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I did these and a dozen more (that's a lie I did 19). Moya's doing the rest, please look forward to them! (ღ˘⌣˘ღ)
...I'm sorry, that was awful writing even by my standards. /runs along with run-ons
9:19 wrote:Moya's doing the rest, please look forward to them! (ღ˘⌣˘ღ)
Yeah, we have no idea what's up with that, though Gutsy think she knows how to fix it. If anyone does have a code handy that can fix that, can you lend us a hand?LA-Sugarkane wrote:Just a bug I noticed in the demo, characters thoughts change depending on choices but they don't change back. Like I had chosen to go talk to Santos then reloaded and chose to talk to Joshua instead and Santos was still calling Elise a stupid b*tch in his head. This seems to happen with all the thoughts, I'm guessing they're persistant data? Sorry if this was already posted and I missed it, I do that sometimes. Good luck with everything, I'll definitely be rooting for you!
P.S. If you read our blog update, then you know what's been happening. If you haven't yet, then you should!
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be careful with stuff breaking down though, a lot of people seems to have traumatic experience during their MMORPG days when their armor broke and it's max durability went down. I"m not really sure, but I think Harvest Moon don't have this 'item breaks'/'food goes bad after a few days' mechanism and it's still fun even though it's not realistic.
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Alternatively, maybe you could have both Lite and Challenge modes, where the latter is much more management-heavy?
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The other alternative is to not have things break down and instead just have everything be harder to get so they have to work harder to make the gain. Again this has to be balanced so that the time inbetween making progress isn't so long that the player becomes bored.
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For stuff getting broken, you could make it so that cheap ovens break down often, while expensive ones almost never break down.
Unless the equipment is really out-of-date or there's a time skip or some terrible mishap occurs, chances are the baking equipment won't break down within the timeframe of the game. I think it would be better to stick with upgrading equipment* (and the store) only, and not worry about repairing equipment or equipment breaking down (unless that's a plot event if you don't upgrade after a while).Funnyguts wrote:--How much management would you consider too much before the game became unfun? We were considering adding things to the baking sim like buying new ovens, mixers, and other equipment, along with having to deal with stuff breaking down. -- What would you like to see?
Oh! And like I brought up in my first post in this thread I did not mean for it to sound harsh, you could consider an upgrade system for the bakery workers like Elise and Al (at least). Their stats would affect the speed at which they complete tasks. They might be something like Math (improves baking and cashier skills), Intuition (improves selling skills - knowing what the new customer might want)... You could play around with the idea.
I think more management wouldn't be bad as long as there is an option to skip it for those who are more interested in the VN aspect. The management game would become "unfun," as Auro-Cyanide pointed out, when your actions result in no advancement or advancement is so slow and you have few actions to do. If you play Elise multitasking baking, selling, and cashiering while having Al as side help to cashiering and selling, I think the player would have enough to do on the management side. You'll just have to experiment and see.
*includes hiring more workers
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