I’m having an issue whenever I make an alliance with Reese and turn him into a woman I try to discuss hypnosis with him and he’s saying that there’s “tension” between us. The thing is I haven’t talked to anyone other than him and Tessa to actually win the first game so I have enough to do it. So what’s up with that am I doing so thing wrong?
Take a longish break, come back, see the game now has pregnancy. See I knew there was a God out there somewhere! Answering prayers I didn't know I had.
I decided to go into the game files, intending to fix the bugs I saw that I posted about earlier since I'm kinda impatient and genuinely wanted to see if I was capable of solving the problem. I don't actually know python since I'm more familiar with Godot, but I figured that just knowing programming meant I could figure out what was what. I actually managed to seemingly fix them. I did so by removing the "pc_time -= 1" at the end of Rhianna's TF menu in scripts, turning "hide" to "show" in two lines for Magnificence's gender preference TF in the update 25 scripts, and replacing the erroneous "rhi_smalltalk" with "mar_smalltalk" in the screens script.
By the way, the last one is kinda weird. It says "protected through mingle phase" followed by the level of smalltalks had. I think that one, the fact that only specifically smalltalks can have protection rather than any talking that isn't leaving the talk menu is kind of a bummer, I thought it'd be like action points in reverse where instead of losing an action when you go into a menu and getting it back if you select nothing, you'd gain a protection point by going into the talk menu and lose one if you select nothing. Two, the protection says it's through mingle phase X rather than it being "protected for [protection points} mingle phases", and having a line at the end of each mingle phase like "if [protection points] >=1, [protection points] -= 1"
This kinda leads me to my suggestions on coding in general. Please don't take this an insult, but I feel you could improve your code, and these were some of my ideas of how I personally would've accomplished it.
1- File Structure. The fact that you have all the things kinda strewn about in a bunch of places makes it hard to find things. It made me kinda wish once again that I had downloaded the version 0.24 walkthrough since I then could've looked at the patch notes to see what was added when. But having only one file leads to a situation like how Undertale had every single line of dialogue in one place. I would've formatted things so that the scripts was a master file, and then there were separate files for each character for the purposes of one on one dialogue and TF, and then a file for perks, and so on. And I personally love organizing things, so I would've had not just an events file, but several, like, "[location] events" for each location, "questline events", "challenges", etc.
2. Making mechanics actually mechanics. It's harder at first but saves your bacon in the long run to have a system in place instead of having to add things every single time and constantly having to remember what you already did. If you don't know what I mean by that, I remember reading a devlog from another game where the dev was like "Okay, I've gone half insane trying to program each individual character's abilities and keeping it working, so I've scrapped every single bit of that old code and am now going to implement an event system. Each ability will cause an event, and the events will have variables that I can change based on the ability. That way, instead of having to program an attack from scratch each time, I can just easily make the attack call a deal damage event and set said attack's damage variable."
3. I see that you have both an attitude system and a perks system. I think perks are cool. But attitudes aren't added to a character like perks are. (or rather, on and off since you programmed perks to be true and false for each character unlike, say, Pokemon, where there's a master list of moves and moves are attached to a Pokemon when they learn said move) I foresee one attitude replacing another, causing a bug because the old one was needed for something but now that it's been replaced now the gameflow is borked. Personally, I would've rolled it all into perks. Like how Marazet gains the "trusting" attitude when you've talked to her twice. I would instead have a perk like: "Trusts Lewis: Reconnected with Lewis and now trusts him." and even add to that: "Will be more receptive to Lewis's propositions." to make it clear that she's now willing to partner up with him for the second challenge. In fact, I think it would be cool if, say, that meant Marazet would sabotage someone else other than Lewis if Marazet got turned into a spy.
I guess that last suggestion would need to have the system for dialogue when you select someone to talk to reworked though, But I think it'd be worth it, both to make the game more transparent to players that aren't reading the walkthrough through perk text, and for the reasons listed above.
By the way, I noticed that Tessa has an attitude called "Lovestruck". Is that achievable, or is it not really implemented into the game yet?
firstly, thank you for taking the time to look at things! It means a lot that you'd put up with my terrible code XD
second, I'm not a trained programmer, and yes, I've done this whole thing by the seat of my pants lol. I've been working on this game for over two years, and you'd better believe that in that time I have learned SOOOO much about programing. due to the monthly release schedule, I don't always have the time to retrofit or overhaul the existing systems when i discover a new way to do things. (if you wanna see something really crazy, you should open the files of my last game Imparagon. I didn't even know what the call function was, so I built the whole thing with "jumps" XD ). this means that while i am a lot better at programing now, some of my original code from 2 years ago is still in there and causes problems from time to time.
