BEW - Ongoing Dev Thread (DAZ Artists Still Wanted)

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How would you prefer to see BEW released?

Poll ended at Sun, 15Feb15 09:41

Original release schedule including Bar and Strip Club date venues and associated Act 1 love interests.
8
20%
Move strip club Venue and love interesto, including associated Faith and Emily paths to the first expansion, to be released after Act 3.
6
15%
Release in Episodes, with the current Demo as Episode 1. Asking the community to Vote for which content they'd like to see first for the next Episode.
26
63%
Do something else.
1
2%
 
Total votes : 41

Re: Work in Progress - BEW

Postby Wolfschadowe » Sat, 13Jul06 23:01

Greebo wrote:It must be my warped sense of something, but using hindsight to refer to ass staring made me grin! ;)
heh heh....Butt! (as one of Gru's minions)

ExLibris wrote:...However, I do agree that concealing links, either by making them small or by having a more obvious link present to distract the player, is not a very interesting form of gameplay. I actually wouldn't mind all that much if all of the options were visible as text links. You would be sacrificing a certain amount of player agency by giving that information to the player rather than allowing them to find it, but it would eliminate the tedious business of actually finding the links and focus the player on deciding what to do next.
One of the things I didn't like about SITA was the lack of hit targets. For me, there is an additional level of immersion when I do things like clicking on lips to kiss, or the cheek to kiss the cheek, or the neck to nuzzle the neck that is lost if I just select them from a text menu. Essentially, with hit targets, it's still a menu, but it feels more interactive and immersive. Very few games that I play actually spell out all the choices that are available to the player, and I don't really care for the ones that do. With that said though, when it comes to hit targets, there is a difference between having small, but sensible hit targets, and actively deceiving or hiding them. I try to avoid active deception in the placement, although some do end up seeming deceptive. I like hearing about those from playtesters so that I can consider how to relieve the unintentional deception. An example in the bar scene from an earlier round would be
the couple that Faith likes to watch. In an earlier build the table text unintentionally created a misdirection to click on the guy at the bar. The page was reworked to remove the misdirection.


I also think that finding things that were missed before is an important aspect of replayability, and that also isn't really possible with a text only menu. The challenge is making sure that options are missed because a player happened to overlook it. What I mean by that is what I think of as the 8 out of 10 rule. Eight out of 10 casual players should find the target without trouble or significant searching on the first playthrough. Some items that are more subtle should still be found by at least half of them on the first playthrough. Once again, I try to go with a head-slapper idea about finding missed items should be followed by a mental "I can't believe I missed that," and not a mental "Man, that was brutal to find."


ExLibris wrote:I did glance at it, but unfortunately the cityscape made me think it wasn't implemented yet. On closer inspection it does seem to be much easier to use. However, I do think it needs a bit more explanation about how it works.
Yeah, it's pretty rough at the moment. I didn't want to spend a lot of time on it unless feedback indicated it would be the preferred method. the final version will have visual cues that hopefully will make it all self explanatory. Basically Achievements are broken down by day and scene. The other achievement mode would go away completely if implemented, so clicking achievements from the menu would go straight to the day selection screen (currently a cityscape placeholder image) rather than having to go through the current link on the intro complete achievement.
tlaero wrote:From now on, in my games there will never be a hit target that is just "continue." Continue will always be in the bottom table as "(Continue.)" That way, if you see a yellow outline on the image, you know there's something worthwhile to click in there somewhere.
I might do this too. Continue has always bugged me a little bit. Currently, if there is a "continue" hit target, there is never anything else to click on.
tlaero wrote:I don't think clicking empty areas is right, though I've been known to use empty area hit targets in my games ("get behind her"). I think you've got to make it so that the person is clicking something in the image. Since tips are put in stockings or panties, it's fine to have the tip target be on those spots. I understand what you were doing. From the POV camera angle, holding up a tip would show up at the bottom of the screen. But it certainly didn't work for me.
In general, I agree with you. Hit targets should usually be associated with something to click on. There are times where I think it is OK to have unanchored hit targets. Your "get behind her" example is one where I think it's appropriate. In that case the hit target was anchored to an empty space the player would move to, so we could have a philosophical debate on whether it was actually an anchored (to empty space) or unanchored target. :) I think the rule of thumb is that if there will be a hit target that is unanchored, it should be unmissably big. The tip target in the scene was probably too small, so I've made it larger in the next build.

