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Heartache 101 ~Sour into Sweet~

^ How far do you get before it crashes? What do you see, and is there any kind of error message?

Testing

Hehe, good job resisting the urge.

Okay, some things:
- Decision should be the yellow arrow (the one that swivels back and forth).
- The bug icon has been enlarged, but the other icons haven't. I think it's probably okay if none of them are enlarged.
- I think the yellow splotch is a little too crazy and exciting for an explanation screen. We should make sure the explanation screen is there to explain things. Is there anything less exciting that can be used instead? Maybe something more pink?
- I'm fine with "Roll your fate!" being there somewhere. But maybe we can remove "Spacebar or Enter moves you forward".
- Capitalization of so many words looks funny to me.
- Let's make the font size for "Event", "Decision", "Item" etc a little smaller.
- I like the sub-text you came up with underneath each of those. One that I would change is for Blast. Let's change it to "Get pushed 10 spaces". I'd prefer "Get pushed backward or forward 10 spaces" but it doesn't look like it will fit.
- Can we change the order to "Event", "Decision", "Chance", "Item", "Bug", "Blast", since this is the actual order the player will encounter them.
- Do you think it's important to explain the Wait command?


Custom content (archived discussion)

Yeah, it's hard-coded. Which shouldn't necessarily stop you from writing more content for this NPC if you wanted to.

Testing

Dude, you can play around with it, subject of course to my veto power =)

Do mental notes really need an explanation? I realize those other things do. Although I had hoped that short scripted events after school of the player character talking to himself would help explain things somewhat.

Testing

In that case it might be best to have at least two different help screens. One that explains the school phase, and one that explains phone calls and the heartache counter. Possibly one that explains city locations too.

Here's the icons for the school map: icons.zip

If you like you can take a first crack at it and I'll tell you what I think should be revised. I have this sort of layout in mind:
------------------------------------------------


The school day ends when you reach the end of the board. For the most part you will advance a random number of spaces at a time, but items can be used to go backwards or forwards a set number of spaces.

Ending your movement on an icon will trigger an effect. Some of the more common ones include the following:

Girl (girl) - A story event will occur.
Decision (two-way arrow) - Go either forwards or backwards a set number of spaces.
Chance (question mark) - Something unpredictable will affect you in a small way.
Item (item) - Obtain a movement item.
Bug (bug) - Get sick for the rest of the day. Avoid these if you can!
Blast (blast) - Get pushed backwards or forwards 10 spaces.

Certain icons may walk around the board randomly or even approach you if you "Wait". You might be able to find strategic uses for this.

updatedmenu.png

One suggestion would be to put Shield, Cap, Sword, and Tunic all in one column to the left so that switching between those categories is more intuitive. I remember being a little confused about how to get from a given category to another.

Custom content (archived discussion)

Hey not bad! dude, I think I'd like to commission you to create a help screen if you're willing. But I think the help screen should focus specifically on the school game board. I think that's the part of the game that makes players go, "Uh, what do I do?" when they first encounter it. (am I right, Marrend?) But I don't want all the possible icons they can land on described up front. I want part of the fun to be discovering what the less common icons do. Maybe we can describe the very most common ones like story, two-way arrows, question marks, items, bugs, double items, blasts, and up/down arrows. Along with a general description of this phase like "The school day ends when you reach the end of the board." and a short description of "Move", "Item", and "Wait".

edit: let's continue this discussion in the testing page

Heartache 101 ~Sour into Sweet~ Review

I must say though that seeing the game described as "nothing new under the sun" does surprise me. The project began when I was thinking to myself about datesims and how there's no reason to replay one once you've pursued all the character(s) you're interested in and wouldn't it be cool if there was a datesim in which the content could be expanded. To my knowledge no one has ever attempted that before. (maybe there's a good reason for that haha) In other words, I started the project precisely because I thought it would be a new and original idea that had never been done before, and every aspect was designed with the goal of facilitating customization in mind, from deliberately choosing the most cliche setting for a datesim possible, to the typical unseen protagonist, to the lack of event graphics, to all the development time spent on writing a scripting language that can be used to add new story. If a player doesn't find the possibility of creating new content or playing new content created by others at least a little bit intriguing (and judging by the reviews's passing comment of this major aspect of the game as "not exactly a bad feature" I think it's safe to say that you didn't) then they may not be the game's primary target audience. I suppose 3 stars really is the best it could have hoped for then.

Screen3.png

Arshes does have a lot to be disappointed about. Game authors keep replacing his sprite with other sprites.

Custom content (archived discussion)

@dude
Prinny may not be in the game yet but here's hoping somebody some day remedies that!

@Marrend
Well, it's more direct than that. Right now I literally have the NPC saying, "Here's your advice: Build up your ___ attribute." This is after the player picks from a list of characters to ask about.

And speaking of Masako, I should also mention that the availability of the hint expires once that attribute reaches 50, which I realize isn't ideal for Masako, but I had to put in some kind of limitation that at least worked for the Built-in characters for which there are no attribute checks more difficult than 50, since I don't want the NPC giving advice on how to meet a requirement that has already been met. If that's unsatisfactory I could be talked into making it so that a specific cut-off number can be provided per character.