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RPG Unknown/Hiatus Malise and the Machine - Public Demo Available Now!


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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 , 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 , 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.
 
Re: Malise and the Machine (New RPG!)

In addition, old enemies will definitely make reappearances with new H skills throughout the game.

Ooh, that sounds REALLY interesting :D
 
Re: Malise and the Machine (New RPG!)

While on the subject of content fatigue, I had been pondering how the H content plays out. The important part if you ask me. I recall Eromancer talking about how different combinations of enemies could have different status effects or produce different scenes.

I immediately thought of games like Rain's Rave. The H-content replay value is awesome just from running around (whoring) stacking the various effects and visuals from them. Infestation, pregnancy, eggs, breast enlargement, breast enlargement plus eggs in breasts, etc. You could do tons of combinations and they are all visualized in some form or fashion (during and after combat).

How will Malise and the Machine be in this regard?
 
Re: Malise and the Machine (New RPG!)

Question out of curiosity. Once the project is finished is it still going to be possible to purchase the uncensored version of the game? Or thats a patreon deal only. I would prefer paying a bit more for uncensored one rather than deal with patreon because its kinda "confusing" if i could say.
 
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Re: Malise and the Machine (New RPG!)

Yeah this sounds cool.

Btw, as a vet of old-school RPGs, this is absolutely the very best "atb" style I have ever seen. And it is quite easy to tell how that is, its because of the hex-spread menu mechanic, and because there are only two toons to fuck with. FFVI and its massive menus to scroll through were completely obnoxious to the point that over two decades later I am still mad about it.

So thanks for effectively redeeming a mechanic I've only seen done well once before. (Chrono Trigger)
 
Re: Malise and the Machine (New RPG!)

Hey guys! I posted earlier today on Tumblr, check it out~.


While on the subject of content fatigue, I had been pondering how the H content plays out. The important part if you ask me. I recall Eromancer talking about how different combinations of enemies could have different status effects or produce different scenes.

I immediately thought of games like Rain's Rave. The H-content replay value is awesome just from running around (whoring) stacking the various effects and visuals from them. Infestation, pregnancy, eggs, breast enlargement, breast enlargement plus eggs in breasts, etc. You could do tons of combinations and they are all visualized in some form or fashion (during and after combat).

How will Malise and the Machine be in this regard?

Long term visual effects will exist and be stackable, though I'm not certain how many or what kinds yet. Since visual effects that last longer than the grapple in which they are applied require a lot more art (due to the number of dynamic poses) it's important to orchestrate it pretty well. We haven't added any besides armor damage yet because we want to have a solid grasp of the flow of the game so I can avoid making artwork that ends up not getting used.

Question out of curiosity. Once the project is finished is it still going to be possible to purchase the uncensored version of the game? Or thats a patreon deal only. I would prefer paying a bit more for uncensored one rather than deal with patreon because its kinda "confusing" if i could say.

Yeah, the uncensored version will be available beyond the Patreon campaign.

Yeah this sounds cool.

Btw, as a vet of old-school RPGs, this is absolutely the very best "atb" style I have ever seen. And it is quite easy to tell how that is, its because of the hex-spread menu mechanic, and because there are only two toons to fuck with. FFVI and its massive menus to scroll through were completely obnoxious to the point that over two decades later I am still mad about it.

So thanks for effectively redeeming a mechanic I've only seen done well once before. (Chrono Trigger)

Awesome! That's a big compliment!
 
Re: Malise and the Machine (New RPG!)

And how is the public demo coming along? You mentioned something about it in your previous blog post, but nothing certain. At least I believe so.
 
Re: Malise and the Machine (New RPG!)

What % to completion is this thing?
1.5 years is an awful long time to development..
 
Re: Malise and the Machine (New RPG!)

What % to completion is this thing?
1.5 years is an awful long time to development..

Look up 'Otome Function' from a company called 'Skyrockets' just for fun. :p
 
Re: Malise and the Machine (New RPG!)

What % to completion is this thing?
1.5 years is an awful long time to development..

The average video game nowadays takes 2-3 years of development with a team of 300+ people, with each of them getting paid roughly $40,000 a year minimum.

Eromancer is doing this basically with a team of 2 people (AFAIK, dunno if he got a 3rd person yet), with each of them probably getting around $20,000 a year with the frequency of main releases.

The fact he even has this much done in this frame of time is staggering, honestly.

Yes, this game is not an AAA title with all the trimmings, but it's certainly something that most people wouldn't expect just a 2 person team to have made, compared to stuff that is a tenth this level of quality in the games industry that actually makes it to market with 20+ people working on it.
 
Re: Malise and the Machine (New RPG!)

I understand this..but if it's taken 1.5 years to get to 0.03..
It would take 15 years to get to .30
And 45 years to get to .90

...theoretically. I wonder if i'll be alive by then..
 
Re: Malise and the Machine (New RPG!)

The fact he even has this much done in this frame of time is staggering, honestly.

From what I've played in the demos, it's not really "staggering". It's 2 levels and a few cgs and a lot of variants. Not sure if the demos represent the entirety of completed game thus far tho.

Still, I'd be surprised if this got released by mid 2017. Really looking forward to this, but damn, seems a bit too ambitious for it's own good. Only time will tell, I guess.
 
Re: Malise and the Machine (New RPG!)

And how is the public demo coming along? You mentioned something about it in your previous blog post, but nothing certain. At least I believe so.

No release date yet for it, but it's certainly happening. It will release about a month ahead of V0.04, so it's dependent on the V0.04 release.