Also, just as a teaser for day 2
There are options during day 2, at the strip club with Emily present that are only available if the player did NOT tip Natalie at that point, (Or tipped her but didn't successfully complete the branch). Missing that is not a game breaker.


Finally,
ExLibris wrote:I do think that this game is going to be difficult, perhaps overly so, but that has more to do with its size and complexity.
Hopefully, the difficulty is not in finishing the game to a satisfactory ending, but rather in finding all the endings and achievements. I'm aiming for the complexity will be seen by players as variety. I don't know if I have the skill to pull that off or not, but that is what I'm aiming for. When there is no longer a chance for a satisfactory ending, the game will end for that playthrough. If you make it home at the end of the day, you're still in the game.

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Re: Work in Progress - BEW

Postby tlaero » Sun, 13Jul07 01:21

Wolfschadowe wrote:I might do this too. Continue has always bugged me a little bit. Currently, if there is a "continue" hit target, there is never anything else to click on


Okay, then stretch the definition of "Continue." In my mind, all of those strip scenes are "Continues" even though "Continue" is sometimes spelled, "Imagine that you're the bar." (-:

Don't get me wrong, I don't think there's anything wrong with Continues. But if there's nothing to do but click the character a few times in a row, you can assume a second hit target added in will be missed.

I guess we need to come up with a convention. Currently my rule is, "Hit targets are for things you do and the table is for things you say." Where should you put things you think? Before this conversation, I would probably have put it in the hit target. Click on her breasts to think "nice breasts" etc. But seeing this, coupled with the new yellow outline when the image has a target, makes me lean toward "things you think" belonging in the table.

I'll have to ponder that more.

As for hit targets in general, I'm completely with you. I loved SITA, but I think the lack of hit targets was a detriment.

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Re: Work in Progress - BEW

Postby Wolfschadowe » Sun, 13Jul07 01:41

tlaero wrote:...But seeing this, coupled with the new yellow outline when the image has a target, makes me lean toward "things you think" belonging in the table.
I'm inclined to agree on this, especially if it's, for lack of a better description, a narrated continue. There are exceptions to every convention, of course, where thinking should be in the hit target, but if it's really a continue disguised as thinking, like in the afternoon home scene in BEW, or dancers where there is no tip option it should go in table text. If it's thinking combined with action, like in the intro, it may belong in hit targets.

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Re: Work in Progress - BEW

Postby ExLibris » Mon, 13Jul08 10:21

Wolfschadowe wrote:
ExLibris wrote:I do think that this game is going to be difficult, perhaps overly so, but that has more to do with its size and complexity.


Hopefully, the difficulty is not in finishing the game to a satisfactory ending, but rather in finding all the endings and achievements. I'm aiming for the complexity will be seen by players as variety. I don't know if I have the skill to pull that off or not, but that is what I'm aiming for. When there is no longer a chance for a satisfactory ending, the game will end for that playthrough. If you make it home at the end of the day, you're still in the game.


To paraphrase George Orwell, all endings may be satisfactory, but some are more satisfying than others. I'm wondering how easy it is for the player to lock themselves out of the more satisfying endings/content. For example, if you choose to go to the strip club on day 1, does that pretty much elimate your chance of getting the 'best' ending with Faith or Emily? Judging from the comments in the _game.js file it sounds like you miss out on a couple of pretty interesting scenes.
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Re: Work in Progress - BEW

Postby Wolfschadowe » Mon, 13Jul08 19:36

ExLibris wrote:To paraphrase George Orwell, all endings may be satisfactory, but some are more satisfying than others. I'm wondering how easy it is for the player to lock themselves out of the more satisfying endings/content. For example, if you choose to go to the strip club on day 1, does that pretty much elimate your chance of getting the 'best' ending with Faith or Emily? Judging from the comments in the _game.js file it sounds like you miss out on a couple of pretty interesting scenes.
Just as some animals are more equal than others, the level of satisfaction from different positive endings will vary from player to player, even if they are positive. Focusing on a single woman through the entire game may or may not be the easiest route, depending on the woman. With some moving too fast, too early can cause problems later, even if it feels like success early on. With other women, moving fast is necessary to succeed.

