💦 CREATE AND FUCK YOUR OWN AI CUMSLUT 🔥 TRY NOW ♥
Create AI Cumsluts 💦
July 31, 2018

[ENG] 2018 July Report


Sorry that it's a bit late this time, everyone!

Link to Report 


One big part of the game is finished. Time to move on to the next part >_<


- Punipen

Comments (9)

I
Irregular_X · August 2, 2018

Hi. Looks like you won't participate the next Kemoket, right? Anyway, remember your announcement? >a new set of images will be added to the gallery only when it's available in the game, not as soon as it's finished >we have come to a decision that we will release chapter 3, 4 and 5 at the same time. This means when the complete version of the game has released, all CGs will be relvealed at the same time. Before this announcement, some CGs had posted constantly, probably every year. But after that, we need to wait the release. This will be at least half a year or more. I know and understand why. But the problem is all patrons who pay 10 dollar or more per a update got same thing that 3 or 5 dollar-patrons got recently. I mean, the reward (advantage?) for 10 and 20 dollar patrons is almost nothing. Then 10 and 20 dollar options are less valuable. I have three suggestions to solve this problem. 1: Reduce the cost if there is no release of the game for a while. 2: Send some CGs directly to the patrons by e-mail or something once in (insert any number from 1 to 12)months. 3: Release the complete version of the game and all CGs in near future. This should be within a year. To be honest, I'm not satisfied the status quo, but please don't be serious, this is just my suggestion. The choice is yours. Whatever you say, I will follow you for now.

D
Dudedle Studio · August 2, 2018

I'm afraid you misunderstand how our Patreon work. Once you get a link to the gallery, you'll still gain access to them even when you lower your pledge from $10 or even stop supporting us. The following lines are included in our message when we send you a link to the gallery: " After this, even if you change your pledge to lower than $10 or stop pledging, you will still be able to access the gallery from the link we gave you. 上のリンクは、10ドル以下の支援に変更、または支援を取りやめてもいつでもアクセス出来ます " There is no incentive to continue supporting us at $10+ other than being generous and wanting to give us more money so we will have more resources to work on the game. We intentionally design it this way because we aren't using Patreon to sell rewards. It's more of an easy way for people to donate money to us so we can spend more time working on the game. Thus the rewards are designed to be more of a thank you gift from us, to make sure that any amount of money you donate to us is from your own will and we aren't using any trick to get more money. If you are not satisfied and would like a refund, please send me a private message and we can handle it from there. Regarding the release, in the same post we also asked for people opinion's on releasing per chapter with less support, and many voted for that, so while we will still stick to the full release for public version, the patron only release is still not decided yet. Though it's more likely that we will release each chapter with no tech support. If we go by per chapter release for patrons, once the patron-only version is released, any CGs included in that version will be updated to the gallery. <a href="https://www.patreon.com/posts/regarding-future-17660841">https://www.patreon.com/posts/regarding-future-17660841</a> - Punipen

R
Richard · August 1, 2018

That's a lot of information to keep track of, but experimenting with different combinations of skills/armor/accessories will definitely add some variety to multiple playthroughs so I'll count this as a positive. Lots of new stuff to look forward to coming soon. I'm guessing once you guys have all the technical stuff figured out the remaining chapters will go quicker for you. Good luck with everything, I look forward to seeing what comes next.

G
Gystes · July 31, 2018

Glad to see you were able to get a report in for this month! Hopefully things do pick up for you this month! I have noticed much of the mechanical stuff seems to be going very well. If you'd like to indulge my curiosity, how close do you feel you are to finishing all the battle mechanics?

D
Dudedle Studio · August 1, 2018

For basic battle mechanics, that should be all of it already. However, bosses and special enemies might required their own unique mechanics. The time consuming part isn't in the coding, since I have made it flexible and scalable enough, but testing and balancing the design. Unfortunately, there is no certain way to tell if the design is going to be fun or not until you actually try it. This applies to both utilizing the already implemented mechanic and creating a new unique one for that specific enemy. - Punipen

P
Peter · July 31, 2018

Hi. I totally forgot you do the reports on tumblr, which is now inaccessible unless you have an account- since your webpage is marked as porn. Is there any other website you post the reports ? Thnx

G
Gystes · July 31, 2018

Punipen has been looking into another potential website for a while, but hasn't decided anything to my knowledge. Maybe he'd be able to sent it in an email/google doc or something? IDK, We'd have to see.

T
Theris · July 31, 2018

A few things to note about this: It occurs to me that the game behavior for the case of having more than one piece of equipment equipped that changes the element of the basic magic attacks might not have been considered. If two pieces of equipment try to change orange gem attacks to, say, fire and ice simultaneously, what element is the result treated as? Also, it may be worth thinking about how multiple copies of the same equipment (or how equipment and analogous armor enchantments) will stack. For example, would wearing three copies of the equipment that gives a chance to inflict sleep result in an game-breakingly high chance to repeatly inflict the sleep condition turn after turn? In any case, I like what I've seen in this report; it looks like you guys are on the path of creating deep and interesting game mechanics.

D
Dudedle Studio · July 31, 2018

I thing these are very good and insightful points! I've thought of some of these possibilities beforehand but I'm still not sure with path I want to go with so here's how the code in the game work. - For orange gem elemental modification, they don't really change the attack but rather add an element to the damage information created by an orange gem. Each damage can carry multiple elements at once. This is so that we can have a skill that can deal multiple elemental damage, such as physical + fire. By default, an orange match gem is a magic-type attack that contains no element. By equipping both fire and ice accessories, fire and ice will be added to the elements information and thus the attack will contain both fire and ice element. - For damage calculation part, only the highest elemental damage multiplier will be used. So if an enemy receives 2x Ice damage and 0.75x Fire damage, the 2x multiplier will be used for an attack that contains both fire and ice element. - Although carrying multiple orange gem elemental modification won't break the game programmatically, but whether this will make your character too powerful or not, I'll have to test the game to see how it works. If an orange gem of multiple elements is too powerful, we can give the equipment an attribute that only one of this type can be equipped at the same time. As for stacking three copies of the same status aliment inflicting equipment, each passive effect already has a property that allow the passive effect of the same name to be activated only once per in-game event, so I can set this to allow the effect to be stackable. We will have to test and see if it's too game-breaking or not for allowing the player to stack the effect together. In any case, I'll try to make it clear in the in-game description whether it's stackable or not. Thank you again for pointing all these out! I'll make sure to consider them when testing and balancing the game in the future. - Punipen