1: you're probably right! but the biggest thing is we're built around monthly releases. when we shift to private development somewhere down the line, I'll definitely consider reformatting, but as it stands, any time I spend re-organizing will take away from the time i spend making the content and artwork folks are paying for each month over on patreon. for that reason, if it ain't broke, i can't spend time fixing it. (but yes please keep up the bug reports lol, those are super helpful!)
2: I'm not sure what you're suggesting with this one? i'm guessing this is in reference too the ambient event checks that trigger each mingle phase (which a handful of them should certainly be in a label, but some of them are specific to certain mingle phases). I would say the biggest difference between this and the rpg example you gave is that it's narrative. calling an attack over and over is useful sure, but dialogue has to be unique to its context. we have started using TF descriptions as call functions to use for multiple leadups, is that more what you are talking about?
3: the attitude system (although not always front facing) has been in the game since the very beginning, and its largely meant for the dating mechanics / dialogue trees, but it's still not fully implemented yet. it is also mean to someday be tied to the expressions each character will have (rhianna is the only one who has any rn, but we plan to apply them to others once we're closer to finishing). the perk system is much more recent (and probably better), but we want to use it more for narration interjections rather than plot flow. the idea for perks is to have them throw more life into big group scenes without having to plan scenes for every specific form. the attitudes are going to be more geared towards relationships with those characters, and eventually develop into proposals and such once we get there.
"lovestruck" Is an romance attitude that we are working towards implementing for tessa, it doesn't have any uses yet i don't think. wait, no there might be some lines for it in the "what do you think about rhianna?" smalltalk.
Basically with 2 I was thinking of how the bugs I see with this game tend to be typos, or maybe even copy/pasting code and forgetting to change a word to fit the required thing. The status menu disappearing bug is something I've seen multiple times across different versions, and I was just thinking to myself that if you have a function or script to automate things like that you would only need to write new code instead of repeating the same lines over and over. I remember once hearing that the game Earthbound is a mess to romhack because all the dialogue text has to include variables to make it work, like always needing to specify the speed for instance. That for me is like as if I had to write directly in html code when writing stories instead of just hitting ctrl + I or B or whatever in Libre Office for text styling. Though, not knowing Python, for all I know you might be unable to implement such systems because of engine limitations.
As for 3, if you have plans that need the attitude system then I get it. I just thought the perk system was easier to use, easier to keep track of, and was more flexible. And I liked how perks have text accompanying them to give both flavor and information. I love flavor and information. I always read lorebooks and monster lists in RPGs, and I will always prefer transparency in games (unless mystery is the point of the excercise). For instance, the game Risk of Rain 2 has vague tooltips when you pick up a new item, so years ago I made a text mod for my own use that replaces the old tooltips with ones that say exactly what each item does when you pick it up (like giving the exact stats for gasoline's burn radius and damage instead of just saying that if you kill an enemy, ones near it burst into flames).
Ooooh i see! yeah the main reason why the action/influence screen has to be toggled in the event itself is because some events ask you to spend influence or actions while others don't
Holy peak I just got to the ending portion. For once, there were tears streaming down my face, not my legs. It's bittersweet, seeing how there's an ending to it all. This truly was a Royale Harem.
Free my girl tessa she aint do nuthin 🙏 other than betray me like six times (Seriously, it was actually kinda gut-wrenching seeing her get practically erased for defending her mother's name. If you ever decide to branch into a more horror type VN, I think you could pull off something that could be so good it would feel like your stomach is being drilled into. Great work as always, SlushyAnimals.)
Two bugs: swapping Magnificence's preference makes the status menu disappear, and the status menu display for Marazet being protected seems to be based on if you small-talked to Rhianna, not Marazet
Rhianna transformations seem to cost 2 actions. Tested on a new game with each of the four available, causing 5 to go to 3 if you ignore the Akarion and Rhianna scene, and 4 to 2 if you interject. Doing a second transformation still has the same effect, and this double reduction still applies even on other rounds (tested by not talking to Rhianna or even going to areas she's at until round 2. By the way, you can wait to do the Love at First Sight thing by doing exactly that, if anyone else wanted to know that.)
Okay, with further testing, it seems that just entering the transformation menu for Rhianna takes an action, because selecting "nothing" will cause you to lose 1 action, instead of 2.
Elami consistently taking out my option for harem Magnificence is really bothersome in this new setting . It would be nice if the player had a chance to harem her before Elami locks her into pregnancy TF.
you can block the tf! the reason why that scene takes place is because Magnificence is complaining about having an heir. all you have to do is give her one before elami does ;3
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I’m having an issue whenever I make an alliance with Reese and turn him into a woman I try to discuss hypnosis with him and he’s saying that there’s “tension” between us. The thing is I haven’t talked to anyone other than him and Tessa to actually win the first game so I have enough to do it. So what’s up with that am I doing so thing wrong?
