Rage’ makes Yama do a lot more damage which contributes directly to winning a fight so other rages like ‘Polar Bear Rage’ may struggle to find as much usage, but we’ve got idea and I trust in the tester’s we have to give me effective feedback on how well we hit things like this! So you have that to look forward to!

I hope that my talk this time was useful to some of you! My intention here was to try to explain the process of how you figure out what to do, identify problems and try to solve them, though looking back I think that’s going to be a bit hard for me since my process is largely finding new ideas and connecting them together, but you never know when talking about your own problems and solutions may end up giving someone else the idea they needed to solve their own! Feel free to ask any questions or share your comments wherever you find me!

A Royal Pain

Not very happy where progress on the game is right now.

As you might have been able to tell by the fact that blog posts the last three weeks have been two posts from Conash and one week of… Conash and I forgetting there had to be a blog post. Also, the schedule on the website never got updated. But, if we were to spend this blog post detailing my many small failures, we’d be here for awhile, so I’ll move on.

We’re behind, is the important thing. Conash seems confident that we’ll get the core stuff done, but the “Royal” update will, unfortunately, be going to go out without a lot of content for the “Royal” it was initially intended to celebrate.

Maybe I’m just being pessimistic. The real Iron Waifu reward is probably best celebrated with Quinta’s love quest, which will be part of v0.43, coming out in November. We’ll not have to rush our way through any preceding quests, just focus on the love quest, new art, dialogue, sex scenes, etc, and putting out a really great, um, “Princess” update or something.

I still think that the quest capping off the Kellos Invasion, where you finally get to recruit Quinta, will still be a nifty piece of content- similar in size to “Hell to Pay” but with a very different feel and direction. It has more of a “heist” vibe than the drama of finally hunting down Xaven, though, which has proven a challenge to express. Conash and I feel we sort of hit the apogee of what RPG Maker is capable of in terms of stealth mechanics in Shipping Disaster, and besides, sneaking around is not what the Hero is made for, anyway.

In some good news, we also made some progress on stuff for ILTSDK. Namely, a semi-finalized list of enemies. Er, heroes. Adventurers. The people invading your dungeon. Because the nature of ILTSDK is more strategic, it’s very important to our design that you, as a player, be able to figure out an attacker’s behaviours just by looking at them, and that means having a limited number of enemies.

Right now, ILTSDK is in a state where we’re laying plans still and feeling out the limits of what we’re going to need, including what we’ll require for art assets. I intend to fight hard against feature creep for our next project, So knowing in advance the extent of our plans , and what we can choose to expand on is very important.

Anyway, that’s it for now. I’ll get in touch next week with an update on how things have been getting the backer release ready!

Other Stuff I Does

Uh… so I totally forgot to do the blog this week. It’s been kind of an exciting week, so I guess it just got lost in the shuffle.

The new update is coming along. As requested, I’ve been using the new casino-themed assets to make a casino that you can invest it, after completing a bit of an associated quest. The main focus of this month’s development, the quest to take back Eastfort, is progressing pretty steadily as well, hoping to be able to wrap it up in time for the mini-release next week.

Anyway, figured I’d use the late blog post for an excuse to promote some of the other things I do:
Isekai Life In D&D is an erotic story I’m writing about a misanthropic power gamer who is rewarded with his own private “heaven” upon his death, and because his request is misinterpreted winds up in a world strictly based on the rules of Advanced Dungeons & Dragons.
I also have a Twitch channel where I’m attempting all 529 games in my collection, starting with Shining Force for the Sega Genesis. I don’t have a fixed schedule yet, but I’m aiming to stream Monday and Wednesday evening EDT, and occasionally on weekends.
Meanwhile, Conash has his own Twitch channel where he’s playing an absurdly difficult self-imposed challenge of Tales of Symphonia on the Gamecube.

Hope you check out some of our stuff, and are looking forward to next week’s minirelease!

Harem Collector v0.41.3- the SHOWDOWN Update!

