Eromancer
Sex Demon
- Joined
- Jul 27, 2014
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Re: Malise and the Machine (New RPG!)
Hey all!
I'm a few weeks late on this, but I just wanted to address something I just now saw on this board in another thread with regard to what some might see as a sharp drop in the amount of funding the project is receiving on Patreon. I addressed it on Patreon but unless you're pledging to the project you won't see that explanation.
For reference, the thread I'm referring to on this board is located here.
As you can see from
In addition, there was a slow decline over the course of November that was very likely due to the fact that our project offers a reward where if you pledge $20 to the project you will receive the uncensored retail version once it is ready. It can be expected that with each release, a percentage of the backers for this project will withdraw their pledges once they've reached that $20 mark.
What this means is that, contrary to some beliefs, there is no exodus from Patreon or issue with backers fleeing in terror. It also exemplifies the importance of your pledge to the project, so as always your continued support is very much appreciated!
The "content fatigue" concept was definitely in my thought process while working on the story. While some themes may be present for events or areas early on, this is largely due to enemy groups being introduced to the player via the story. It simply won't make sense for some types of enemies to be present in some situations, and even in V0.03 the enemies are not what I have planned for that area in the final game. These lines will blur a lot as the game progresses however, especially as the playable game area grows.
I can pretty much say already that by the end of the game things will be pretty ridiculous in terms of variety (within the scope of a single battle even). In addition, old enemies will definitely make reappearances with new H skills throughout the game. We've been looking at adding a level system for enemies to give the player some indication of what skills an enemy can perform, but don't have anything solid yet.
Hey all!
I'm a few weeks late on this, but I just wanted to address something I just now saw on this board in another thread with regard to what some might see as a sharp drop in the amount of funding the project is receiving on Patreon. I addressed it on Patreon but unless you're pledging to the project you won't see that explanation.
For reference, the thread I'm referring to on this board is located here.
As you can see from
You must be registered to see the links
, a sharp drop occurred in early December. This was caused by a change in the way Patreon shows the funding a project is earning. You can read the details
You must be registered to see the links
, but the simple version is that the amount shown on the project's front page now reflects the total pledge amount minus fees and minus the amount from nonpaying patrons for the last cycle. It basically now reflects a more accurate amount as to what we receive with each release.In addition, there was a slow decline over the course of November that was very likely due to the fact that our project offers a reward where if you pledge $20 to the project you will receive the uncensored retail version once it is ready. It can be expected that with each release, a percentage of the backers for this project will withdraw their pledges once they've reached that $20 mark.
What this means is that, contrary to some beliefs, there is no exodus from Patreon or issue with backers fleeing in terror. It also exemplifies the importance of your pledge to the project, so as always your continued support is very much appreciated!
Yay, more updates from Ero! Always glad to get a glimpse of progress.
Perhaps, if you can't find the time and/or motivation earlier, some Futa content could be added in a bonus section for v1.2 (ie: the first patch after the first bug fix of the release)?
I've been meaning to mention this for a while now Ero, but while you're working on story and game flow, could you put a little planning into avoiding Content Fatigue? Hm, best to explain with examples...
Using Hikaru Senki (RJ086026) as an example,
While I enjoyed the variety of the content the game offered, I found it got stale fairly quickly. While each mission had different enemies (and therefore different content), each mission typically only had 1 enemy to encounter, plus the boss.
In short, after beating the game you could go back and say 'This mission is the bukkake mission, this one is the ovi mission, this one is the anal mission, etc..'. While there was variety overall, each mission felt very mono-themed.
Another example, Creature Hunter (RE133887),
As much as I enjoyed it, all of the content was limited to filling vaginas and the resulting egg laying. There were a ton of different enemies and interesting poses, but little other content - just a bit of lactation and a touch of anal.
While I enjoyed both of those games immensely, they lost a lot of replay value from content fatigue.
I'm not sure what the best solution is for you, but I'd suggest trying to fiddle with creature encounter rates and slowly phasing out creatures that don't make sense to be in the area, to be replaced with new ones. Perhaps aim to always have x different creatures available to be encountered and occasionally bring back old ones (with upgraded stats)?
The "content fatigue" concept was definitely in my thought process while working on the story. While some themes may be present for events or areas early on, this is largely due to enemy groups being introduced to the player via the story. It simply won't make sense for some types of enemies to be present in some situations, and even in V0.03 the enemies are not what I have planned for that area in the final game. These lines will blur a lot as the game progresses however, especially as the playable game area grows.
I can pretty much say already that by the end of the game things will be pretty ridiculous in terms of variety (within the scope of a single battle even). In addition, old enemies will definitely make reappearances with new H skills throughout the game. We've been looking at adding a level system for enemies to give the player some indication of what skills an enemy can perform, but don't have anything solid yet.