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Next steps - Affinity

  • Marrend
  • 01/06/2022 01:03 AM
  • 2121 views
I've updated the game, using a few of the pointers that Fflo made in their review, which I received from them for Secret Santa. There is no new content with this update, just bugfixes and, hopefully, a re-balance to make the game a bit easier when soloing with Ruri.

As for what the next update should be and when that will land, that's less certain. I should, probably, do something with the optional skits that are supposed to occur as Ruri gets closer to the various characters in the game. There is also considerations of what events would lead our heroines back to Iwayama, despite being explicitly told not to visit Iwayama, having Terada additionally threaten them with police intervention, and Jin's condition being worse than what it was the first time he was attacked. However, with this blog, I'm going to focus a bit on affinity.

I'm not sure how many skit-events I want to program/write, but, my working theory is that they could happen maybe every 5 or so affinity points? Even as I type, I'm thinking it could probably be higher, like, 7? I don't recall how high Mayu could be if you visit her every day, and she's the earliest character that can gain affinity. Affinity is a hidden variable to players, and I think maybe I should make it visable so players would know how close they are with the character.

There's also a sense that, players should, or could, get some kind of in-game benefit for engaging with the characters in this system. I'm thinking of Persona 4 and Persona 5 specifically, and how among the things the characters do in that game is take an otherwise lethal blow instead of main protagonist. Now, the protagonist dying in those games translate to a GAME OVER, and this is not the case here. However, abilities that represent the friendship between the characters reflected in combat is a consideration.

I originally considered associating passive abilities, like Ruri's immunity to Stun and Paralyze, into equipment as a "Trait" slot. This can still work in a kinda-sorta way, and might take some scripting magic to allow multiple equips of the same type on a character. However, since I removed the "Equip" option from the party-menu, this method would not allow players access to the descriptions of what the traits the character has are doing for the character. Or, I somehow make them a category accessible from the skill menu?

I dunno. I feel this game is progressively getting more complex than it needs to be, and is among the things that's drawing me away from actively working on it with any amount of consistency.

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Complexity is complex... Good luck...

Well, ask around, I know that "Remnants of Isolation", "Weird and Unfortunate Things Are Happening", and other games have done multiple item slots for the same type of item...

It could just be having something that counts as two types, but in menus they count as the same sorta thing?? Logic...
Marrend
Guardian of the Description Thread
21781
Hrm. I recall WaUTaH having a sphere grid skill-learning system, which included a few passives, and that might be something to look into. I'm also recalling that Prayer of the Faithless has characters that alter, or add, passive abilities every so often.

Like, in the back of my head, I'm figuring that Traits would probably boil down to adding what RPG Maker calls a "Feature" mid-game. I recall needing to do some workarounds to add features to characters on a temporary basis back in Baclyae Revolution, in regards to Unite skills, and, suffice it to say, that was part of the headache/suffering of getting them to work. I swore never to do that to myself again.
Marrend
Guardian of the Description Thread
21781
If I am to gauge how often skits could occur, it behooves me to know how high relationships can go. I did a bit of playtesting towards this goal, and wrote some notes concerning relationship values, which I'll share within a hide-tag below.


Day 4: First break from story-skits
Mayu: 5
Izumi: 4
Kozue: 3

Day 6: The day before the field trip
Mayu: 7
Izumi: 6
Kozue: 5

Day 10: Second break from story-skits
Mayu: 10
Shoko: 4
Izumi: 11
Kozue: 10

Day 13: Current end of demo
Mayu: 13
Shoko: 7
Izumi: 16
Kozue: 15


Given the data at hand, Mayu, Izumi, and Kozue could all have as many as two possible skits within the context of the current demo, whereas Shoko could have one. However, it might depend on how many I want each character to have as well. As much as I enjoy Persona 4 and Persona 5 in regards to their VN aspects, and how they interact with the other aspects of those games, I am unwilling to write ten skits per character. More like three?

I'm also still contemplating if the VN aspects of this game interact with the other aspects, or, if my experience with Baclyea Revolution just turns me off to that idea completely.
Marrend
Guardian of the Description Thread
21781
I've definitely dropped the ball on this in the last month or so. I don't wish to go into possible reasons for this, but, I've decided to put the affinity system aside for now, and work on getting the story written.