So, coming back around to the question if getting the best ending requires playing a specific scene to start, I would have to answer yes, but not necessarily. :) To clarify that better, let's take a look at Emily in the spoiler. Light story and mild characterization information that anyone who's played the available bar scene can probably deduce anyway:
Emily just broke up with a long-term boyfriend/fiance. That happens on day 1, which is a Wednesday, whether Brad goes to the bar or the strip club. If his relationship with Emily is high enough, she goes to look for him at the bar, whether Brad is there or not. Assuming Brad is at the bar, Emily arrives feeling rejected and craving acceptance an comfort. She probably came to Brad because they have been flirting so much for so long that she feels like she can get guaranteed approval and acceptance. So some of the questions to ask as the player/Brad, would Emily make out with Brad in a bar to the point of orgasm, with someone watching if she wasn't trying to prove that she was adventuresome, craving acceptance, and a little bit tipsy? She obviously wants to be taken out of her comfort zone, but taking her too far out of it may have a negative rebound effect. The next day is Thursday, and both Brad and Emily have to go to work and face each other. Even though the bar scene may seem to have gone great, it may not be all sunshine and rainbows once Emily sobers up, and has had time to dwell on what happened.

Then there's the question of what happens on Thursday at the office if Brad didn't go to the bar, or didn't have a high enough relationship for Emily to go find him, so Emily has had all night to stew about her breakup, but no potential regrets with Brad, but now maybe Brad has new baggage from Natalie or even Faith. If the player focuses on Emily, this leads to a different ending that some players may call the 'best' Emily ending, even though Brad didn't interact with her at the bar.
I'm more interested in building the journey into the game than the endings. Yes, endings are important and should be satisfying, but there won't be a million and 2 endings. Some of my favorite games are the ones where there are a lot of different ways to complete a mission. Do you ghost the mission where nobody knows you were there and without killing anyone, kill everything without being detected, Blow up walls to get around traps, etc... The end result though is the same, mission accomplished.

Each girl will have one or two common endings with multiple paths to get there. If I do it right, (and that's a big if :) ) the journey should be just as rewarding as the ending. Going to the bar, or strip club on day one can potentially lead to the same positive ending with Emily that may be many players favorite ending, and just as many players will probably hate that ending. There will also be a couple more difficult endings for her that require starting in either place, and taking a particular route. More difficult does not necessarily mean better, just different. By different, I don't mean that Brad and his girl of choice just have sex in a different spot at the end of the game. (ie. hotel, her place, your place or hot tub.) That's appropriate for a Virtual Date game, but this is intended to be more of an adventure.

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Re: Work in Progress - BEW

Postby tlaero » Tue, 13Jul09 02:37

I applaud your ambition, Wolf. I'm not 100% sure you're sane, but I'm impressed by what you're trying to do. (-:

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Re: Work in Progress - BEW

Postby Wolfschadowe » Tue, 13Jul09 21:08

tlaero wrote:I applaud your ambition, Wolf. I'm not 100% sure you're sane...
Sanity and I parted company some time ago. No sane person would try to do what I am attempting. :) I'm having fun with it. Not really ambition, it just keeps me out of trouble.

Ultimately, I'm making a game that I like. If I was making a game other people would like, it wouldn't be as much fun. Hopefully, a few other people will like it too.

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Re: Work in Progress - BEW

Postby SYH » Sat, 13Jul13 01:23

Wolfschadowe wrote:
tlaero wrote:I applaud your ambition, Wolf. I'm not 100% sure you're sane...
Sanity and I parted company some time ago. No sane person would try to do what I am attempting. :) I'm having fun with it. Not really ambition, it just keeps me out of trouble.

Ultimately, I'm making a game that I like. If I was making a game other people would like, it wouldn't be as much fun. Hopefully, a few other people will like it too.

Wolfschadowe


It certainly looks like you're having a blast with this game. :D
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Re: Work in Progress - BEW

Postby Veeral » Tue, 13Aug06 20:10

Wolf, I just wanted to drop by and thank you for your game. I played it last night, and while I'm not very good at these types of games, I still really enjoy playing through them. The amount of difference at the bar I think is wonderful along with the overall story so far. Though I may be slightly skewed in my opinions at this point, because Faith is exactly my type and I just ate every single frame of her up. She's wonderful, and I hope you have as much fun if not more in the future as I already have.
Thanks again,
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Re: Work in Progress - BEW

Postby Wolfschadowe » Tue, 13Aug06 20:31

Veeral wrote:Wolf, I just wanted to drop by and thank you for your game.
--snip--
Faith is exactly my type and I just ate every single frame of her up. She's wonderful, and I hope you have as much fun if not more in the future as I already have.


