Re: Heirs & Graces 0.8.4 beta
Posted: Fri May 13, 2016 12:31 pm
Updated to version 0.8.4 that should fix the Kamal/Borges jealousy issue.
I can do this, the only issue is that since the relationship value can increase based on the activity, you could trigger some scenes later. I mean right now each scene triggers in a specific order - doing the gameplay like this requires almost fixed "scene triggers" (I randomize the day slightly but the week is almost always the same).fabulaparva wrote: The point in this would be to a) limit the number of heartbreaks you have to browse through, if player has shown no interest to certain characters and to b)save some of the scenes to next playthroughs -- because right now you'll end up seeing over half of them in one playthrough whether you are actively going after multiple characters simultaneously or not.
Yup, this is the "new scheduler" without grinding (tm) I was talking about in a blog post a while ago I definitely don't want to do anymore grinding games like Nicole (except for those already in the works). Roommates was still OK I think. I mean scheduler in which you plan the week and then press play, are good. Those in which you need to move around and choose which activity to do, become tedious after a while, inevitably.fabulaparva wrote: General Gameplay
I have to say that I prefer this type of stat raising with skill checks way more than the traditional stat-raising where you have to concentrate everything on one or two traits just to get the relationship you want. I think it has much less aggravating clicking about than Nicole or even Roommates, so it's definitely an improvement and it's nice that some of the other skills matter, too. For further improvement in future games, I'd like the requirements to be even more evened out and maybe have the relationship percent or 'right type of' answers dominate all the relationship aspects and have the skillchecks branch out the main story more. For example, for darker options, enough decorum and some other skill like scheming/facade could lead into Marcel backstabbing Lady Rosalynn in the end... I can just see Vincent and Marcel plotting some evil ways to actively taking her out instead of just getting prepared to counter her derogatory attacks on their character/relationship.
Haha because those backgrounds were done by another artist a while agofabulaparva wrote: Visual
I found the game to be visually very appealing and polished, including the menus and GUI. Kudos to the artist for the character sprites especially! They remind me actually of Chagall paintings (it must be something in the eyes...). The only thing that bugged me was the contrast between the character sprites and the characters in the backgrounds...mainly the market scene. The backgrounds were fine otherwise, but the difference between the characters was rather noticeable...as if having Peanuts' characters standing in the middle of a page from the graphic novel The Crow.
Are you sure? I thought "when spoken to" was ok. Shouldn't mean you should speak only when someone talks to you first?fabulaparva wrote: Of and by the way, there's a lingering typo in the Prologue:
Vincent: "First, never begin a conversation..... Only speak to them when spoken too and be sure to give them your full attention.”
Cool. Yeah I liked the idea a lot. I think the base idea of the story is something VERY important, of course also the writing, art, etc but having a good solid idea for an interesting story in such kind of games is the best way to start and most likely to lead to a good titlefabulaparva wrote: All in all, I enjoyed the game a lot, the main plot line was quite emotional in the end in a good way, and I think it's awesome that enough of the focus actually stayed on Marcel and his father's relationship so that it didn't turn into just a fluffy, inconsequential setting for pointless romance to play out on. As far as the romances went I found them to be on a pretty even level. My favourite characters would be Kamal and Vincent, but on a scale from 1 to 10, I'd have to give 'H' for Borges in scene 9. On the other hand, Eloy definitely wins the category of most entertaining dialogue.
Yea, I was a bit afraid that my suggestion might break the jealousy scenes again. I guess there's no way to prevent the scenes playing further later based on what the values *were* at the scene 3 checkup point regardless of later changes in the percentages? The checkup point value would only reset upon hitting 'start new game'... I guess that could cause problems upon reloading saves from before scene 3, though... Might be better to leave as is...jack1974 wrote:
I can do this, the only issue is that since the relationship value can increase based on the activity, you could trigger some scenes later. I mean right now each scene triggers in a specific order - doing the gameplay like this requires almost fixed "scene triggers" (I randomize the day slightly but the week is almost always the same).
In practice, even if I do a check based on relationship, is very likely that you could still trigger all the jealousy scenes anyway because of the value being raised by the activities. I think the only solution in this case is to use the on/off buttons to disable certain characters
Ah, I guess I didn't explain it clearly enough. It should be 'spoken to', as you said, but it currently has 2 o's in there: 'spoken too'.jack1974 wrote:Are you sure? I thought "when spoken to" was ok. Shouldn't mean you should speak only when someone talks to you first?fabulaparva wrote: Of and by the way, there's a lingering typo in the Prologue:
Vincent: "First, never begin a conversation..... Only speak to them when spoken too and be sure to give them your full attention.”