I sometimes don't pace myself properly, and rush through things for the sake of getting it done. With this game, to a certain degree, the story's pacing feels similar to that of Persona games? While those games can take their time into getting into the main gameplay loop, the characterizations, and formulating those initial relationships during that time, is worth it.
Marrend
Guardian of the Description Thread
21781
Small update. I've written three story-skits, and have implemented them in-game. I'm wondering if I should do something in regards to the locations of the school store I've set up, because I've a peculiar sensation players don't even know they are there? I know I've randomly forgotten to at least buy a Lucky Card before hitting the Daichi event, and I'm the dev!

I dunno how much longer it's going to be before a new demo hits. I think I need a break from skits in general, and take a look at the dungeon/boss combo players will be facing. For what it's worth I'll be doing a back-up of my project files either today or tomorrow, out of safety's sake.
Marrend
Guardian of the Description Thread
21781
I keep thinking I could use the other classroom that exists in the game for a mini-game, or something. I dunno, some kind of diversion, should players want one, from the story-skits, the optional skits (once I make them!), and what-not.

I'm not sure how hard making a port of Arcomage would be in MZ in relation to my feeble humble attempt in Ace. The other thought in my head was to design some kind of deckbuilder, probably similar to an oversimplified version of Star Realms/Hero Realms?

It's all theory at this point with nothing written in stone. To wit, I play Magic: The Gathering, and while that game is waaaaaaaaaaaay too complex for me to attempt to emulate, I might yet be able to use my decks for some kind of theory-crafting.

*Edit: Aside from this, I ran another playtest, and maybe modified some of the dialogs? There's one skit I feel could be cut. Still, even if there are between 3-5 in-game "break" days from the story-skits, the fact that there's nothing to compliment that downtime (at least for the moment) is one of the reasons that has gotten me thinking about this again.
Marrend
Guardian of the Description Thread
21781
So, there were a few days where I opened NotePad++, and wrote some functions in regards to the card game idea. I had Arcomage Ace open as well as a point of reference. That game used hash arrays to delineate data, and while it felt pretty slick at the time, it might not have been entirely necessary.

I probably wasted an entire day figuring out if hash arrays were even possible in MZ, then switching things over to a regular array. However, as I write out card definitions and descriptions, I have to wonder how the hell I'd set up an AI player? One possible solution I considered is that there is no AI player, per say, but, a card is revealed from the top of the main deck, and whatever effect that card has is performed. Most cards I've made are pretty straightforward. They tend to deal damage, or gain health. The potential problem comes from what happens when the card drawn off the top this way is a "Wealth" card. There are cards similar in function to this, but, the description (as of this writing) is "Draw a card then discard a card, or exile a card in your hand to double it's effect."

These cards are more for a player to either fix their hand, or thin their deck. If a card is drawn off the top, and it's effect resolved, I'm not 100% sure how I should to resolve a Wealth-like card. In the playtesting I've done, I've seen a chain of up to three Wealth before hitting a healing or attack card. Translating that to 8 times the the base effect just didn't feel right. I'm not sure about revealing more cards, and forcing the AI to discard them (as the decision of what to discard would likely translate to more work/coding ;_;). Making them have no effect could be a possibility, and one I haven't tested to any capacity.

What I do know is that there is no way I have the capacity to create a game where the AI player would be able to purchase cards, and build their decks in the same fashion that a human player would.

Anyway, yeah, game's back on hiatus until I figure out what the hell I'm doing here. Not just the mini-game, but also the events that lead our heroines back to Iwayama to face the next boss. I dunno. I just have no energy lately.
Marrend
Guardian of the Description Thread
21781
What time I'm able to devote to this have been mostly bent on the card game. I've lost track of how many ideas/iterations it has gone through at this point, but, I keep going back to Arcomage.

For full disclosure, the current iteration is basically looking like a light version of Arcomage. Like, it has one one resource (and therefore one resource generator), no walls, and the cards, themselves, are pretty simplistic in their design. I suppose that makes logical sense, but, even though I've done no playtesting, I get this sense that the mini-game just wouldn't be as fun as playing full-on Arcomage. Or, at least as full-on as my humble abilities can manage.
Marrend
Guardian of the Description Thread
21781
I probably should have flagged this to be on haitus back in March. However, for what it is worth to hear/read at this point, the Arcomage mini-game seems to be shaping up, and I'm pretty happy with it. It could probably be tested a bit more, but, I'm willing to set that task aside for now, and work more on the game proper, when I find the time and/or inclination to do so.