After a long wait, the final battle between the Hero’s harem and the demon cult plaguing the Middle Kingdom are finally here! Can you overcome the legions of hell and defeat Xaven once and for all?

Download it here!


Changes in this version:
-Two brand-new quests where you finally get to deal with two of Harem Collector’s biggest antagonists, once and for all!
-A new harem girl can be captured and sent to your dungeon, representing the first true monstergirl to appear in the harem in HC, with a brand new sex scene to boot!
-Kobolds spotted on the streets and fields of the Middle Kingdom, terrorizing residents! Check out your random daily quest for more information!
-There are now two additional ways to acquire the Philosopher’s Stone if you’ve managed to miss it before or can’t afford it.
-The trophy traders can now process multiple trophies at a time to ease your gift-giving plan!
-A new merchant has opened up in the Westcastle to sell you statues to help you express your devotion in your home decor, be it to the Angels, Demons, or whatever else!
-A whole bunch of new art for Larelle’s dungeon scenes, Therese’s vacation scene, plus a whole new scene with Therese!
-New text-only scenes for Bronwyn and Raina!
-New music and sprite art from Clara and Kumiho!
-And like always, bug fixes and bug fixes and bug fixes!

Tits or GTFO

Some of you who received the Backer’s Release last week might have noticed that there was something fairly significant missing from the end of Hell to Pay. I was hoping that Hilent would only be a couple days behind the release with Bell’s first sex scene artwork, but unfortunately due to some moving-related snafus he has been significantly slowed down, although the maid piece is already finished and all that’s left are some colouring on the variations.

Otherwise, things are going well, well enough that I decided to take “release date interlude week” as a sort of staycation. I’m attending to work here and there, but mostly chilling out, catching up on housework, painting minis, and catching up on some personal projects I’m behind on.

I’m also taking some time to contemplate exactly what a post-demon-cult-and-kellos -invasion Harem Collector might look like. With the final quest of the Demon Cult questline wrapped up and the last two quests for Kellos Invasion getting tied up in v0.42, that leaves us with only a couple more Harem Drama loose ends, then Ancient Mysteries and Save the Elves to do, then the endgame.

We’re getting close, ladies and gentlemen. I can feel it.

So expect new character designs for Hanelore and Meiriona very soon, as well as the final shopgirl who will be able to set up in the Elf Village. And there, on the horizon, the mysterious 15th party member….

Thank you again for all the support you’ve given to get us to thing this point!

Importance of Feedback

Hey everyone, Conash here! First on the table, backers, the new release is available now, and we managed to get on top of a lot of things this release, way more than we thought we’d accomplish, which is nice! With that said, I’d like to discuss a bit about feedback.

So, I’ve been a bit open about how I’ve changed my mind on the AoE change that I mentioned in my last blog post, so it won’t be coming in anytime soon, but I’d like to mention it and what went into that whole process here for a bit. So, for a long time we’ve had a few of our long-time fans complain about any enemies who have the spell ‘Force Barrage’ as they point out that it’s broken. This has been a complaint that I’ve tried to handle in various ways over the years that I’ve been here, ranging from reducing how often it was used, to making it a lot harder for both players and enemies to utilize permanent stunlock strategies (old fans may remember how the mimics in ‘Research Materials used to be very frustrating back when sleep would target your entire team). These changes seemed to have at least reduced the complaints but anytime that I specifically ask about those enemies it’s made clear that they’re still a very big issue, but I was at a point that I didn’t really know how to better deal with it so I put it on hold until the grand re-balancing we have planned. Then more recently when working on ‘Crystal Clarity as I was designing the boss I had come to the conclusion that it wouldn’t fit the situation unless I made it so that they would use an AoE force attack a lot, ‘Force Barrage’ made more sense as throwing out the control version would only serve to exaggerate the issue, so I couldn’t put it on hold much longer, and that is when I realized that I could potentially kill two birds with one stone by focusing on giving players a good counter.

