Lord Arioch
Demon Girl Pro
- Joined
- Feb 18, 2016
- Messages
- 116
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A little crop preview of the first scene.![]()
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OH MY...! Can't wait to play it!A little crop preview of the first scene.![]()
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OH MY...! Can't wait to play it!
I have a question, will the MC kept his face and not becoming faceless in most CG where his face supposed to be visible?
I actually adore a CG where we can also see the pleasure in the male face, so that preview already hit the spot for me!
Stay healthy!![]()
Yeah, definitely not a "faceless character" type of game. If you can see Rowan's face in a shot, it'll be his face.
Yeah, it is more like, for example, the Witcher, in that Rowan is an active participant in conversations. There's a lot of back and forth, and the player makes dialogue choices at key moments that shape the direction of the interaction.
I know, shocking right?
Personally, I'm all about the micro, as opposed to the macro, and I think a long development period of small blocks with player input is really suited to this. I want to make a game where the things that you say and do, and the things you know, make an impact on the small scale, not just large binary outcomes like character you end up with / the ending you get.
So, somewhat like Mass Effect, where the stuff you did in previous games carried over to third one?
Not so much sequels as the option to play the game with different characters who have a different story line and encounter different events, but are in a shared world with the others.
What I'd like to do, bringing in something similar to New Game+, is have the things you do on one character change the game when you play on the next, creating a sort of persistent world state affected by the player. For example, say your Rowan decides to kill a character, you wouldn't be able to meet that character with others, that sort of thing. It is quite simple to do with variables and if statements, and since the game is being developed in small chunks, it is well suited to this sort of thing.