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New navigation screen layout

Hello!

As discussed on the previous post. I have this idea to give an exploration element for the game. So, we need more places to explore, just 6 rooms aren't enough.


I used the design of the original ship from the games. It's a lot of rooms! I picked just the cool ones for the game, and I think we can still reduce that number.


Now we can put the girls in different places on each act, and, maybe we can make you encounter the same girl more than one time in the same act.


One example:

When you meet Bali for the first time. We can put her in the Combat information center. After she damages her suit trying to hold the doors, you are asked to find spare parts. You can find them in the maintenance station. After picking those parts you can meet her in the workshop on deck 2. If you do this, Bali will be available on the second act. Looks simple, right?


I think we should have something to restrict you to move for all the place, time for example. You could have 8 hours for each act to solve the mystery. If you find a girl one hour will pass. If you move to another room, half hour will pass. This way you will be forced to stick with the story and explore just when you have the time to do it.


What do you think?

New navigation screen layout

Comments

Thank you for the feedback. I undestand with a bigger map, things could get confusing or bothersome. I am thinking in another approach, simplier and more dynamic.

ReddyHeart

Sounds cool! Though I was initially a little wary of the idea of restricting certain events (and/or girls) behind a timer, it *would* give you more incentive to replay it and try things differently. And it could work in combination with the romance system, in that you might want to focus on one girl in particular in each play through already anyway. Plus it would give an actual "investigation" feel to things, as some of the dialogue in the first act already suggests, if you actually have to go around and search for clues to solve the mystery, rather than the way things are now (not that there's anything wrong with the way the things are now either though :p ). And the possibility of encountering the same girls more than once in an act also sounds good. Though I agree with some comments that one drawback might be too many rooms, but I guess if you do them like the ones that are already in the game, with background graphics from the original games themselves, they wouldn't take too much time to implement (he says, knowing nothing at all about how coding works :p ). I imagine the number of rooms would depend on how you wanted everything to fit together, what girls and items would be found where, and when, etc. Though looking at the map layout and reading your ideas, I'm not sure what rooms you would even cut! Practically all of them seem like they would have the potential for cool encounters or items you might want to find (the "training area" in particular seems like a perfect place for the girls to test their new muscles :p ). Anyway it certainly sounds like you've given this a lot of thought, and I'm looking forward to seeing how this aspect develops!

The Alternate202

Oh ye, lel, forgot we're in SPAAAAAAAAAAAAAAAAAAAAACE. Maybe like, special event-themed stuff, like Christmas/Holiday outfits, decorations, etc Well, I mean, you know how these porn spoof games get old quickly because you know what's coming after you replay it? I was just thinking that adding extra scenes in a new game plus would make it more exciting, maybe even add like some sort of random element to it.

Dalpy

I see. I will format my idea a bit.

ReddyHeart

Night/day cycle is a bit too much, in deep space night and day are pretty the same I think. The time passing would work as limitation for you not wander too much. The act 2 will reflect some choices you toof on act 1. As a new game plus, i think it wouldn't work very well. Maybe extra scenes.

ReddyHeart

I will not put point and click interactions on the background. Just more places to go and people to talk. I am worried the events are getting too long, maybe smaller encounters would work better.

ReddyHeart

Hmmm... you may be right. You will not get lost because you will have a objective list. Some stuff can only be made on act one, others only on act2. We can reduce the rooms to 10 or 12 rooms.

ReddyHeart

I thought in adding Garrus and Grunt in the game just for laughs. But i kinda dropped the idea because the graphics of the girls were taking too much time already. But since we a exploration element, why not?

ReddyHeart

Well, I would love to make something in pos-apocalyptic world like Fallout and Mad Max. The possibilities in such enviroment are endless.

ReddyHeart

I also agree that the exploration piece seems a little overboard. Great idea - but maybe this could be part of your next game (Elder Scrolls, anyone?). ;)

Well, if you can fill so much space with crew interactions ... Speaking of which, will there be some other members beside basic girls? I'd like to hear what Garrus and Joker have to say about the whole situation.

Alex Krycek

Think that Spockdoc and Baptiste have the right idea.. Complexity for its own sake seldom succeeds.

Initially sounds good but a bit too much. I like the multiple encounters, but not so many rooms I feel are needed.

X42

Meh, looks a bit much to me. I find it needlessly complex, and I don't like the idea of walling off major stuff (like a girl) behind exploration if there's a timer. That whole point&click adventure stuff just feel unnecessary at this state, in my opinion, and sounds a bit too much like feature creep.

Baptiste

Sounds pretty cool, how about having day/night cycle variations? Or like having the ship arrive at a night club in Citadel/Omega so that could open up a new room? But yeah, having a timer would make the game have more replay value. You I've already mentioned this on a different post, but how about a new game plus mode where your Shep gets new dialogue choices based on the stuff you did before, it could vary up the same act, without having new rooms

Vladdy Bladdy


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