grelgen wrote: Wed Feb 01, 2023 7:11 am
A suggestion: use the banner area on the left for dialog. it will free up some space on the bottom. I keep clicking through the dialog at the bottom to progress it and it's right on top of the actions, so I'm constantly worried I'm gonna accidentally heavy blow when I actually want to wait. You also aren't beholden to the display limitations you have here on Milovana.
I'm always in for reducing the amount of clicks required to progress, but the banner on the left is used to show buffs currently in action.
Yeah, there were no buffs implemented so far, but they will be added soon, version 0.2 already has a new buff tied to a legendary weapon and I intend to make persistent buffs in the future, these ones could last for days, so it's a very important area in the UI. The only solution I see regarding the display of buffs would be to place them on the right banner, along with the debuffs, but that would make the interface a little too confusing...
I could reduce the size of images and rework the UI, as most of the screen is taken up by pictures, but they are a huge part of the game, so I'm not sure it would make much sense either.
In the transition from HC1 to HC2, I was able to implement the notifications, which solve a bit of the problem, as they eliminate the need to advance the "Addiction Increased by
x" and "Debuff Applied" dialogs. I've also thought about adding another notification when the opponent and/or the Hero receives physical damage, but I'm afraid that this could clutter up the screen and end up making the player completely ignore notifications.
Anyway, reducing the number of clicks would be excellent, but meanwhile, you don't have to be afraid of accidentally selecting one of the actions, the dialog advances regardless of where you click, you don't necessarily have to click on top of the dialog. Also, you can fast forward using the "Skip" button or the "Crtl" key
grelgen wrote: Wed Feb 01, 2023 7:11 am
There seems to be a bug in the achievos display. does it not save progress from one run to the next?
I haven't encountered this bug yet, the game should check if the player has unlocked the achievement by reading a persistent variable, if the achievement has not been unlocked, display the achievement notification. Have you noticed if this is happening with all achievements or if it's just with a few specific ones?
grelgen wrote: Wed Feb 01, 2023 7:11 am
And then on the whole "is it a grind, or does the progress per run feel meaningful" debate. What if your progression was scaled by your grind? Currently you are keeping track of all the kills, up to 5 per encounter. This just opens up data in the Codex (which is missing in 2.0?). What if you got a attribute point on every kill, specific to that encounter. Each encounter covers 2 or 3 different addictions. Assign an addiction to a character attribute. 2.0 has 6 addictions and 5 attributes, but one of them is overloaded. So like every time you kill Anastasia, you got a random point in STR (breast related) or INT (which controls Lust pool and she does Vaginal). You'd have to kill her at least 5 times to even get an additional point of damage.
You can check how many times a specific enemy was defeated in HC2 on the "Enemies Screen", by the left side of the "Status Screen", and yes, that part of the screen should be much better positioned, it's almost unnoticeable
I actually really liked this idea. But there's something about tying an attribute increase to an addiction that I'm not a big fan of, even if that boost is not permanent. Maybe it's partly due to the randomness of which attribute would be increased and the difficulty balancing certain enemies like shemales.
What if we made things a little simpler? Instead of increasing an attribute tied to an addiction, we introduced a new mechanic similar to a specialization, in which each time a certain enemy is defeated, the player gains a bit of damage and resistance agains that particular enemy.
The ideal would be if the gains from specialization were exponential, the more times an enemy is defeated, the smaller the gain in resistance and damage, so there would be a feeling of progress without completely nullifying an enemy.
Some new equipment and traits could also benefit from this specialization.
Sorry for brainstorming here
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@edit: I don't know if this is relevant to the discussion, but I have a feeling that it should be mentioned here.
I intend to make some changes in the mobile version in the future, the action buttons will be removed from the center and relocated to the sides, three on each side of the screen, just below the banners, theoretically this will make the grip much more comfortable and will free up space between the dialogue and the images
But that design would be impractical on other platforms, the buttons would be too far apart...