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Cthulhu
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- Apr 4, 2010
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Don't wear the Hacked Visor.Sorry if this seems like a silly question, but how does one pass the final stage of the second world?
Don't wear the Hacked Visor.Sorry if this seems like a silly question, but how does one pass the final stage of the second world?
You're right and you just gave me an idea: someone should implement a QTE struggle mechanic that isn't based on reacting to random UI elements that are separate from the action, but to changes/variation in the actual H art.Any kind of "press buttons on screen" (or "quick time event") mechanic is a little hard to implement without some sort of tunnel-vision problem where your eyes are focused on the key commands and not the girl struggling for her life, which is where your eyes should be.
Sounds like a legit pain to make though. 4 unique animations per enemy. if there were 10 enemies, that's 40 animations just for the grapple.You're right and you just gave me an idea: someone should implement a QTE struggle mechanic that isn't based on reacting to random UI elements that are separate from the action, but to changes/variation in the actual H art.
If you make a decently complicated ruleset you could slow the pacing of the whole thing down, which reduces the mashing problem, and allows the animations to play longer. Maybe mouth,tits,butt,crotch -> up,left,right,down, unless you're over 50% arousal meter, then it mirrors every other input, so you constantly have to think? Idk if that'd be fun but my point is just to increase complexity to slow down reaction speed
Has anyone encountered this bug where Hasumi "disappears" when colliding with the robot enemies? It doesn't occur all the time but when it happens the only way I could get out of it was to load a save or exit the stage. Does anyone know of a way to get out of it without having to restart the stage?
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Missing a status, anyone happen to know where it's "obtained"? Thanks in advance.
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Check the translation forum, adatt is working on it!Great game, i wish the prequel were translated
Oh god no, I didn't mean completely unique animations!Sounds like a legit pain to make though. 4 unique animations per enemy. if there were 10 enemies, that's 40 animations just for the grapple.
If we take into account walking, attacking, idle, and of course sex animations, then that'd be whooping 80 animations, just for 10 enemies.
If it'd take 3 hours to make a single animation, then oh boy, that's atleast 240 guaranteed work hours just on animation. And it could be more because animation sometimes randomly takes longer than expected (especially when you're in the zone.).
Not saying it couldn't be done. It just feels like an unnecessary amount of effort for something comparatively small.
Oh god no, I didn't mean completely unique animations!
I was thinking more like in The Girl in the Red Slave Collar, they use the same base art and have the different molestation types (boobs/butt/crotch) pasted onto that. That one's not really animated though, each pose is one static image, so it's manually done for each one.
I feel like a skeleton-animated ACT game (like this one) could have also done that though. I get it's maybe a little bit of a pain but just have her be in the same pose and if you don't want to rig enemy poses for the different attack angles, just use the sort of "disembodied" hands/tentacles/penises/whatever that hentai games sometimes use, and have them float in from different directions. Or if you hate that, mirror enemy standing animations for left/right side of her and rig the hand on their boob/etc.
I mentioned this before but I hate it when the girl seemingly allows herself to be raped in H games, where she just sits there and takes it. I find Mission Mermaiden awesome, because most of the H requires Hasumi to be properly restrained or in a vulnerable mental state before the enemy lewds on her.All of this. Bondage as a mechanic, and honestly H stuff in general, flies in the face of a lot of basic game design, so it's hard to incorporate it into a game in a way that makes sense. This is true whether it's an action game or an RPG or whatever. The important thing to actually try to make some sort of sense of all of that is to provide incentive to take risks, which is something Mermaiden doesn't do too much of overall (there's a bit of it, here and there, like the energy-restoring chairs).
Doing this is totally possible just takes a whole lot more effort, because you'd have to include extra animations for it. Harder for 2D because you will need to draw brand new poses but easier for 3D because you just need pose the character differently.You're right and you just gave me an idea: someone should implement a QTE struggle mechanic that isn't based on reacting to random UI elements that are separate from the action, but to changes/variation in the actual H art.
I was just thinking about a "base animation" with multiple variations but I was afraid someone might think it's too cheap, even though reusing assets is kinda essential in getting shit done. Especially when you're just a small indie team.I was thinking more like in The Girl in the Red Slave Collar, they use the same base art and have the different molestation types (boobs/butt/crotch) pasted onto that. That one's not really animated though, each pose is one static image, so it's manually done for each one.
Oh yeah, the game definitely isn't perfect. While I do prefer the reaction-based QTE of that game to this game's mashing, I will concede that that whole system is one of the game's weak points also (I mean, when I played it I used cheat engine's speedhack to tweak the difficultyI like The Girl in the Red Slave Collar a lot for the dice system and integrating hentai content with the gameplay, but the QTEs are without a doubt the worst part of that game and quite a lot of content is locked behind you failing QTEs which I never did without doing it on purpose.
I feel like there's still a lot of ways to creatively incorporate it.Bondage as a mechanic, and honestly H stuff in general, flies in the face of a lot of basic game design, so it's hard to incorporate it into a game in a way that makes sense.
I think there are big differences between these genres. It's much cheaper to implement bondage into RPGs because ACTs require more animations while RPGs can sort of get away with implying a lot of basic actions. If the girl has her hands handcuffed, it would affect her: walking, jumping, crouching, attacking, getting hit... animations. Because it changes her arm positions you'd then need to completely redo all of those or at least parts of the animations (which would look a bit weird). RPGs get away with having static standing CGs which can be easily drawn over with multiple layers.This is true whether it's an action game or an RPG or whatever.
I absolutely agree with you on that, but I feel like that's something bondage could offer. If you get bound in a way and it could affect the character with an interesting debuff that changes the strategy options the player has available to them (i got so many ideas for this):The important thing to actually try to make some sort of sense of all of that is to provide incentive to take risks, which is something Mermaiden doesn't do too much of overall (there's a bit of it, here and there, like the energy-restoring chairs).
HONESTLYThis wasn't in the game as a proper Bad End WHY again??? D:
this wasnt in the game...
The follow-up tweet made me laugh, because I put '3P with Saki and Mari' on the questionnaire as well.
I LEGIT THOUGHT YOU WOULD BE ABLE TO JOIN THEM