Thursday, July 2, 2015

7/2

Face dump. My fav is Larry, Stella, then Bea smiling. Eric likes Zoe.

We're just importing stuff into the game at the moment. Every now and then we refine story, but mostly just trying to cross the finish line. The combat was patched again, and a nasty bug involving incorrect monster spawns has been eliminated. We should be rolling out the newest patch soon, and while the dating elements are still being withheld until closer to final, the combat feels very complete.

 The combat will tie into the dating aspects, what with the player's ability to lead in question; doing a bad job or being an uncool dude will get you mutinied. The mutiny system addresses a general issue about dating sims, in that the player generally has no incentive to make other girls happy during each run. Usually the player just buys all the flowers for one girl and then ignores the other girls until he goes for a new run, so the mutiny system will ensure that the player takes care of all his crewmembers to a certain extent.

Some players complain it's too hard...but umm... we're actually thinking about increasing the difficulty. The goal to get to Day 35 would actually be the hardest difficulty in the game. It's a tense game, stressful and strategical because the player feels ultimately responsible for loss. I'll lay down some cool strats.

Barricades are the most plentiful resource, abuse it- Ensure your enemies are spreading out damage over barricades evenly. You can spread the enemies around with Taunt or side pushing weapons like the machine pistol or the alternate fire on the pistol.

Get ammo at the barracks- Conserve ammo. You'll end most runs typically with no ammo at all.

Appraise your location's risk and rewards- Since the drop chance of items in an area decreases every time you pick up an item, and the difficulty of areas commonly fluctuates, you'll want to make sure that staying in an area is actually a good idea. I've left a +0 difficulty 30% Ammunition drop chance because... 30% sucks, haha. It would have probably been worth it if I lucked out and got the ammo, but the other 70% chance of facing even a +0 difficulty would have not made up for the risk.

If they're destroying you, then mutually assure them that you can destroy them- The difficulties of each area can slide in a manner that isn't in your favor. You can also find yourself stuck behind Iacchan wax because you used too much energy. If that happens, consider using Isabel's Mutually Assured Destruction power. It's a nuke, so you do damage to everything, yourself included. One character gets incapped, and three take 150 damage, but you lower all of the difficulties of the station to their lowest values. The MAD is a good early game ammo rush strat, end game strat, and emergency strat. You have to be really prepared for it though. So first thing to worry about is the huge nuclear explosion in your face. The first 50 of 150 damage should be soaked by your barricades.

You'll want your barricades topped off to 100%, so a BP boost is extremely helpful in getting there because the BP Boost gives guaranteed BP. Not using the BP boost means that you'll have to commit a large number of survivors to repairing, sometimes even at a waste because of the random amount of bp involved in repairing. Vibrobarrier is a power that Zoe and Elaine have that can double the amount of damage the vibrobarriers can take. You pretty much have to have one of the two along in order to soak up 100 damage.

There's still more damage coming through. You can take it in different ways. If you have high health characters, that can work. Characters can also take damage past 0, but up to half their maximum health. (So Larissa with 100hp can go to -50 damage before getting incapacitated). It's extremely risky, but as long as the character doesn't go past that negative point, they'll get back up with a sliver of health the next day. Also, having Veronica's or DoctorCaptain's Painkillers is pretty pro at ensuring your characters take no damage.

Finally, you will always have one random character incapacitated by the effect. There's nothing you can do about it to prevent it, but at least you don't lose viewership from it.

Here's a good early game setup for MAD: Isabel, Elaine/Zoe (for Vibrobarrier damage mitigation), Veronica (Painkillers give an additional damage mitigation), Captain-Noble(Noble is a pretty bad character, so you'll want to pray that he takes the brunt of the nuke).