Another complaint that I had gotten for awhile is that AoE moves basically rendered tanks useless, this was very easy to see as AoE completely ignored the mechanic that we used for tanks, but I’ve gone into that quite a bit in another blog post. The plan then came to be that putting in the blocking mechanic alongside ‘Crystal Clarity’ would help give players a way to properly deal with ‘Force Barrage’, and heck since if you guard you become immune to the knockdown status, for that turn, it’d further help the guard option be a lot more effective (I find guarding in a lot of games to usually be a waste of an action, as you spend an action that could reduce the time of the battle to take 50% damage, meanwhile now your enemy will live 1 turn longer meaning that overall you took 50% more damage, so unless you know for a fact that a super attack is coming it’s usually not worth it), so I put forward the blocking mechanic, worked with testers some to get some feedback and thought that everything was good.

Once the release came out though, the feedback I got ran contrary to my expectations. While I knew that tanks could get overwhelmed by the amount of incoming damage and end up getting killed if players weren’t careful, the feedback I was getting had left me of the belief that it was basically impossible to keep tanks alive if you went in with roughly the same power as enemies, but the blocking mechanic itself I still found to be important as AoEs are going to be becoming a bit more frequent, just as players use better skills when they level up so too should enemies as it continues the sort of balance. This is were I made a bit of a mistake, as the blocking mechanic was less than a month old so I should have given it some more time than put in effort to collect more direct feedback to make sure this wasn’t just some ‘growing pains’ if you would, instead I did my usual thing of viewing this immediate feedback as indicative of a problem and ultimately resigned myself to the simple fact that AoEs just flat out break the action economy, which is true as they’re effectively a 400% damage multiplier on top of their ability to stack secondary effect rates. This lead to me coming to the conclusion that a nerf to AoEs as a whole needed to be rolled out ASAP in order to fix this entire broken situation rather than hold onto it. I had worked out a lot of details with NM and well, it ultimately lead to me briefly mentioning it in my last blog post since I didn’t want it to be completely out of nowhere even though it was still largely in conceptual stages. The feedback I had gotten from that blog post was generally mild discontent, no one particularly seemed happy about my proposed changes but I’ve certainly gotten much bigger blow back for some of my ideas before, which lead to me thinking that maybe players understood where I was coming from.

Now, I had been spending a lot of time refining the math in my head, working out all the details of this stuff, but there was always this nagging voice in the back of my head that it wasn’t right. I’m sure several of you may have noticed that some of the quests in the game can start to become a large time investment between the quantity and quality of enemies lately, and while we have gotten complaints about it, it’s usually pretty minor and I like to try to resolve these issues by giving players savepoints during the quest so that they can tackle the dungeons in increments rather than all at once, but savepoints can only do so much. The prospect of reducing your AoEs by half their effectiveness would cause these dungeons to become all the worse as you have to spend probably double or more time in each of them just didn’t sit right with me, so when this nagging feeling got to it’s worst I decided that I should talk with backers about the issue, they’ve been putting their money and time into this game so if I’m going to make a change like this they should get a voice in it. So I went to the backers and talked about my concerns, the issues with keeping tanks alive, the issues with AoEs being too powerful, and the feedback I got surprised me. As it turned out, we had several players who were able to effectively use the blocking mechanic to help deal with the boss of ‘Crystal Clarity’, to the point they were using single target buff items to make their tanks able to tank which definitely stood out to me as that kind of a shift in the meta is something that I hadn’t anticipated and is something that I do want to encourage typically. Honestly my biggest take-away was that I needed to put in more items and equipment to allow tanks to tank, not to reduce damage across the board (though we did get a few backers who expressed they were looking forward to the AoE nerf, so between that and the raw math of how much more effective they are then alternative options one will be added in eventually, but it’s been slated for a general ‘in the future’ time-frame). Guess that’s what I get for trying to rush to fix a problem based on the people who spoke up rather than actively seeking out comprehensive feedback.