I understand this..but if it's taken 1.5 years to get to 0.03..
It would take 15 years to get to .30
And 45 years to get to .90

...theoretically. I wonder if i'll be alive by then..

The version number is just an arbitrary number, and has no real bearing on progress. Due to the format of the project there likely won't be a traditional alpha or beta phase, it'll just jump to 1.00 when the retail version is released.

As for % completed, it's hard to say since the vast majority of work so far has gone into things unrelated to actual content. Way more than 3% though, heh.
 
Re: Malise and the Machine (New RPG!)

From what I've played in the demos, it's not really "staggering". It's 2 levels and a few cgs and a lot of variants. Not sure if the demos represent the entirety of completed game thus far tho.

If you made games and knew what went into them, you would call this staggering, honestly. The tilework alone is ridiculous, as is the 3D models and their animations, so forth.

The bulk of what's amazing though is the complete rework of the RPGMaker engine and all the programming that's went into this, the UI, the mechanics, etc.
 
Re: Malise and the Machine (New RPG!)

I don't usually chime in, but I wanted to add my two cents.

I've done a tiny bit of work in RPG Maker in the past, to the point where I could make events and basic cutscenes using the very basic things the game itself has to offer. Even with my very rudimentary knowledge of the program. To turn around and see what Eromancer has done here, not just making a game in RPG Maker, but effectively rebuilding RPG Maker so he could make the game he wanted, that's impressive as all hell.

The ATB system, he coded that. The grab system. Coded that. He had to recode the battle system so it could display the large images either without massive slowdown or even period, my memory's a little fuzzy on that point. That's before getting into the tile work he's done. That's before getting into the fact that he taught himself how to make those amazing images that we take for granted. That's before getting into learning how to overlay said images over the battle screen, and changing them based off of what stage the attack is in.

In short, this is a ton of work, especially when you realize that this is the first game Eromancer has ever made.
 
Re: Malise and the Machine (New RPG!)

Quality and progress are fine and dandy but mean nothing if the game never gets completed. Believe it or not I say that as a complement because I have yet to see a game with this level quality (or FutureFragments :p) be completed. I honestly worry these projects are too big to be taken on by such small teams and may never be completed. The fact that they rely on funding to a certain extent is also worrisome. I myself can no longer afford to fund ether project and have lost access to the newer demo(s?).

I say all of this in full support of both (and most other patreon) projects. I await patiently for the day my worries can be put to rest and I can (and will) gladly purchase full copies of these games.

Please keep up the good work.
 
Re: Malise and the Machine (New RPG!)

Does this game have a free demo or no? I cant find it if so. Im not a fan of blind patronage if the game is good ill consider buying but otherwise..
 
Re: Malise and the Machine (New RPG!)

Does this game have a free demo or no? I cant find it if so. Im not a fan of blind patronage if the game is good ill consider buying but otherwise..

i think theyre suppose to release a public demo before the next update, whenever thatll be.
 
Re: Malise and the Machine (New RPG!)

Quality and progress are fine and dandy but mean nothing if the game never gets completed. Believe it or not I say that as a complement because I have yet to see a game with this level quality (or FutureFragments :p) be completed. I honestly worry these projects are too big to be taken on by such small teams and may never be completed. The fact that they rely on funding to a certain extent is also worrisome. I myself can no longer afford to fund ether project and have lost access to the newer demo(s?).

I say all of this in full support of both (and most other patreon) projects. I await patiently for the day my worries can be put to rest and I can (and will) gladly purchase full copies of these games.

Please keep up the good work.

I got total faith in Eromancer to finish this game, and I know we've pledged to finish this game even if we have to rack up thousands in debt on our credit cards, now that we have so much support for the games and we know we'd make it back on game completion.

(That wouldn't be ideal, of course, but there is not going to be a reality in where FF doesn't get finished or M&M doesn't get finished, unless like, everyone involved in the projects dies mysteriously or something.)
 
Re: Malise and the Machine (New RPG!)

Does this game have a free demo or no? I cant find it if so. Im not a fan of blind patronage if the game is good ill consider buying but otherwise..

There will be a public demo about a month ahead of the next Patreon/Kimochi release! Keep an eye out for more news~

I don't usually chime in, but I wanted to add my two cents.

I've done a tiny bit of work in RPG Maker in the past, to the point where I could make events and basic cutscenes using the very basic things the game itself has to offer. Even with my very rudimentary knowledge of the program. To turn around and see what Eromancer has done here, not just making a game in RPG Maker, but effectively rebuilding RPG Maker so he could make the game he wanted, that's impressive as all hell.

The ATB system, he coded that. The grab system. Coded that. He had to recode the battle system so it could display the large images either without massive slowdown or even period, my memory's a little fuzzy on that point. That's before getting into the tile work he's done. That's before getting into the fact that he taught himself how to make those amazing images that we take for granted. That's before getting into learning how to overlay said images over the battle screen, and changing them based off of what stage the attack is in.

In short, this is a ton of work, especially when you realize that this is the first game Eromancer has ever made.

Yep, there was about a year of experimentation with RPG Maker / art styles and learning Ruby before the Patreon was even announced. Just for the record though AltairPL coded the most modern iteration of the battle engine, ATB system and UI :D.

Basically all battle and UI code that was in V0.02 of the game (released in July) has been rewritten from scratch by AltairPL at this point, while I've made a lot of additions and edits to the map system. AltairPL will at some point go through and rewrite the entire map engine for optimization now that the requirements have for the most part been established.

It's probably worth mentioning here that I'm still looking to add an expert 3D artist as well as an expert 2D painter to the team (if they come in one package it'd be even better).
 
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