Other fav setups of mine:
Team Godrifle:
Olga w/ Assault Rifle
Isabel w/ Assault Rifle
Elaine w/ Shotgun
Stella w/ Assault Rifle
Elaine uses KDIG Frequency Jammer to clear the way for assault rifles, Isabel uses Maximum Firepower to ensure that the survivors that normally can't shoot (stella, olga), can fire. Olga has strong powers, but she's less AOE. Fielding Olga in this team essentially lets you react against either super tough T-Roosters with her black hole power, or fire with assault rifles against smaller foes. If you luck out and find Zombies, Stella can use her Three Gun Salute power to increase the morale of Olga and Elaine, both of whom tend to consume morale on a very regular basis.

hrm. More setups to come, lol.


22 comments:

  1. More difficult? Well, that's lame.

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  2. There should be boob portraits. To see if you can identify the characters just by boobs.

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    1. Changing everything over to boob pics might actually be improvement over the stat showing pictures and the assignment screen showing names.

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  3. geez u guise make me feel like a girl that constantly only gets attention for her boob pix rather than her intellectual rants

    a bunch of fuggin pigs is whatchu lot are

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    1. First rule of producing creative content for a living: Know your audience.

      Although, the portraits remind me of a memory matching mini-game in Final Fantasy III where you had a grid of hidden character portraits that you had to flip over two at a time and try to match them. In the hard mode, they used frog versions of the portraits instead, which made it much more difficult. You could do the same with boobs.

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    2. Another rule: Know thyself.

      I'll make what I want to make. I risk alienating an audience or changing who's in my audience, but in the end enjoying the process is important.

      If I wanted to make the big bucks, this would've been a furry game.

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    3. Don't turn into Fenoxo 2.999 overkill please HC

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    4. Ew, furry game?
      First the thing gets even more difficult, and now everyone's a furry? I can't win D=

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    5. I'm pretty sure he's not gonna do that furry game as for the assrape without lube difficulty he's adding...better buy more lube

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    6. Didn't have time -- He's goin in dry.

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    7. At the very least allow him to get you a pillow with which to bite into

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  4. ...Well, then I can only paraphrase "Extra Credits" from their advice for indie game-creators video:

    Your game is probably too difficult. You, after all, made it. You have an intuitive understanding of the mechanics on a cellular level that even the most advanced of your players will struggle to get for a long while. Because you have already mastered the game, you are seeing its challenge level through the tinted lens of your own skills.

    So, the correct difficulty for the game is almost certainly a few notches closer to easy than you regard as acceptable. It may hurt to do that. It may feel like "dumbing down for the filthy casuals," or whatever terminology people are using these days. But, at the end of the day, making your game playable will serve you better. And there's always harder difficulty modes for the players who've mastered your mechanics and *want* that kind of challenge.

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    1. This was what I was going for, in not so many words. Rather than be blunt about it, I was hoping I could encourage the creator to adopt this thinking for himself by giving him little pushes over time. That way, he'd take credit for it.

      I'm a casual gamer who works a normal 9-5 with some overtime every now and then. I have a family to think about, and I have to take care of the house. I come home to relax, not add stress. Do I have time to master the mechanics of a difficult game? Not really. I'd probably play it and die on day five or something. That said, I shouldn't need a walkthrough to see the game content that I paid for. Things being what they are, anyone who donated 15 dollars or more basically pre-ordered the game. And we're meant to shoulder the burden of difficult game mechanics as a reward?

      That doesn't make sense to you, does it?

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    2. The reward for preordering is not really well defined by those who offer it. When it's a big company, it's probably just a cash grab for revenue. When it comes to smaller teams, it's typically the required capital to even make the game... or in worse cases, to build a fancy prototype to show investors. For AD3, we kiiinda had a liiittle bit of a "preorder or no game" kinda deal goin on, but that's in the past, hehe. "Just be thankful you're getting anything at all!" (jk)

      As for the difficulty complaints, I've got a couple of rebutts.