Man this turned out to be a lot more of a rambling mess than I had expected, but well the ultimate takeaway is that feedback is important but you need to make sure that you’re getting a full perspective of the feedback, when you put in something new make sure to give people time to try it out, and make sure that the people who enjoy it aren’t left out of the discussion just because they don’t think the ship is sinking. I’ve got a bad habit of looking for problems to solve where there are none myself, so feel free to let me know your thoughts about anything that sticks out to you whether it’s big or minor, whether it’s a problem or you like it, because who knows maybe you’ll be the voice that stops me from jumping the gun in the future!

A Different Kind of Key

When I was in high school, and started playing AD&D, I had a bit of a struggle with a section of the Dungeon Master’s Guide where it described the idea of “keyed” encounters- encounters that only appear in a given area of a dungeon once certain conditions are met. This was the kind of concept that was simultaneously too simple and too complex to grasp- of course I understood basic causality and was confused as to why the DMG would mention something so obvious and simple, but I struggled with the realization that, fundamentally, any interactive quest/dungeon/cyoa story/whatever could be realized in the form of a flow chart.

Or, if you prefer, as a sort of program.

While I struggled with it at the time (described a quest or a dungeon in those terms seemed to rob D&D of some of it’s magic, I suppose), it helped me realize something which you might have found I like having a little fun with in Harem Collector: A key can be anything you want it to be. Sure it could be as simple as flipping a switch, or actually having a physical key, but it doesn’t have to be. In Resident Evil, a key could be a mechanically unlikely art installation. In metroidvanias, skills like double-jumping or the ability to roll can act as keys. In RPGs, having spoken to a specific person frequently acts as a key, or having a certain party member if that particular game has field abilities.

So I try and have fun with it. The Golden Tomb “Knight of” enemies are just a mechanically interesting (I hope) way of presenting a “guess which key goes with which lock” kind of puzzle, and I really like moments like the Expanding Foam/Foam Key and the Wyld Seeds, but my personal favourite is the bench from “Hall Monitor From Hell”. Especially that meaty thunk of having the Hero slam it down. I don’t know why, but it feels very satisfying to me.

Now, I’m not just mentioning this randomly- you can look forward to a couple interesting “keys” to show up in the v0.41 update to Harem Collector, one of which I went out of my way to grab some special assets for. So, get hyped- it’s only a week away for backers!- and get ready because I think you’re really going to like this update!

We Live!

Hey, sorry for not updating for a couple weeks. I’ll try to get back on track this Wednesday.

There isn’t any dire reason why I haven’t updated the blog in a while. It’s just fuckass hot in my region right now, and while I have central air, it’s kind of jury-rigged into my 90 year old house, so the second floor has one intake, one outflow, and neither of which are actually in my office.

Because of the heat, I have been focusing on game development, and cutting hours I would otherwise spend on communication, marketing, and administration. So, I promise it only *looks* like I’m doing very little.

The quests for v0.41 are in their final stages, I only have a little bit of final dialogue, and some enemy placement and treasure drops to do. I’d like to tie off some new sex scenes and chat dialogue, that sort of thing, as well, but we’ll play it by ear on that one.

I just wanted to make this effort to reach out real quick, so I’ll leave it at that. Thank you for your support, as always, and I’ll see you in a week and a half for the backer release!

Conash uses “Wall of Text”

Hey people, now you might be thinking this blog post is late but we were actually totally planning on delaying it an extra day because… Uh… Freedom I guess? Listen, things just happen sometimes… So now that we’ve got me making yet another blog post, let’s talk about something dealing with mechanics and design!

Let’s see… Well for one thing I’m hoping to be able to fit a nice quality of life improvement into the trophy trader. People were asking to be able to trade in multiple trophies at a time and I think that’s a good idea so why not! It’s a bit of a slow process though, because while I could turn the whole trophy trader process into some script stuff to make it dynamically generate the proper text, choices, and all of that at this point that’d honestly be more work than just hard-coding it, but hey why don’t we take this opportunity to talk about what I mean by that, as a little insight into my thought process for other aspiring game designers!

