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Progress is progress!

  • Marrend
  • 04/27/2011 02:38 PM
  • 873 views
The last blog post, whose sole purpose was to get external feedback on the question of Goho vs. Masako vs. Both, has basically failed. I accept this, as there's certainly more interesting projects on RMN to comment on. Also, I'm not aggressively promoting this game. Who am I trying to kid? I'm not promoting this game at all!

Whatever the reason to the lack of interest/responses, the decision fell to me. Ultimately, I chose to allow players the option to switch off between Goho and Masako. Mostly because I already written towards that scenario to some degree to being with.

In light of this decision, I've been working on getting all the variations that happen when you have a certain party leader. Such as NPC's having different lines depending on who's in charge. There's a few more things to look into, but the process is more or less complete.

I still have the details for the optional tasks that open up in Chapter 2 that still need to be considered. That, in itself, is something of a snag, as I'm still not quite sure what the proper rewards for doing them are. I'm not going to let such details bother me much, however. What I'm seeing me do is get what non-optional stuff I've got up, running, and working to my satisfaction. After that, I can start worrying about optional stuff.

Will there be a demo for Chapter 2? Events hunt in packs. What I mean to say is that this game doesn't get feedback very often. But when it does, it comes with such quantity that I simply assume that I'm doing something wrong before I even read any of it. It's distractingly annoying. Particularly if I'm more in the mood for going forward, rather than going back and reworking. However, I recognize that the game, or myself for that matter, can't get any better if I don't get that feedback.

Part of me wants to not bother putting up another demo, and basically go straight for the full release, only to fix stuff after three or so low-star reviews. That's assuming at least three people would even bother to review this monstrosity. The other part of me wants to release a Chapter 2 demo, get the bout of feedback, then, after some blog posts that nobody reads, start Chapter 3. In short, I have no idea if there will be a demo for Chapter 2 or not.

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That, in itself, is something of a snag, as I'm still not quite sure what the proper rewards for doing them are.
How about counting all completed sidequests at the end of each chapter and handing out a special reward (money, super-awesome weapons, rare items, y'know) based on how many were done? I saw that working in other games (including one I made myself).
Marrend
Guardian of the Description Thread
21781
I kinda have something like that in line for Chapter 3. By doing all the character-related side-quests, the player would not only get a free copy of each character's best weapon (for doing that character's side-quest), but the extra bonus of having the shop's inventory have any given item or equipment available for sale.

Not that you're suggestion is a bad idea, by any stretch. It'd be a great overall reward for going through the motions. However, I was thinking more in the lines of the smaller rewards for each individual task being completed. Unless I forgo that for the "big" reward later on? Hrm...
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