Nicole 0.8.1 (demo preview)
- jack1974
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Re: Nicole 0.8.1 (demo preview)
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Nightsnow
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Re: Nicole 0.8.1 (demo preview)
Pft, they are obviously all working together 
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Valorous_Roland
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Re: Nicole 0.8.1 (demo preview)
I just have a few more things to point out here, playing again.
These are all Oct. 18.
Although this isn't really a typo, I don't think, at one point in the lab, Jeff says, "Leave my sights". I think "Leave my sight" sounds a lot better. I don't think the added "s" is wrong, but every time I play the demo, this catches me up. The other time is when Jeff says, "I am joking" not "I'm joking", but that makes sense giving the scene. It does stand out, but that one is justified.
Right after that scene with Jeff, too, you get one more action. But that action has to be at the last place you were before that scene (so, if you were in the Public Park an the afternoon, dusk is Jeff's scene, at night your event will have to be the Public Park). But, the background doesn't change. It's still the lab. It was just a little strange to see, right after that scene with Jeff, I'm still at the lab. And one of my options? "Go dancing" (you bounced back quick, Nicole)!
Who am I paying there, anyways? Jeff? 
The fact the next action isn't at a place of my choice isn't an issue, but not changing the background was a little jarring.
These are all Oct. 18.
Although this isn't really a typo, I don't think, at one point in the lab, Jeff says, "Leave my sights". I think "Leave my sight" sounds a lot better. I don't think the added "s" is wrong, but every time I play the demo, this catches me up. The other time is when Jeff says, "I am joking" not "I'm joking", but that makes sense giving the scene. It does stand out, but that one is justified.
Right after that scene with Jeff, too, you get one more action. But that action has to be at the last place you were before that scene (so, if you were in the Public Park an the afternoon, dusk is Jeff's scene, at night your event will have to be the Public Park). But, the background doesn't change. It's still the lab. It was just a little strange to see, right after that scene with Jeff, I'm still at the lab. And one of my options? "Go dancing" (you bounced back quick, Nicole)!
The fact the next action isn't at a place of my choice isn't an issue, but not changing the background was a little jarring.
- jack1974
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Re: Nicole 0.8.1 (demo preview)
Yes I think after that scene, Nicole should probably go back to her dorm and go to sleep. And have nightmares 
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reader
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Re: Nicole 0.8.1 (demo preview)
Interested in the idea of this game but was disappointed by the demo. Took two very different approaches in playing the demo. One, to maximize the clues stat. The other to ignore clues and concentrate on the other stats. With priority going to wits. Both approaches resulted in the same game experience. Unless this was a very limited demo, two very different tactics should have received very different results. As things stand currently, the game is too linear for my tastes. The whole point in building stats and having choices is to effect game experience.
- jack1974
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Re: Nicole 0.8.1 (demo preview)
Well in the final game, raising clues stat will unlock some mystery scenes (at least that's the plan).
Raising the otehr stats will be required like my other games to unlock an ending with one of the boys (and later, the girls). But there aren't other secondary effect, it's still mainly a dating sim, after all.
But for curiosity, what influences could have the stats on the gameplay ? can you make me some examples? I'm still trying to learn
Raising the otehr stats will be required like my other games to unlock an ending with one of the boys (and later, the girls). But there aren't other secondary effect, it's still mainly a dating sim, after all.
But for curiosity, what influences could have the stats on the gameplay ? can you make me some examples? I'm still trying to learn
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Jackrabbit
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Re: Nicole 0.8.1 (demo preview)
I think they expect stats check, like if wits > 20 you get more money from work, or a better grade in the exam. Like you do in life sims, I guess. But in dating sims the stats are a secondary mechanic. Maybe it could affect dialogue? Like, if you had a lot of a boy's main stat, you'd get better answers? But that's covered by having events tied to the stat progression...
I think it could be little things, just added for flavor, like having a character commenting about the stat once you reach a certain level?
I think it could be little things, just added for flavor, like having a character commenting about the stat once you reach a certain level?
- jack1974
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Re: Nicole 0.8.1 (demo preview)
The job results will depend on your energy/morale (in the demo version is not implemented yet). About the different dialogues, that's definitely a lot more work. If I had to do a game where dialogue choices change based on stats, it would probably take me another year 
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MistyMoonlightDew
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Re: Nicole 0.8.1 (demo preview)
my zeal was 80, amity was 4, diligence was 45,my wit was 32
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reader
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Re: Nicole 0.8.1 (demo preview)
Just recently finished the demo for my own dating sim. So I can give you my take anyway on how they are suppose to operate. As the success of most dating sim events depend on a player's stats, the first thing a player needs to do is to build up their characters stats. As dating sims often have a school setting, taking classes is one of the major devices for doing so. You already have multiple devices for the character to build their stats.jack1974 wrote:Well in the final game, raising clues stat will unlock some mystery scenes (at least that's the plan).
Raising the otehr stats will be required like my other games to unlock an ending with one of the boys (and later, the girls). But there aren't other secondary effect, it's still mainly a dating sim, after all.
But for curiosity, what influences could have the stats on the gameplay ? can you make me some examples? I'm still trying to learn
You've mentioned that various jobs will be part of the full game. In dating sims, a characters stats determine how well they do/get paid on said job. If say they are a tutor like nicole to the football player, intelligence would be important. So if nicole's intelligence stat isn't very high, she won't do well as a tutor and therefore won't be paid very much for the work she does.
The next it is relationship. You start the game out as strangers and build your relationship level from there. With the goal of course to date and reach girlfriend level with the character. The target character has minimum stat requirements before they will ever agree to go on a date with the player's character. The relevant stats should be different for each target character to support a wide range of stats. So for example, a target character could require high stats in: fashion, charm, and intelligence. Until the player's character has high stats in these areas the target character won't go on a date with them. In traditional dating sims, one raises the relationship at first by chatting with the girl. This also becomes important as one learns a girls favorite things in doing so. When you are on a date, the girl will then ask the player's character questions about her favorite things. The player's character will only do well if they know the correct answers to her questions. While you may not be interested in the whole question/answer phase, at a minimum, dating should require reaching the various stats levels preferred by a character.
Once you reach a certain level with a character, you can give them gifts to raise the relationship. Typically characters have different preferences as to which gift that they prefer. Side events are often commonly used prior to reaching the dating level. You already have a park location. So if nicole has a high level of fitness she could run into a character who values fitness in the park. The two characters could decide to start jogging together.
The stats in a stat building game are suppose to drive the entire game. Not just the endings for said game. Making money on a job is suppose to be based on the players stats. Relationships are suppose to be built over the entire game. The player needing to discover what their target character likes. Then build up those particular stats so that the relationship can advance from stranger to someone they would date. But only once the player has the minimum stats required for a date. In between first meeting and dating, there are the chats, gifts, and side events like I've mentioned. Don't know how easy it would be for you to adjust your game at this late stage to make the stats acquired more relevant. The primary changes would seem to be on the coding/writing side of things. If you want to try my game to see what I am talking about, let me know and I can provide you with a link to my demo.
