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Monster prom secret ending
Monster prom secret ending






monster prom secret ending monster prom secret ending

We have a second programmer helping us in-house these days. We're focusing on a very basic front that takes quite the time: navigation. And 1 or 2 more that are discussed but we will look at them later. There's at least 1 type more we're already working with. that's 5 types of event so far (CLASSIC + 4 types of EXCHANGE). We have so far 4 sub-types: GAIN (the options are tied to a stat you GAIN, while the same stat is always forfeited) FORFEIT (opposite) BOTH (the options are tied to a stat gained and a stat forfeited) and QUANTITIES (this one is a bit different, we can focus on it another day). You choose the option based on your needs in terms of stat survival (since having a stat at zero would mean losing the run). These are simpler mechanically as you don't need to do maths on what your stats are at every moment in terms of a threshold to beat. So a boring food could make you lose HYPE but an off-putting mind-blowing meal may make you lose some of your MIND. Imagine an event that is you ordering at a diner, OK? The event state you will always gain the stat STAMINA but each option is tied to a stat you will FORFEIT in exchange of that STAMINA. There are some subtypes but basically options are tied to a stat that you will GAIN or FORFEIT. The most common events now are called (for now) EXCHANGE EVENTS, and they fit better the survival aspect. These are your regular events where each option is tied to a stat and the stat is a requirement, meaning the stat must be high for you to get a success ending. We still have CLASSIC EVENTS but they are scarce. The other change in mechanics is in the events. It also adds a new element of thrill to the game as you slowly discover potential new locations and are intrigued as to what mysteries each one brings. This will be a great way (in paper at least, as we need to test) to have a better control over the content you get. And most likely you will CHOOSE which event to do. Instead of every locations having a lot of potential events (and you get one semi-randomly), now each location will have around 3 events. Navigation is obviously different, since you don't have a set map of 5-6 locations but you'll move on the road while choosing locations that appear in pairs from a pool of around 60 locations. There are some clear big departures in game design to make this work. We will still include them most likely (dating mechanics), but you wouldn't call those games "a dating sim". As mentioned, this game and two more will depart from the dating mechanics as a core.

monster prom secret ending

Of course there wouldn't be much to do about this. We know this change is interesting, but we fear some part of the audience is so tightly tied to "dating" as a core mechanic that they have a hard time getting acquainted with a different approach to the design. It's still a multiplayer narrative adventure but instead of mixing it with a dating sim, we mix it this time with a survival game. Not to say that we're aiming for a playable build so we can test if our design works well. Once we've gone through these basics and the core of content, we will re-visit some aspects of design that may require changes. Therefore we're sticking to the basics of design. Now we're deep into months of producing content and programming the basics (as we will see in a minute). Of course, not much progress has been done recently.

monster prom secret ending

Design has been discussed and agreed upon for a while.








Monster prom secret ending