The update I made last night doesn't count since I reverted it back to 1.2

this is what confused Gamertell review too. Each action has "chances" to increase a stat when you're successful. But is a random chance, like 50%, so in some cases could not go up. Is the same system I used with Spirited Heart, but probably there is less confusing since is what princess maker players are used to. My bad was using it for the relationship.Elze wrote: Another issue that got to me was that there are times when I appear to be successful at talking to Aaron, but only my morale increases while the relationship points don't change at all. Is that a bug or intentional? D:
That reminds me; I don't know if this is intentional or not, but I noticed when I read to Aaron, it said with fail you still get the relationship boost, but I never saw it during the fail scenes. I am guessing that is random chance based as well, so that is why?jack_norton wrote:Yes some characters are easier than other, that is intentional (like other games I made in the past). And about this:this is what confused Gamertell review too. Each action has "chances" to increase a stat when you're successful. But is a random chance, like 50%, so in some cases could not go up. Is the same system I used with Spirited Heart, but probably there is less confusing since is what princess maker players are used to. My bad was using it for the relationship.Elze wrote: Another issue that got to me was that there are times when I appear to be successful at talking to Aaron, but only my morale increases while the relationship points don't change at all. Is that a bug or intentional? D:
As you said though is not that is "hard", but you need to get used to the system, and also I think some people when see fail too much, get angry and reload, while it's normal even to fail 2-3 times in a row, because in the long run if you insist, you'll win
I think the difference here is maybe that in Princess Maker, since each action runs for several days in a row, even with a random chance of each stat being raised, at the end of the week you would pretty much always get some sort of increase in the stat you wanted, making it far easier to plan ahead even with that slight randomness factor. For that reason, I never really found the PM games all that frustrating, whereas I found myself getting a little annoyed at Spirited Heart and this game when I didn't get the stat increases I wanted. I think maybe if you end up using a similar system in any other games you make, you could just vary the amount each stat is raised by rather than whether you get an increase at all, if that makes sense? (so on a good day you'd get five points, and on a bad day you'd only get two, something like that?). I'm just rambling, though, so feel free to ignore me!jack_norton wrote:Each action has "chances" to increase a stat when you're successful. But is a random chance, like 50%, so in some cases could not go up. Is the same system I used with Spirited Heart, but probably there is less confusing since is what princess maker players are used to.
That happened to me, too - with Lawrence and Hugh, I maxed their stats and relationship bars way before the game ended, but again, I think that's where the randomness factor comes in - I don't think the game is particularly difficult, but I do think the randomness factor can maybe turn a good playthrough into a failed one, as it can sometimes be difficult to plan ahead (as opposed to other dating sims I've played, which are still slightly random but not to the same degree?). That, and any game where I can't get my man on the first try is 'hard'!jack_norton wrote:But I don't think you're particularly bad at playing, and even if you are it's still my fault since I should make games playable by anyone and not just dating sim experts (I have some in my forums that asked a "skip day" option because they would max all the stats needed 1-2 weeks before the end of the game time!)
I don't understand exactly what are you saying: if you get the failure, even with the books you don't get any relationship improvement (I just checked the code).Muse wrote:That reminds me; I don't know if this is intentional or not, but I noticed when I read to Aaron, it said with fail you still get the relationship boost, but I never saw it during the fail scenes. I am guessing that is random chance based as well, so that is why?
Wait, it's exactly like that. If you keep doing an activity for a week, the associated stat WILL increase. Some activities that require more money can also give more potential rewards (like the one at the mall during wekends for example, to boost culture/creativity).chensterrain wrote:I think the difference here is maybe that in Princess Maker, since each action runs for several days in a row, even with a random chance of each stat being raised, at the end of the week you would pretty much always get some sort of increase in the stat you wanted, making it far easier to plan ahead even with that slight randomness factor.
OK, then in this case yes, the game is hardchensterrain wrote:That, and any game where I can't get my man on the first try is 'hard'!
Yes, but in PM, when you choose the activity it automatically does it for a full week.Wait, it's exactly like that. If you keep doing an activity for a week, the associated stat WILL increase.
Yep, I think by this weekend I'll add that to each action. Will take a while since I didn't code like that originallypapillon wrote: Again, just disclosing the percentage chances up front would make a difference, because then the player wouldn't incorrectly think they were doing it wrong.
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