Darn, now it's been mentioned I have a ton of ideas for a Family Guy dating sim. Let me know if you fancy collaborating!
Destriarch
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Cool, I'll look into those.
I think it might be possible to fill the bar without the earring, by the way, if you make exactly the right choices but it would be much more difficult. But that's clearly a bug so I'll fix it when I've finished implementing new features for the next release.
I don't know if I'll have time to upgrade the save system before the next release as that's quite a big feature, but I do plan to have a save option beyond the 'automatic' one in the future.
There's a lot of stuff that'll probably be reworked in the long run. For now I'm putting together a base to build on and will worry about balance a bit further down the line.
You should be able to do more than one thing in a day though, just not the same activity twice. It's not so obvious right now since there are only a couple of activities that require energy. I might relax this restriction in the future.
On the other hand, at the moment both mini-games can use up all your energy in one sitting. There's no reason to quit early unless you want to save energy for another activity, and if you don't quit early then you'll need to rest before you play again anyway.
Time periods also serve a narrative purpose. It'll become more important when there are time-sensitive events and a few nocturnal or crepuscular monsters in the game.
Sure, and I've also considered having two 'columns' of options, a paginated approach with a 'next/previous' button or a 'Mass Effect' style response ring, but it's also about keeping things simple. Too many options can leave a player feeling overloaded with possibilities. But we'll see how it goes.
Right now, any extra UI is also extra development time, and even a small menu can be time-consuming to construct. If there's a lot of demand for a more fine-grained approach then I may implement it, but right now I'm concentrating on new areas, girls and content :)
Thanks, I'll look into those. They sound like the kind of bug that happens intermittently depending on your hardware, so they can be difficult to find and clear up.
I was thinking the same about sleeping, and am planning on adding a 'sleep until x' menu, so that should fix the other issue. It might have to be just 'until morning' or 'until night' (since some of the girls will be nocturnal) as the dialog box only has room for four options and there are six time periods.
Thanks for the kind words!
The basis of the sandbox is that there can be multiple storylines going on at once, independently of one another. Each is divided into chapters that need to be done in order, but progress in one story will rarely be gated based on progress in another. Instead, you'll need to talk to the girls, experience key scenes by being in the right place at the right time, acquire items and resources, play mini-games, or upgrade the various projects.
For example, one of the planned key elements in progressing Melissa's storyline is building her a better office, which will require metal. To obtain that on the island, you'll need to upgrade the quarry to a proper mine.
If you really wanted to though, you could do it purely by trading logs and stone for metal at the docks, but that's going to be a pretty inefficient way of handling things - at least until I implement the tool shop so you can buy lumberjack upgrades, mining upgrades and the all-important Cornish Pasties!
I'm in two minds about whether to include a hint system. I think I'd prefer to handle it by talking to the girls and letting them give the hints.
Gotta say, if you're looking for freebies, you might be better off being up-front about who the client is and what game they're developing - if only because there are very, very few titles in the NSFW arena with brand-name recognition and it's easy to make claims like that if you don't have to back them up. Since you're a team member yourself and not a recruiter, I can't think of any obvious reason not to share these details. If it's genuinely a recognisable name that people will have heard of and played, then it will only work to your advantage to name them, as fans of the series (who likely know the characters and story arcs already - another advantage) are likely to be more interested in contributing.
I also can't help wondering how unpaid interns will help 'professionalise' things. If you want professional, you need to hire professionals.
This is because Mac apps are basically folders in disguise. It's looking for a manifest to tell it which executable to run, but the DLC doesn't have either. You need to manually install the contents into the original app. I'll run you through it.
1. Download the DLC.
2. Locate the original app and the downloaded file.
3. Right-click on each and select 'Show Package Contents'. In both cases, you should now see a folder called 'Contents'.
5. For both, navigate 'Contents -> Resources -> Autorun -> Game'. You should see a bunch of files in one folder, and in the other a single file called 'sharks.rpa'.
6. Drag 'sharks.rpa' from the DLC's Game folder into the original app's Game folder.
That's it! Launch the game and go spearfishing, you should find you have the DLC.
Wagers were probably also involved, as it happens; one of the historical sets found at Ur included a number of small clay balls that have been theorised to have been used like casino chips.
Irving FInkel, the man who decoded the rules of the game, also thinks it may have been used as a form of fortune-telling.
(I've not played the game as I have my own physical Ur set that I made, but it looks authentic. Might try it out later.)
Sex without reason breaks willing suspension of disbelief and lessens the impact. Stick with good character development, even if it means blue-balling the player a bit longer - it will make the inevitable payoff more rewarding. You can always slip in a bonus naughty scene from an already-developed character arc to break the nookie-drought if it gets too long between nipples appearing on-screen.
There's not much to tell, really. If I launch the Steam app on my Mac and search for Ravager, it's greyed out with the little 'Not Available' symbol next to it. Hovering over that symbol gives the tooltip 'Your current MacOS version is unable to run 32-bit games.' Maybe I can override this and install it anyway, but if so, the message is pretty misleading. I'd put it down to a Steam issue rather than yourselves. This happens a lot.
While the graphics are excellent and the story is at least acceptable - though not remotely believable - the gameplay is lacklustre. Player agency is restricted to two things: simple choices that don't feel like they have much ability to drive the storyline, and 'free roaming' sections where you literally just wander around picking up bonus art and looking for the next cutscene. Games like this rarely have much in the way of gameplay, but I do prefer something. Here there are no management aspects, no puzzles, and no real freedom. You're led by the nose through the whole experience.
At the moment, there is very little content. I think I'd seen everything in about half an hour. I don't want this to come across as too much of a negative point because the game IS early access and it's not being sold at a high price - assuming future updates won't be sold as DLC, which I doubt.
Now, I've been a bit negative there, so let me qualify this by saying that there is certainly promise for the future, especially when animated scenes have been implemented. If all you want from a visual novel is something to read and some sexy scenes to gawp at, then you probably won't be disappointed. But this game isn't going to hold my attention for very long. It's the kind of game I'll dash through as fast as possible then maybe use a walkthrough to find the bits I missed for specific girls that I liked - if it's even possible to miss anything (as I said, the choices just don't feel impactful so far). I'm not really savouring it in the same way as I do more involved titles like Summertime Saga or Corrupted Kingdoms.