While this gamepage is pretty quiet, outside of my ramblings, I want to take some time to thank my subscribers for sticking with me. This year marks my 12th year on this site, and the site, itself is marking it's 15th year. I don't know how many games I have left in me, and I'd be lying if I didn't admit that this game faces an existential crisis every so often. Yet, even with the doubts and insecurities, I still kinda hope to get this out one day.
Zakariya
Every misdeed has its own punishment, and every good deed has its reward.
1174
You know, perhaps you should try to advertise your stuff a bit more?

I'd hate to see you give up on this hobby, as I've said in the past. I still think you've got a lot to offer, and based on what I've seen of this project so far, I only see the potential for your content to improve, even now.

Sorry if I sounded harsh. >_>
Marrend
Guardian of the Description Thread
21781
So, funny story. I read this write-up while listening to some music, and was inspired enough to write out two scenes.

As the scenes currently stand, they make way for the player to visit Iwayama again, and, eventually, to defeat the second boss, Fuu. I might want to trim the scenes down later, but, the structure of the game-loop is a consideration. The game takes about seven in-game days before the player is allowed to fight Daichi. As for Fuu, my original thought was to have it take another seven in-game days, but, a "day" might not be as well-defined. Like, it's fine to have scripted cut-scenes that are part of game progression, and they probably have to be timed in some way. However, I think I want players to have more control over when to overcome challenges, and to advance the plot.

As for how to achieve this without allowing players access to Fuu right off the bat, but also not necessarily tying it to the current concept of a "day" is something I want to think about more.
author=Marrend
So, funny story. I read this write-up while listening to some music, and was inspired enough to write out two scenes.

As the scenes currently stand, they make way for the player to visit Iwayama again, and, eventually, to defeat the second boss, Fuu. I might want to trim the scenes down later, but, the structure of the game-loop is a consideration. The game takes about seven in-game days before the player is allowed to fight Daichi. As for Fuu, my original thought was to have it take another seven in-game days, but, a "day" might not be as well-defined. Like, it's fine to have scripted cut-scenes that are part of game progression, and they probably have to be timed in some way. However, I think I want players to have more control over when to overcome challenges, and to advance the plot.

As for how to achieve this without allowing players access to Fuu right off the bat, but also not necessarily tying it to the current concept of a "day" is something I want to think about more.


Well, while *players* backtrack back and forth to do things, the narrative can assume the most efficient route, so you could have a "day" be events and travel route graph weighting.

If I go to Location A, talk to Z, go to Location B, do nothing but just remember I need to talk to Z more and go back, a smart game wouldn't count me going to Location B and back because nothing narratively happened at Location B so an End of day eval would say I just stayed at Location A and talked to Z a lot.
Marrend
Guardian of the Description Thread
21781
Lemme give this a think out loud. At current, the end-of-day switch becomes true either after a cut-scene that occurs after leaving the school, or when the player chooses "Go home" from the Show Choice menu that appears after leaving school. It becomes false again when arriving back in Terada's classroom, whither there is a cut-scene to show there, or not. I might have to re-check that, since it's been such a long time.

There are probably cases that the "day" variable is incremented without the end-of-day switch being enabled/disabled because there are no specific events happening that "day", or the next that I need to keep track of. For full disclosure, it's the "day" variable that is used to keep track of what cut-scene to run, if any, after the player leaves school. Meanwhile, the "end-of-day" switch generally determines if there is a cut-scene in Terada's classroom to run.
Marrend
Guardian of the Description Thread
21781
I'm doing a test-play now, and I got some info wrong. It takes about 14 in-game days for the Daichi arc to resolve, not 7. Also, I only wrote one scene, not two. Maybe it felt like I wrote two, because there was definitely some trimming done both before and while I was putting it into the game!
Zakariya
Every misdeed has its own punishment, and every good deed has its reward.
1174
Now...I am especially interested....

...and I'm sure others will be too..... XD
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