Molito wrote: ↑Tue May 28, 2019 8:29 pm
I tested the new version and I found a view bugs:
Nelly is missing the first time intro text and Anna-Leah seems to be missing first and consecutive time intro texts. It only shows "vNymphTeaseText"
You are right, I forgot to fill in their text arrays. I’ll fix it in the next patch.
Molito wrote: ↑Tue May 28, 2019 8:29 pm
I like the personalization approach of the encounters. It´s a good foundation to build uppon. But for my taste the tease text appearances are currently too few during the normal expeditions. So it´s hard to distinguish between basic text and customized text. I often have 4-5 slides in a row without text which makes it a bit boring. Maybe up the chance a bit? Also Its a bit awkward when the instructions change and there is no text, especially when it´s "stop". A guaranteed text everytime the instructions change?
I agree. Right now, there is 40% chance to show text in encounters. I’ve set the chance pretty low
because I didn’t have enough text and I didn’t want it to repeat all the time.
I’ll add more text and increase the chance to let’s say 70% in the next release and we will see if it'll fix the issues.
Now all I need is a small army of writers to create hundreds of lines of new text for me. :D
Molito wrote: ↑Tue May 28, 2019 8:29 pm
What is the plan for the challenges? The current one is Edge holding and I liked it. It added a bit of variety to the stroking for the Nymphs.
The plan is that after finding a nymph there will be let’s say 60% chance for it to be „encounter“ and
40% chance for it to be „challenge“. I think that addition of challenges makes sense lore-wise and
goes well along with the playful nature of nymphs.
Right now, I’m thinking about two types of challenges:
1) Get to the edge as fast as possible
2) Keep stroking fast as long as possible
If you finish the challenge, you will get appropriate reward based on your time (probably bigger
reward than in „encounters“). If you exceed the time limit, you will fail the challenge and there will
be no reward.
So far it’s just an idea. I’ll try to implement it in the next version. We will see if it can work.
The reason that I don’t like current version of challenges is because I’ve always hated when teases
want you to go from zero to edge in very short amount of time. The problem is that I want the
encounters and challenges to take around 5 minutes. In order to fit multiple edges the current
version of challenge has only 2 minutes limit for you to get to the first edge.
My solution would be to extend the limit to roughly 5 minutes and make it the whole point of the
challenge. You can do it much faster than 5 minutes? Great, you’ll get better reward.
Again, I think it will make more sense to leave repeated edging and holding the edge to different and
longer type of encounters that will have some buildup and bigger image sets.
Molito wrote: ↑Tue May 28, 2019 8:29 pm
I´d say don´t limit encounter types to only one set of instructions but make it so that each encounter type as a prefered set and a small chance for other stuff to spice it up a bit.
That’s a really nice idea. First I’ll probably try to get both encounters and challenges to the point
where they feel solid. I can definitely add some variations later to spice things up. Meanwhile, can
you elaborate more on what exactly could these variations be?
Molito wrote: ↑Tue May 28, 2019 8:29 pm
Some ideas for encounter preferences:
Nymphs prefer stroking
Elves prefer edging
Succubus prefer edge holding
Sounds good, the only problem is that there are not enough images let alone whole sets of images
with elves, succubi and so on… I’ll probably use the few that I found as unique events.
But the preferences that you’ve proposed might be used for some lore purposes later.
Molito wrote: ↑Tue May 28, 2019 8:29 pm
Additional leveling ideas:
Most RPGs have a system were enemys that have a higher level than you tend to be more difficult but grant more XP and lower level enemies are easier but grant less XP.
You could implement a system in which your encounters have levels and for every level that an enemy is above you there is a 0.2 increase in instructions and XP gain (increased stroke count or time, increased edge holding time, reduction in time to reach an edge).
For every level that an enemy is below you you could reduce the instructions and XP gain by 0.1 (reduced stroke count or stroke time, reduced edge holding time, increased time to reach an edge) but this should be caped at 5 levels below you (0.5 modifier) so that it does not get totaly trivial.
The only thing that I don´t know is how this fits into the bigger picture with the personalization.
You could do different areas with different level ranges and different encounter sets. But this way the player might not get to play with his favourite character after he leaves the area.
An alternate solution to this would be to bring the encounters along and level them to an appropriate level range. But unlocking them requires you to get to a specific area (Nnymphs after you visit the forest, Elves after you´ve visited the mountains etc.)
Yes, I was thinking about adding levels and you yourself mentioned the reason I’ll probably not do it.
I want to have multiple areas that can be unlocked later in the game and to be explored, but I
don’t want to make the old ones unattractive just because of lower levels and therefore lower
rewards. Levels make sense in RPG games for many reasons, but I don’t think it would work well here.
Now, I agree that things should get more difficult as time goes on and there needs to be some
progression. One of the solutions could be new and harder content that opens up after reaching
certain level – but there is still a long way to get to that point. I need to focus on things at hand now.
One idea that I’m playing around in my mind now is to instead of levels use erotic energy as a modifficator of difficulty and
length of encounters. This way it would make the game more and more difficult while you are trying
to max out your erotic energy points, but at the same time, you would be able to choose the area that you want
to explore.
It might even make sense and could be explained lore-wise. The more erotic energy you gain, the more eager
are the magical beings in the wilderness to leach on that energy.
Molito wrote: ↑Tue May 28, 2019 8:29 pm
Currencies
What is your current plan with the currencys?
XP -> for leveling
Gold -> to purchase stuff
Erotic energy -> ???
XP – Leveling and acquiring skill points which can be used to customize your playstyle.
Gold – Yes, to purchase stuff. The question is what kind of stuff. We will see…
Erotic energy – The whole purpose of this tease is T&D so the idea behind "EE" points is to have resource that
roughly corresponds with player’s horniness level and compels him to keep denying himself. When
player fails and cums, he will lose let’s say 50 points. If he ruins his orgasm than it might be -25 points. At the
moment I’m thinking about 100 points cap.
Later it could be used as a barrier to progression (you need to have x amount of EE to do this or that)
and it could be used as difficulty modifier as I’ve explained earlier in my post.
Molito wrote: ↑Tue May 28, 2019 8:29 pm
Maybe one could "donate" the sexual energy to the church inside a town and receive gold in return?
This way it´s not totaly awkward and the encounters still give you an income.
Yes, something like that could work. I’ll keep this one in my mind.
Thanks for your ideas. Our exchange was very helpful and productive so far. I have so many new ideas now...