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(+1)

I got to play the Renpy version for the first time and I'm really impressed! Everything is an improvement with respect to the other version, and it works seamlessly. Only thing, the sound effect of when you put things into the inventory is a bit weird, and rather unpleasant.

Ah, and I'd add the Load button and the Main menu button in the string of commands at the bottom, currently there's just the Quick load (in addition to save and quick save, of course).

I know that in Renpy it's possible to name the save slots (useful if, like me, someone wants to pursue multiple routes). I don't seem to have found a way in the current version, is that implemented?

(+2)

Hi Perles, thanks for all the earlier suggestions. The inventory sound effect was the same as Tyrano, but that can be easily fixed/replaced. Main menu to load is at the right btm, or you can hit Esc for the Main menu to pop up. Let me check with the programmer if he had changed the default UI. 

Currently I ran out of resources to make anymore UI changes, the programmer said he might be able to add in more slots, but naming them would require more resources. In any case, the game play for chapter 1 will be more on resource management (energy, food materials) and you can pursue multiple routes (if you have the game resources for it). We can see if naming saves will still be important to players after chapter 1...

The only game where I've seen the implementation of save names is Camp Buddy. There's a very creative design of the entire interface, including the save section. Although I feel uncomfortable mentioning and complimenting another game here. But I haven't found any private forms of communication on this site, on the other forum, or on Patreon.

I mention it only because the programmer could see how certain features were implemented - not to borrow, but to study, because at one time the developers of Camp Buddy also suffered from various technical errors.

PS. I have not tried the new (Ren'Py) version. I'm not sure if I need to look at it right now - the screenshots show me clearly enough the amount of changes made. But of course I'm mindful of this unusual game.

(+1)

Thanks for the reference! I'll check it out. As the gameplay will be quite different from chapter 1 onwards (more crafting and quests). will see whether named saves will make a difference to players.  This is because character routes progress through completing quests, and that depends on the attributes the player builds over time. It shouldn't matter much in the early chapters, but will hear the feedback when C1 is launched. Thanks for the support and all the useful guidance!

CB has a demo version, so you can probably use it to see some technical points, if there is a strong interest in them.

As for the loading option, I hope it does not cause any errors related to all sorts of mechanics in the game (relationships, inventory, stats, crafting). I don't know how Ren'Py works, but I accept the possibility that loading not from the main menu may cause errors, like duplicating or something more serious. I can't remember where I've encountered this kind of thing - in Ren'Py, RPG Maker or some other games - it definitely happened, but I can't say where or when.

(1 edit)

I actually know several Renpy games that have the save naming (or the name of save page): SpacecorpsXXX, BoundbyNight, Once more from the top, Justbros, BoundtoCollege all have -if I'm correct- the save name. The appearance of the save page is however different (they have the classic multi-page, 6-saves-per-page structure)., I don't know if it plays any role.

For reference, I -and many other players I'd say- usually like more than one love interest, so we start different saves, each of them on a specific route that we like, so having the possibility to name the save games is helpful to recall what you're doing. Not essential, but helpful.

It was informative. I was rarely interested in the other Ren'Py games seen on that specific forum. My inconvenient trait is that I hate playing something in the demo or early access. Constantly waiting for a continuation reduces my interest, especially if it was initially low. Whatever.

I suppose that's important for games where there are specific limitations, but in this case, as the author noted, we can develop relationships at the same time with many characters, and that makes a hell of a lot of sense. I don't even want to know right now the plans for how they will be fulfilled.

For example, that at some point in the game we will have to choose a monogamous relationship (I already have my doubts about such a trivial option - we've all seen families in this game).

Or, for example, that we will automatically get some kind of outcome based on the decisions we make and the results we get (the management component of the game).

Or, for example, go through some kind of ritual with our chosen ones.

Or anything else - I can think of many things, don't even get me started seriously. :)