Question :)
Added 2024-06-18 04:32:03 +0000 UTCSo, with Growing Rivalry, NPCβs feel kind of bland.
I want to introduce a kind of system where theyβll all try to do something each time block.
Now the question is:
Would you like to know what transpired? (Note, it will be a lot of text so may take a while to run through)
Or just have it all happen and you can enjoy the randomness the next day?
This event will occur each time block.
So for instance, one would gamble at the casino. One would pick a fight etc etc
Let me know your thoughts :)
I think Iβve devised a way to have it all appear in one large scrolling window. Gonna work on a potential toggle for the info (or have it show again)
I suppose it also begs the question, do you prefer a giant info dump at the end of the day, or would you like the events to occur each block (so 4 times per day)
Comments
I think what could help is a message and request system. Maybe every day, you could receive a note or message, and this would lead you to talk or engage in battle with someone to receive some additional reward, dialogue, etc. A follow up idea: Have a hidden metric that maybe completing enough "requests" from other players may change the ending of some kind but you have to go SUPER out of your way to do it. For example, maybe befriending 3 players and completing a request for 7 days will lead people without a selfish attitude to *want* you to win. Or, completing enough requests will gain you something more tangible, like an item that can help you in different playthroughs. Let's say you befriend and take your npc "partner" and complete a request for them every time they ask. You gain an item such as a special card, or a hidden card pack that unlocks by doing something special that only that npc tells you (and unlocks so people can't cheat without having done it). And you can do that every playthrough for more starting power.
Morgana
2024-06-23 07:57:06 +0000 UTCi would like more activeness like people wanting to fight you and whatnot or coming to team up and maybe betraying you later
Barrack Morales1
2024-06-20 17:51:08 +0000 UTCI think a log you can check at home makes the most sense. Update it each time block. If someone cares, they can just go home and check the log for what happened.
Sin
2024-06-19 01:30:32 +0000 UTCI'd say hat the notification should be toggled on or off. Of course, that would be for later. As of right now, just adding more text is nice. Especially with the NPCs being able to do more than just fight. Again, later down the line, a toggle function for this information, or some kind of "history" tab should be added. But for now, just add the extra text in so it won't have to be added later.
Sean Thacker
2024-06-19 01:11:22 +0000 UTCWill take a lot of conditional branches for all the permutations sadly
NickSav
2024-06-19 00:25:49 +0000 UTCHehe maybe one day :P
NickSav
2024-06-19 00:25:18 +0000 UTCYeah I should be able to do that (looking at ways to condense it all honestly)
NickSav
2024-06-19 00:25:02 +0000 UTCI think it should only be shown the first time you reach that area during that time block. Otherwise it's unsaid. For example, with the Casino, 3 girls who have their event there in the afternoon all agree to take part in the free for all game and invite you to join them. Game runs as normal, but those opponents are guaranteed. Additionally, there's extra text from the contestants. However, you don't get that invitation if you leave and come back, and the game runs with entirely random opponents afterwards. In either case, you can only play the game once that day. If you've already played the game in the morning, the dealer will step in on that invitation and say "sorry, she can't play a second time today". Generally, the effects of the events should still happen, such as the aforementioned Casino example. Although something like the arena, where someone might compel you into a fight, would obviously have no effect if you don't go there.
Azure Dragoon
2024-06-18 18:49:53 +0000 UTCWould it be possible to condense some of the messages? So rather than each fight b being "A is fighting B" "A stole 50 cm from B" "C is fighting D" "But D stole 50 cm from C...", we get one large message with all of the results? So something like "A fought B. A won 50 cm. C fought D. D won 50 cm." Because right now, the message bloat is a little offputting.
Gonkulous
2024-06-18 16:45:50 +0000 UTCIt might be interesting for the characters to say what they are going to do each day, and what happened the previous day if you talk to them in the world. That way the player could conceivably talk to each one if they wanted to find out what happened or just focus on the characters they care about.
