Ironstrom
Demon Girl Master
- Joined
- Jun 21, 2015
- Messages
- 145
- Reputation score
- 11
Re: What do you guys want?
Avoid long bland 1x1 maze like corridors it feels lazy and I see it done in quite a few English rpgmaker games. My reaction upon seeing them is like "oh no not another game "
When you spend more time creating locations and the environment you end up being able to spend more time thinking about the lore of the world or add more to the exploration element. For some people that makes the experience more enjoyable or for yourself allows you to add more flesh to experience.
Sometimes the way things look get left behind in place of just the quickest way to deliver content a certain way. Though I dislike it to say I played xx game for 5 hours where 3 hours was monster grinding and another 90 minutes was wondering around corridors.
You might be delivering the best h content but if people get bored before reaching it they might never see it.
You can make a game work even if you leave the combat system until last or a later date. Aylia's story is a good example of this where the game still felt good without a combat system in it.
Even if you don't use the two most basic combat systems that are defulted there are great resources out their for scripts of other combat systems that you can use. Check out this video for example
Since you've asked the question what would people like to see maybe you need to ask yourself how you plan to present this game world. Is it going to be a linear esque story experience like some or is it going to have a world map with a home hub or return locations. The types with more variety of experiences tend to be more of a free roam nature. Though you can still make a linear esque experience with return location persistence and game changes. Its harder to make all of these different fetishes make sense along a linear road, but its easier to make it part of a greater world with optional components and is easier on the player experience. I say optional because unless you make it very clear that the game is going to be about certain fetishes you can alienate some people, by trying to tack to many onto the experience as compulsory parts of the game. Depending on how you implement it you'l have to implement different versions of what happens especially if you plan to add textual mentions to what happens.
Avoid long bland 1x1 maze like corridors it feels lazy and I see it done in quite a few English rpgmaker games. My reaction upon seeing them is like "oh no not another game "
When you spend more time creating locations and the environment you end up being able to spend more time thinking about the lore of the world or add more to the exploration element. For some people that makes the experience more enjoyable or for yourself allows you to add more flesh to experience.
Sometimes the way things look get left behind in place of just the quickest way to deliver content a certain way. Though I dislike it to say I played xx game for 5 hours where 3 hours was monster grinding and another 90 minutes was wondering around corridors.
You might be delivering the best h content but if people get bored before reaching it they might never see it.
You can make a game work even if you leave the combat system until last or a later date. Aylia's story is a good example of this where the game still felt good without a combat system in it.
Even if you don't use the two most basic combat systems that are defulted there are great resources out their for scripts of other combat systems that you can use. Check out this video for example
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Since you've asked the question what would people like to see maybe you need to ask yourself how you plan to present this game world. Is it going to be a linear esque story experience like some or is it going to have a world map with a home hub or return locations. The types with more variety of experiences tend to be more of a free roam nature. Though you can still make a linear esque experience with return location persistence and game changes. Its harder to make all of these different fetishes make sense along a linear road, but its easier to make it part of a greater world with optional components and is easier on the player experience. I say optional because unless you make it very clear that the game is going to be about certain fetishes you can alienate some people, by trying to tack to many onto the experience as compulsory parts of the game. Depending on how you implement it you'l have to implement different versions of what happens especially if you plan to add textual mentions to what happens.