So, let’s take any one trophy trader to start with and break down what goes into the interactions with them in their current incarnation, I’ll even open up RPG Maker to get this completely accurate. First up is a small introduction to the shop, and then a tutorial about what the trophy traders are if you haven’t seen it, and then the trader asking if you want to trade, this is going to have to be hard-coded either way so it probably wouldn’t be until after this point that I’d begin a script if I was designing one.

First there’s a little bit where they say hello, and if it’s your first time visiting a trophy trader they explain what they are, pretty straight forward with no real variability to it so that’d be left to the event editor no matter what.

Here’s the start of a trophy trader event so that you can follow along!

Next comes the Yes/No option, those pretty easy to add in RPG maker even in script format all you need is to create an array that has the name of the options, tell the program to throw them at the player, then the player selects something and it’s returned to you, from there you use a case/select conditional (basically you input a variable and it compares it to various predetermined results that you specified) to determine what you do. If the player chooses ‘No’ you show them a dialogue box (these are more complicated as you have to specify the image the face you’re using is found, which of the 8 faces on that image you’re using, then specify the text where you’ve got to be considerate of formatting and won’t have feedback on when it clips outside of the box, then combine it with a few other pieces of code to make sure that it’s a new separate dialogue box instead of just changing an existing one, not hard per say but there’s a lot of details that you have to double check outside of the programming area to make sure it all works) and then let the event end, simple enough. If they choose ‘Yes’ and you’re using the RPG Maker editor you drop a label so that you can immediately jump back here later so that players can keep trading trophies. So if I were to make this into a script, I’d just move the entire process from here on out into another function so that I can easily make the process loop around to this point, either way you then need to make sure the player has at least 25 silver otherwise you drop another dialogue box about them not having money and end things, conditionals like these are very easy.

Script version of a dialogue box. It’s about 5 times easier to make a dialogue box in some map players can’t access then use the map ID, event ID, and ID of where the dialogue begins to access it in other events than it is to build a dialogue box in the script editor from scratch.

If they do have the money another dialogue box about what they want to exchange, a list of Shiny Bits, Monster Fang, and Pocket Tome then come up (with an extra option if the player chooses to exit out), the player chooses one and from here on out we’ve got to keep track as to what you’ve done, so what I’d probably do is drop a variable that contains the item ID of which one you selected and go from there. We also have to make sure that you’ve actually got at least one of those items, otherwise we need to send you back to the trading screen so that you can change your selection (after a dialogue box of course), then we ask you what you want to receive and here’s where switching to a script format would start to benefit us.

Basically imagine that last portion added in 6 times, for each combination of trophy traded in and trophy received, and that’s a single event page for one city. While it’s not the hardest work in the world, NoMoshing has put in a lot of busy work into Harem Collector!

See, with our current manual system we obviously have to manually keep track as to which area we’re in (by this point there’s already so much in the event that it can be easy to forget if you’re in the ‘Pocket Tome’ or the ‘Monster Fang’ sections), while in a script as I’m generating the array of choices for the player I can basically just say, “Add Monster Fang unless variable == X” making it easy for the game to auto-generate the options needed, so if we ever added in a fourth trophy we’d definitely want to switch to scripts so that we wouldn’t have to redo 16 different choice selections (probably more due to a few story events but irrelevant to my point). This is kinda what I refer to when I talk about generating stuff dynamically, I’d code stuff in a way that I as the game designer don’t need to know if you’re in Westcastle trading in a Monster Fang as I teach the game how to do it, so if we add in a fourth trophy I spend 5 minutes adding in a few extra options where it matters and let my code handle the rest, but as I said that’s not what we’re looking at so even if the hard-coded stuff takes longer to search for bugs, typos, and all that it just makes more sense to spend my time adding in new stuff than changing existing stuff that works just fine.

