Gecko1548 wrote:so apparently I need RPGVXAce RTP to runs the game but i have no idea what that is
have you tried Google?
Gecko1548 wrote:so apparently I need RPGVXAce RTP to runs the game but i have no idea what that is
SalVados wrote:I would just like to chime in and say that I really love this game and its characters... but the difficulty is infuriating to me. I want to see more of the game but can't even get past the first Progress Game. Even the tutorial and first Practiec Games are nearly too much, no matter what I try I feel like. Currently reading this entire thread to see if somebody has some pointers.
But regardless, keep up your great work! I appreciate the mechanics and can't wait to learn how to actually play!
Erecant wrote:@gorgonzoladealer,
Oh boy and in depth review after all these years, thanks for the input!
I definitely agree with your nitpicks. The fullscreen problems are an original limitation of the old engine I used to create the game. If I tackle a new project down the line I will definitely be using a newer tool, such as MV, which has much better support for higher resolutions. Regarding the few images, it was mostly a development choice, as a compromise between the very high time investment to get a larger image-set, and the desire to push out more content.
As to your critiques, they are quite fair, and I've toyed with a few of these concepts myself over the development process.
VP has evolved over the dev process,and as the game became more complex and dynamic. The original intent of the mechanic shifted and twisted into what it is now. It is actually quite a bit more lenient now than it was. I have a few ideas for where it could go from here, but the reality is, with the sunk cost, it wouldn't be worth the dev hours to redevelop the mechanic from the ground up.
The Core RNG nature of the game is by design, as a defining aspect of the game is that the player is never completely in control of the situation. I understand that it can be frustrating, as sometimes you just get destroyed with no chance to recover, and the grind is legitimately pretty intense in the mid-game. It does lighten up significantly once you unlock Zoey as an alternative trainer, but the grind and the core RNG is here to stay.
If at any point in the future I revisit the core aspects of the game, I would probably go more in depth on the RNG mitigation aspects, such as having tells for the pred's upcoming actions that you could attempt to counter. I feel this would give a bit more interactive feel to the flow, as well as still maintain the spirit of the game. But for now, that is a bit of a pipe-dream.
Independent VP for each character is an interesting concept, sort of a corrollary to affection levels, perhaps at high levels confusing the two, leading to the end-state. That would personalize things a bit between the pred and the player.
As to the faces . . . yup, you've got me dead to rights there. I explored additional expressions, and it wouldn't be too terribly difficult to implement, but it simply hadn't happened. This would likely be the very first thing I would tackle in a remaster, if only to give the characters new life. The Player's face . . . is an unfortunate situation, really. Alex's face was originally a bit of a placeholder, using vanilla resources from the engine, but I found that I couldn't make a compelling male face using the Kisekae engine that I made the girls' images with, and so, rather than trying to level it in, I just kept the placeholder. Looking back, it is a shame, really. I could have pretty easily gone the silhouette route and pushed a bit of player projection onto the MC.
Regarding Gwen and her various teases and options. Gwen's addition to the game represented a pretty massive expansion of possibilities, but also an extremely daunting and real potential for scope explosion. There are a few things that I would really like to explore with Gwen still, but as it stands, I really need to get the core game's story completely out there before I dig into wild tangents with side characters and alternative scene types.
Thanks again for your detailed and constructive feedback. I'm glad you've given AHSG a chance, and have cared enough to pour out your thoughts!
--Erecant
VoreFan96 wrote:I've been really enjoying playing this game and the story, especially since it's a bit similar in some regards to stories I have in development. I can see that a lot of effort has been put into every aspect of the game.
However I think I need a bit of help/advice with something later game. hence the spoiler as safety so I don't ruin the experience for anyone else.Spoiler: show
EDIT:Spoiler: show
Users browsing this forum: 123456789c, 253424q, ABrinson27, bighead, Bunick, chirlikjoly, DanaGandan, Dolsilyol, Enhance, Justaslime, Konkage, KroboFuentes, Ledatic, Lewdghost, Majestic-12 [Bot], morcego016, Nevermere, NinjaNightmare, Onmawarpath, t2rosa, taylorsm, Unnötig, Yandex [Bot], yelu