Hi Veeral! Thanks for playing. I'm glad you enjoyed it. The rest of the game will have another four or five Faith filled days to play with, depending on your path. I hope your enjoyment of it continues.

Work on the rest of the game is coming along well. A little slower than I'd hoped, but that's always the case for these types of games. :)
The Bar path has been tweaked a little since the public version, and there are more features like achievements, and an optional daily review (recap) that can provide hints to different paths and things that were missed.

It has come a long way since version 0.0.8 that is the latest public Alpha version. Playtesters will get their hands on version 0.2.0 this week, as soon as I finish some cleanup on bugs found in the last round. The next public Beta will be version 0.4.0, which will likely be another month or two...or three.

I keep the second post on the first page of this thread updated with progress for any who care to follow. I update progress at least every week or so.

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Re: Work in Progress - BEW

Postby Wolfschadowe » Thu, 13Aug08 01:57

Hello Everyone, especially playtesters.

Just released version 0.2.0 on the playtest site. This is the full final Day 1, including the Diner, all recap's enabled and the new, new achievement system.

Regarding the achievement system, there are four modes to look at, one for each of the scenes. (descriptions is spoiler for space) Let me know which you like best and It will be the standard for the final game. This only effects how Achievements are displayed once earned. There is also an achievement tutorial based on the intro scene, and the instructions.

Achievement Mode 1 (Office Scene) - Displays number of achievements, number of sub achievements, and percentage completion for the scene. Clicking into it for details scrolls through all the earned sub-achievements and earned achievements in order of Sub-Sub-Achieve.

Achievement Mode 2 (Diner Scene) - Display number of achievements, number of sub-achievements, and percentage completion for the scene. Clicking into it for details goes either to the earned achievement, and you can click in again to see sub-achievement details. If the achievement hasn't been earned yet, it goes straight to earned sub-achievements. This gives clues to things like how many un-found endings there are, and such.

Achievement Mode 3 (Bar Scene) - Display number of achievements, number of sub achievements. No percentage completion. Clicking into it for details only displays achievements. Sub-achievement details are hidden.

Achievement Mode 4 (Strip Club Scene) - Display number of achievements, and percentage completion. No number of sub-achievements. Clicking into it for details only displays earned achievements. Sub-achievement details are hidden.


Both the Bar and Strip Club scenes have been tweaked for playability and I have also incorporated many playtester suggestions and suggestions from this thread. Also, the diner scene adds additional characterization and story elements to Natalie.

There are nearly 1200 screens for day 1 and 40,000 words or so. Plenty of stuff to look at. There is no rush for testing this build so take your time and enjoy.

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Re: Work in Progress - BEW

Postby Aces » Thu, 13Aug08 21:19

I thought you were gonna release a full day 1/morning day 2 to this area of the forum? Why the change of plan?

Having to wait possibly 3 months for the next public release is gonna be aggrevating [img]images/icones/icon11.gif[/img]
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Re: Work in Progress - BEW

Postby Wolfschadowe » Thu, 13Aug08 21:45

Aces wrote:I thought you were gonna release a full day 1/morning day 2 to this area of the forum? Why the change of plan?
Having to wait possibly 3 months for the next public release is gonna be aggrevating [img]images/icones/icon11.gif[/img]
Nothing nefarious in the plan change. I just don't want to burn everyone out on the game by making a lot of public releases.

I suspect that some of the playtesters are pretty sick of it by now from playing and replaying the early scenes. :) One or two may be physically sickened by the thought of playing through it again. :p

I decided to do a beta release after Act 1, which is a natural break point in the story, and based on reception and demand, possibly do another beta release after Act 2. This is primarily to prevent burnout from players, but if 10-15 people post here a request to do a release once Thursday (Day 2) Morning is complete and the playtesters say it's ready, I will do so. On the other hand, if too many post here for me not to do so...I will stick with waiting for Act 1 completion. :)

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Re: Work in Progress - BEW

Postby whynot » Thu, 13Aug08 22:52

Bonjour Wolfschadowe,

Si j'ai bien compris (mais mon anglais est très approximatif), je vote oui pour une version beta supplémentaire.
La qualité de la version 0.08 est déjà excellente. Bravo pour ce jeu !
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Re: Work in Progress - BEW

Postby M » Fri, 13Aug09 02:14

Personally speaking, it's tempting to suggest that you still release the full day demo because I'm interested in seeing more already, but it sounds like waiting for the Act 1 release is probably the better idea overall.
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