Sample of a dynamic choices dialogue from the fast-travel horse. While it may seem like a lot, keep in mind that I reference this exact same code for all 5 horses and the code figures out based on where you are and what houses you’ve unlocked everything else, which would take us 8-16 different combination of conditionals per horse in the event editor. About twice as much work compares to 1 conditional option, but prevents us from doing 48 different conditionals.

So then we’ve got a dialogue box, reducing the player’s gold, decreasing the trophy they’re trading in and giving them the one they want, then yet another dialogue box but this one specifies the name of what you chose, so from a scripting perspective I’d need to have stored the trophy you want to receive in another variable then dynamically generate the text that’d go inside this dialogue box by checking that variable and adding in the name of the relevant item. After that we throw them back to the beginning of that ‘Yes/No’ option so that they can do more trading if they want to and that’s what we’ve got. It’d be annoying to turn that into scripts and we’d need to keep track of which city the player is at to make sure that we show the right faces and dialogue from the trader, but it’s just busy work there… But that’s what we’ve already got, let’s look at what I want to add in.

So what I want to add in is simple, after the player has made decided on what they want to trade in and what they want to receive we’d need to ask them how many they want to trade, so give them a number input box, store that into a variable. Since the code in the number input box is rather limited, the best thing to do here is to show the player their money while they do this and store the inputted number into a variable, after that if the player entered 0 then we just treat that as ‘cancelling’ and let them leave, if they enter 1 then we go through with the old code, if they enter 2 or more we now need to verify they’ve got enough of the chosen item and enough money for this transaction, if so we go through with it and specify how many of the new trophy they’ve received. There’s nothing too complex there, but if you recall the trader says a line as you receive the new trophies, plus since the existing code is already hard-coded this means that even if I made a script to handle just this portion I’d still need to customize the script call to specify what the player is giving, receiving, and where they are, then program into it several dialogue responses depending on the location, or what I do is I basically create all of that with events, copy and paste it, but change the conditionals and comparisons along the way… Hmm… You know when I say it like that, doing this new part all in scripts actually wouldn’t be that bad since I’d only need to store in 4 dialogue boxes that are location based, and then I have a 5th box that has it’s text dynamically generated. It’s still going to take some time to get it in either way but hey, look forward to it!

Event version of me adding this in. Only got one of these added in, and it’s in a test version so hasn’t been implemented into the main game yet

Now, since I’ve finished that rather dry talk there, what else is there…? Oh, not sure if it was mentioned in the release notes but the achievement system should have gotten an update to include a tracker as to your progress towards any achievements you’ve unlocked hints for! Now if only I could remember if that was added into the 0.40 release or the 0.41 mini-release….

Ah! So I appreciate all the feedback that I got on ‘tanking’, after some discussion with NoMoshing we decided that the core of the issue dealt with how AoEs were just too potent (effectively doing 400% damage and status effects compared to their single target versions) I had shared some of the math breakdown of say Force Barrage (Damage type AoE force spell that gets a lot of complaints) and how statistically speaking getting 1 or 2 knockdowns when it’s used against you is more likely than 0, though I had gotten some of that math wrong the point is that AoE abilities just really break the action economy, so instead of trying to make tanking better so that you can take AoE hits a lot easier we thought it’d be better to instead roll out a balance to AoEs themselves by having them scale in effectiveness based on the number of targets you’re looking at. What this would mean is that while you will always do more total damage and have a higher potential of inflicting several status effects the more targets an AoE has, the damage and chance of infliction will be decreased on any given target as there are more of them (so if there’s one boss it’ll take damage/statuses as normal, but if there’s say 4 bosses each of them will be taking 50% damage and have 50% chance of status infliction, but it’ll total up to 200% damage and a higher chance of inflicting statuses in general).