The black text with black letters is the worst, and I think it's also in pc version... Is there a way to change it?
the game is not currently mobile compatible! this should only be problem on mobile browsers
Take a longish break, come back, see the game now has pregnancy. See I knew there was a God out there somewhere! Answering prayers I didn't know I had.
Please give us pregnant Elami
I decided to go into the game files, intending to fix the bugs I saw that I posted about earlier since I'm kinda impatient and genuinely wanted to see if I was capable of solving the problem. I don't actually know python since I'm more familiar with Godot, but I figured that just knowing programming meant I could figure out what was what. I actually managed to seemingly fix them. I did so by removing the "pc_time -= 1" at the end of Rhianna's TF menu in scripts, turning "hide" to "show" in two lines for Magnificence's gender preference TF in the update 25 scripts, and replacing the erroneous "rhi_smalltalk" with "mar_smalltalk" in the screens script.
By the way, the last one is kinda weird. It says "protected through mingle phase" followed by the level of smalltalks had. I think that one, the fact that only specifically smalltalks can have protection rather than any talking that isn't leaving the talk menu is kind of a bummer, I thought it'd be like action points in reverse where instead of losing an action when you go into a menu and getting it back if you select nothing, you'd gain a protection point by going into the talk menu and lose one if you select nothing. Two, the protection says it's through mingle phase X rather than it being "protected for [protection points} mingle phases", and having a line at the end of each mingle phase like "if [protection points] >=1, [protection points] -= 1"
This kinda leads me to my suggestions on coding in general. Please don't take this an insult, but I feel you could improve your code, and these were some of my ideas of how I personally would've accomplished it.
1- File Structure. The fact that you have all the things kinda strewn about in a bunch of places makes it hard to find things. It made me kinda wish once again that I had downloaded the version 0.24 walkthrough since I then could've looked at the patch notes to see what was added when. But having only one file leads to a situation like how Undertale had every single line of dialogue in one place. I would've formatted things so that the scripts was a master file, and then there were separate files for each character for the purposes of one on one dialogue and TF, and then a file for perks, and so on. And I personally love organizing things, so I would've had not just an events file, but several, like, "[location] events" for each location, "questline events", "challenges", etc.
2. Making mechanics actually mechanics. It's harder at first but saves your bacon in the long run to have a system in place instead of having to add things every single time and constantly having to remember what you already did. If you don't know what I mean by that, I remember reading a devlog from another game where the dev was like "Okay, I've gone half insane trying to program each individual character's abilities and keeping it working, so I've scrapped every single bit of that old code and am now going to implement an event system. Each ability will cause an event, and the events will have variables that I can change based on the ability. That way, instead of having to program an attack from scratch each time, I can just easily make the attack call a deal damage event and set said attack's damage variable."
3. I see that you have both an attitude system and a perks system. I think perks are cool. But attitudes aren't added to a character like perks are. (or rather, on and off since you programmed perks to be true and false for each character unlike, say, Pokemon, where there's a master list of moves and moves are attached to a Pokemon when they learn said move) I foresee one attitude replacing another, causing a bug because the old one was needed for something but now that it's been replaced now the gameflow is borked. Personally, I would've rolled it all into perks. Like how Marazet gains the "trusting" attitude when you've talked to her twice. I would instead have a perk like: "Trusts Lewis: Reconnected with Lewis and now trusts him." and even add to that: "Will be more receptive to Lewis's propositions." to make it clear that she's now willing to partner up with him for the second challenge. In fact, I think it would be cool if, say, that meant Marazet would sabotage someone else other than Lewis if Marazet got turned into a spy.
I guess that last suggestion would need to have the system for dialogue when you select someone to talk to reworked though, But I think it'd be worth it, both to make the game more transparent to players that aren't reading the walkthrough through perk text, and for the reasons listed above.
By the way, I noticed that Tessa has an attitude called "Lovestruck". Is that achievable, or is it not really implemented into the game yet?
firstly, thank you for taking the time to look at things! It means a lot that you'd put up with my terrible code XD
second, I'm not a trained programmer, and yes, I've done this whole thing by the seat of my pants lol. I've been working on this game for over two years, and you'd better believe that in that time I have learned SOOOO much about programing. due to the monthly release schedule, I don't always have the time to retrofit or overhaul the existing systems when i discover a new way to do things. (if you wanna see something really crazy, you should open the files of my last game Imparagon. I didn't even know what the call function was, so I built the whole thing with "jumps" XD ). this means that while i am a lot better at programing now, some of my original code from 2 years ago is still in there and causes problems from time to time.
1: you're probably right! but the biggest thing is we're built around monthly releases. when we shift to private development somewhere down the line, I'll definitely consider reformatting, but as it stands, any time I spend re-organizing will take away from the time i spend making the content and artwork folks are paying for each month over on patreon. for that reason, if it ain't broke, i can't spend time fixing it. (but yes please keep up the bug reports lol, those are super helpful!)