      -You're complaining that it's hard and you haven't played it. (sorry just getting the smartass one outta the way)
      -The game's themes rely around its difficulty. Think of it like Oregon Trail. In that game, your brother gets dysentery. Nobody gets dysentery in AD3, but you have to face a certain amount of hardships for the story to tie in well.
      -It's a strategy game. The tools at your disposal only become necessary or readily apparent when the difficulty necessitates it.
      -The player defines the victory conditions. Some character stories are easier than others. Currently for the beta, the stories aren't included in the game, so it may seem that all we have is the hardest difficulty.
      -It's not actually that difficult. Your chances of winning are probably not that far off from other games... The thing with AD3, is that you're likely to be mistaking the difficulty when it's actually disheartening (tbh this is actually supporting your argument)...When you make a mistake in the game, it feels like it's your fault. Because your resources never reset like at the start of a new level, deciding whether to use shotty ammo or to see if you can get away with just lowly pistols can be very tense... and admittedly stressful. I don't think everyone will like it, but I am sure some people will love it.

      I love it. So when the game comes out, you can give it a shot then, and if you're still complaining that it's too hard, you can't take the pressure, and that you have four kids to feed, well... I can just change it, lol.

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  5. Well, at least he can change. If he has to. I guess.
    #TheMansPrayer =P

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    1. Yeeeep don't count on it, even if everyone thought it was too hard, I could probably justify the difficulty if just one guy says "uhh it's not bad"

      dealwithit.jpg

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    2. hah ill be that guy. i played alot a couple weeks ago (before the spawn bug was fixed) and could get to day 20 on the reg. i have not played in awhile (4th of july, summer class, you understand) but in theory the game should be easyier with the big fix. Its not that hard. the game just requires you to think about who you use and when you us them. whats the best location to use today? do i yolo with AR's or do i play it safe? do i hide in the slums or do i man mode the armory?(barracks or whatev, the place where you find bullets) these decisions do not make the game hard they make the game intuitive because you actually have to think about what you are doing and why you are doing it. As it stands the game is in a good spot (in my opinion). as for increasing the difficulty, how much harder are we talking? 'a bit" harder to you does not mean the same that it does to me. personally i think the difficulty is fine where it is and does not need a level raise. i have tried many times to yolo the game without thinking and i dont usually get that far. but when i plan ahead i do pretty well and i feel rewarded just by getting to day 20 with no one dead and i still have ammo. I realize not everyone feels accomplished for just beating levels (this is just how i am, i beat a hard boss/game i feel good about myself) so for some of you guys the game will feel hard because you do not currently get to see titties when you win. However i promise when the full game is out you will feel better about playing and planning ahead because the reward at the end is something you actually care about. As i said before i enjoy playing because for me being able to beat a hard game IS a reward. chin up boys the titties will be here soon (i hope xD )

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    3. Are you sure you're clear on what "intuitive" means? Because I've gotten pretty far in the game and have come to the conclusion that your gun stats are largely a pile of nonsense and that the best way to learn the game is to ignore half the shit you're presented with and spam abilities.

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    4. Jeez- don't sing such high praises man, you're making it look like I posted the comment as if I'm anonymous!

      (rubs chin) Spectral Time and I are the only people in this conversation.

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    5. The gun stats work much like any other rpg-

      Shooter's skill with that gun + random roll of 100 versus enemy's dodge stat.

      And then you account for the gun's effective range: The enemy gets +10 to his defense for every square that he is away from you, but only if your gun's range sucks. Shotgun has 4 range, so if the enemy is 6 squares away, he gets +20 dodge.

      The Louie's dodge stat (after hatching) is crazy high- 125. Now the guns'll miss wayyy too much for real life, even if these were bimbos that have never held a gun, but they miss that much to add a level of uncertainty (like Carmen's destroy power, which includes a targeting error of 90%). The correct player response, is like you said, using abilities that will hit 100% of the time.

      As a hardcore gamer myself, I'll always try to reduce the amount of random numbers going around, unless the random number can be strategically accounted for by the player.

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  6. Hey man, I don't know why everyones complaining about the difficulty, personally, I love the way the game looks and the direction its headed. I honestly bought it for the babes (as im sure did everyone), but i've been playing the alpha for over a week now, and I can tell you that you're doing an excellent job. Just keep going at your own pace man, things are looking sweet haha!

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    1. Game LOOKS good, but if you can't get to the babes, it doesn't matter. It becomes more of a chore and less of a game.

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