I’m still not entirely sure what numbers I want to use, and I made sure to wait until after the mini-release to add this in so that the first people who have to deal with it are testers to get their help in fine-tuning things. I understand this probably isn’t going to be the most well received choice as it’s going to make your mages in general pack less of a punch, but it should serve to greatly curtail a lot of the issues seen in say force barrage (and to clarify, if you set it up so that you have your tank take the hits in everyone’s place, each individual hit will still be reduced to 50% effectiveness on damage and status as it still had 4 targets). Evocations will not be impacted by this since their unpredictability already serves to debuff them against many targets, they have a static number of hits, and the momentum requirements of them already makes them a generally undesirable type of magic to many players. Feel free to share your questions, comments, or concerns here, on the forums, or on the discord and I’ll do my best to respond to them!

Victory Barks and Tanking update

So now that my niece and nephew have quieted down after a day of babysitting that has carried on far longer than anyone anticipated, I have the time to sit down and ask for some feedback at definitely not the last minute! While any feedback is appreciated, be warned that I’m pretty exhausted right now so I may be a bit scattered and hard to understand until I get some rest and can go through this all again tomorrow.

There are a few changes in the recent 0.40 release that I’m sure people have already noticed, the first of which being the one dialogue box at the end of every battle. That little feature has certainly come with a few more bugs than it probably should have, but it’s in a relatively stable state, which now brings up a few issues that I’d much appreciate some feedback on. See, originally I had intended to work in something into the options menu so that you could have it display a message after every battle, as it currently does, after no battles, or go through a sort of algorithm where it checks how often you’ve ‘seen’ a quote from x character then randomly checks whether or not to skip that character, effectively making characters who you’ve seen multiple quotes from have a lesser chance of coming up, to help you experience quotes that you haven’t seen before. This ended up not making it into the 0.40 release for a few reasons, largely to help save on time with the intention of, well, getting people’s thoughts about which of these options they prefer now that they’ve had a chance to see the the victory barks feature at it’s theoretically most obnoxious.If the general consensus is that the system is fine, or just needs to be turned off when it gets annoying, it’d probably be best if I took the development time that I’d put into that third option and instead invest it into working on bugs or something else.

There is something else that I’d appreciate some feedback on with the victory barks. All canon party members (aside from Alina) have a level-up quote associated with them that will take priority over the standard barks if at least one person levels up. The original intention is that the one quote you see would come from your active party, though due to a bug, instead the quote is selected from anyone who levels up, which does stretch immersion some. I’ve elected to leave the bug as-is for now, as we’ve gotten some people requesting that the game plays all level up barks one after another when they happen. To me, that seems like it’d get rather tedious after awhile since each character only has one, after 30-40 level ups there’s going to be several that you’re tired of. To this end, any feedback that can be given on how important it is that level-up barks apply only to your active party or that you can only get one at a time would be much appreciated.

Finally, one last thing that I’d appreciate some feedback on! It’s come to my attention that the addition to tanking that I had mentioned awhile back has been causing some problems, in that it’s making player tanks take too many hits, to the point that keeping them alive has gotten very difficult. Some discussion with a few players has helped me figure out that what I plan to at some point in the game development process is make it so that anytime that any character ‘blocks’ an attack they get a damage reduction bonus, both on the player and enemy side, to help radically reduce the amount of damage that tanks accumulate by blocking AoEs for your side as well as helping to encourage more strategical play on the players end of things by having ‘cover’ and other similar skills reduce your damage if you don’t properly respond, but the problem with adding this in now is that it might result in making enemy tanks harder to kill and just drag out the game a lot more as the existing fights haven’t been balanced with this in mind but would be impacted by it, so it might be better to roll out with re-balancing as a whole. My other options to deal with this core issue is either turn off the AoE blocking that’s currently in the game or at least adjust the formulas so that it’ll be noticeably less likely to activate, this might make it harder to keep characters like Yeon alive as more AoEs would hit them, but trading deaths on squishy characters with deaths on your tank typically isn’t the best philosophy.

So yeah… Any thoughts would be appreciated!