2: I'm not sure what you're suggesting with this one? i'm guessing this is in reference too the ambient event checks that trigger each mingle phase (which a handful of them should certainly be in a label, but some of them are specific to certain mingle phases). I would say the biggest difference between this and the rpg example you gave is that it's narrative. calling an attack over and over is useful sure, but dialogue has to be unique to its context. we have started using TF descriptions as call functions to use for multiple leadups, is that more what you are talking about?
3: the attitude system (although not always front facing) has been in the game since the very beginning, and its largely meant for the dating mechanics / dialogue trees, but it's still not fully implemented yet. it is also mean to someday be tied to the expressions each character will have (rhianna is the only one who has any rn, but we plan to apply them to others once we're closer to finishing). the perk system is much more recent (and probably better), but we want to use it more for narration interjections rather than plot flow. the idea for perks is to have them throw more life into big group scenes without having to plan scenes for every specific form. the attitudes are going to be more geared towards relationships with those characters, and eventually develop into proposals and such once we get there.
"lovestruck" Is an romance attitude that we are working towards implementing for tessa, it doesn't have any uses yet i don't think. wait, no there might be some lines for it in the "what do you think about rhianna?" smalltalk.
Basically with 2 I was thinking of how the bugs I see with this game tend to be typos, or maybe even copy/pasting code and forgetting to change a word to fit the required thing. The status menu disappearing bug is something I've seen multiple times across different versions, and I was just thinking to myself that if you have a function or script to automate things like that you would only need to write new code instead of repeating the same lines over and over. I remember once hearing that the game Earthbound is a mess to romhack because all the dialogue text has to include variables to make it work, like always needing to specify the speed for instance. That for me is like as if I had to write directly in html code when writing stories instead of just hitting ctrl + I or B or whatever in Libre Office for text styling. Though, not knowing Python, for all I know you might be unable to implement such systems because of engine limitations.
As for 3, if you have plans that need the attitude system then I get it. I just thought the perk system was easier to use, easier to keep track of, and was more flexible. And I liked how perks have text accompanying them to give both flavor and information. I love flavor and information. I always read lorebooks and monster lists in RPGs, and I will always prefer transparency in games (unless mystery is the point of the excercise). For instance, the game Risk of Rain 2 has vague tooltips when you pick up a new item, so years ago I made a text mod for my own use that replaces the old tooltips with ones that say exactly what each item does when you pick it up (like giving the exact stats for gasoline's burn radius and damage instead of just saying that if you kill an enemy, ones near it burst into flames).
Ooooh i see! yeah the main reason why the action/influence screen has to be toggled in the event itself is because some events ask you to spend influence or actions while others don't
Will we be able to return Tessa to her original state in a future update of the epilogue?
Holy peak I just got to the ending portion. For once, there were tears streaming down my face, not my legs. It's bittersweet, seeing how there's an ending to it all. This truly was a Royale Harem.
the transformations can't be undone, no matter what ;3
Free my girl tessa she aint do nuthin 🙏 other than betray me like six times (Seriously, it was actually kinda gut-wrenching seeing her get practically erased for defending her mother's name. If you ever decide to branch into a more horror type VN, I think you could pull off something that could be so good it would feel like your stomach is being drilled into. Great work as always, SlushyAnimals.)
loved the
wolf bride akarion tf great job on all of the tfs you guys continue to make
Two bugs: swapping Magnificence's preference makes the status menu disappear, and the status menu display for Marazet being protected seems to be based on if you small-talked to Rhianna, not Marazet
The pdf appears to be cropped. it only shows the things for version 0.25. Can you please post the guide from before?
Forget it, i saw that just took the pictures
we've moved the changelogs to the top. just scroll down a bit and you'll find the full guide!
Rhianna transformations seem to cost 2 actions. Tested on a new game with each of the four available, causing 5 to go to 3 if you ignore the Akarion and Rhianna scene, and 4 to 2 if you interject. Doing a second transformation still has the same effect, and this double reduction still applies even on other rounds (tested by not talking to Rhianna or even going to areas she's at until round 2. By the way, you can wait to do the Love at First Sight thing by doing exactly that, if anyone else wanted to know that.)
Okay, with further testing, it seems that just entering the transformation menu for Rhianna takes an action, because selecting "nothing" will cause you to lose 1 action, instead of 2.
Elami consistently taking out my option for harem Magnificence is really bothersome in this new setting . It would be nice if the player had a chance to harem her before Elami locks her into pregnancy TF.
you can block the tf! the reason why that scene takes place is because Magnificence is complaining about having an heir. all you have to do is give her one before elami does ;3
(aka you have to TG either reese or matthias)