Ragnarok385
2024-06-18 15:55:34 +0000 UTCI agree with everyone that it should have a toggle on/off for it. If its turn off, maybe have it kept in a log? So at least you can check it if you want.
fd0892
2024-06-18 15:54:58 +0000 UTCA system like this, or a ledger type screen where you can look these changes up if you really want to, would also really help the flow of the game. More than 9/10 times, the results barely matter to the player, yet you have to skip through it every time.
NameNotRecognised
2024-06-18 14:55:29 +0000 UTCwhat if we came across it so the gambling when we go we see npcs gambling we see them shrink or grow something like that
zen
2024-06-18 13:57:45 +0000 UTCI would like the option for it, but make it something that can be toggled if possible or as someone said like a tournament board you can view it at rather than a huge wall of text each time block.
Greengreens
2024-06-18 13:35:22 +0000 UTCsurprise me
EpicSauce087
2024-06-18 12:08:07 +0000 UTCPicking yes or no, I'm going with no or aka surprise me. Let it be random cause asking to add a system option to toggle it on or off is indirectly saying yes. And that = more work on text for NickSav rather than other stuff.
Tiomatt Necros
2024-06-18 07:29:34 +0000 UTCI'm sure this is another instance of RPGmaker being obnoxious, but I'd prefer to not have the information and just be surprised (or at least given the option to toggle text on/off), given the 15+ contestants all fighting each other makes for quite a bit of text already between time blocks. If possible, I'd love this feature and the existing matches and outcomes to get put into a log, that the user could have a click-on element and/or hotkey to open bring up instead of advancing text every time block advancement.
Atomic_Concrete
2024-06-18 06:02:38 +0000 UTCWas going to suggest this. It's a nice option to have in case players want it, or they can otherwise turn it off.
Akseptance
2024-06-18 05:53:08 +0000 UTCProbably in early game tie in random encounters to events that will help unlock secrets. Just to encourage people to explore each area. It would make the end game more rewarding to have it feel immersed in the early grind
LionSinEscanor
2024-06-18 05:32:25 +0000 UTCI'd say show us what happened but don't let every single npc act every single time frame
Notmaia Kthual Neim
2024-06-18 05:24:32 +0000 UTCIt should be some sort of option, since you'll have no idea what and who did during your first experience with this, but afterwards notifications will only bloat the morning messages.
Vindath
2024-06-18 04:55:42 +0000 UTCMaybe the announcement could be toggled on and off as the player wills?
Aunk999
2024-06-18 04:44:27 +0000 UTCSounds interesting but might contribute to information overload considering we already get updates on who fights who already. Maybe instead, there's small fluctuations that account for NPC day to day that goes unreported, but a chance they hit it big or steal a lot of height during a fight that DOES get reported?
Nimilphex
2024-06-18 04:38:55 +0000 UTCMaybe make option in settings for this? If option is on, all passed events will be displayed each time block. If it's off, then no. And maybe make some separate event log, that user can read at the end of day
zero1crazy
2024-06-18 04:38:07 +0000 UTCI do think the hour turns take a little bit, especially when you have 15+ opponents/ companions who all do a thing and you have no choice but to mash through it all just to get to the next turn. A sort of "tourney board" that summarizes size changes would save a lot of clicks and another board that displays npc activities would save additional time. And this might be absolutey impossible for rpgmaker but having the option to click on the name and get the quick (x fought y) rundown on what changed their status would be kinda neat, but THAT would probably be stupid difficult in rpgmaker
Some One
2024-06-18 04:38:04 +0000 UTCI forgot to mention the one dialog a day thing could use some work but i know dialog and interactions are usually kinda annoying to add but just something id like to see π
Isaac6969
2024-06-18 04:36:32 +0000 UTCIn my opinion if you could do this it would be super interesting. If later or early on int the game you make the gifting system have a affection kinda thing so that the chars you gift size to will randomly visit and give a card or dialog. While also just having random encounters with bigger or smaller/desperate girls come and challenge you with some added incentive or challenge to make victoria more of a boss and the other character feel more alive/interesting.
Isaac6969
2024-06-18 04:35:43 +0000 UTC