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Some detailed thoughts/plans on Charms (and acknowledging mistakes)

🕑 Added 2021-05-27 13:47:38 +0000 UTC

Comments

Many-Eyed Hydra

That's where I wish I'd fiddled around a bit with the underlying javascript to use Enums. Everything is represented with indices and lookup tables. The easiest way would be to add the code for all of them, but only initialise half of them. Unfortunately the numbers don't line up and renumbering is bug catastrophe waiting to happen. I'll probably have to leave as is for now.

AJ Watson

Thanks for the detailed explanations - very interesting both in terms of where we are and also the behind the scenes thought processes you have got going. All seems very well reasoned Hiding the non-utilised charms probably would have been the way go - hindsight 20/20 and so on, but these are preview versions after all and finding these sorts of hiccups is one of the functions of them so I certainly don't see it as a "bad" thing

AJ Watson

I'm not sure this would maintain the "challenge" aspect of the charm system for the "Strong" harlots - it would effectively just turn survival into a money check

Bason Jorne

i mean you theoreticly could completly circumvent this problem with making the charmdealer appear in front of the door to the harlot and offer a protective charm / spell for this one round specificly against that one harlot right? dont know if this is a way to fix it but might be worth thinking about. you still could make a gamble on your stats or pay the money to be safe for one round vs that harlot.

I agree on the necessity of improving the sheer number of the harlots. Sometimes in my runs I get the message "The Madam has no more harlots for you" while actually I have more than half of the harlots (so, around 14-15) still avalaible that I never visited even once. Not sure why it happens, 15 harlots shouldn't be more than enough for the algorithm to present three girls in the choice? Sometimes I think that in the beginning of the run I should only pick the girls who have repeat visit functionality and multiple scenes in order to make the game last longer, is that correct?

Many-Eyed Hydra

I think patreon might be eating comments again. Got a notification, but doesn't appear to be here. To answer it. Yup, I understand the concerns with the harlot count. I think I need a month of being brutally strict with myself and creating the equivalent of the stock MGQ encounter where the girl only has 3 different attacks and a straightforward Bad End scene. For HoHH, that means scenarios along the lines of: enter room, handover gift, begin sexy stuff, game checks a stat or other variable and then the scene goes to Bad End or the player leaving. This was the original plan and I slipped off it to write more complex scenarios. If a harlot proves to be particularly well-liked, I can always bulk out her scenario or give her a repeat visit and different sex scene. It's still a lot of work, but should be doable. The structure is also extensible, so yep, I can always come back and keep adding new harlots/factions later.

Many-Eyed Hydra

Cash flow is still a bit rough and down to back of the envelope calculations. I'll be giving it a full balance overhaul at some point. Ideally, in a full run, the player should be able to afford 3-5 charms, a couple of semen top-ups off Nurse Honey, and a few stat switches from the Doctoress (or mulligan tokens) to survive the odd round where the player's stats and personality don't match up with the harlots on offer. And with enough margin of error for the player to have a couple of harlots where they don't get a good payout from the Portly Gentleman. The RNG is a bit rough at the moment because late-run harlots can show up from the first round. Because harlots in a group tend to have fairly similar likes, if the player puts themselves on a good path for their stats/disposition, they shouldn't need to use the Doctoress's potions too often. Unlockable bestiary is something I want to add, but I'm still not quite sure how to add it. Tracking details is fairly straightforward. The game does it to determine how much the Portly Gentleman pays out. I can probably use the same updated score grid (with Bad Ends also added) and then flush that data out to a main bestiary when the player dies or leaves the room. I think that would be a really cool feature as it would be nice to see it fill out as the player finds out more information on subsequent runs (and also serve as an unlocking mechanism to replay room scenarios outside of the game). Currently I'm not sure how to handle that metadata in Twine without it causing the game to eventually grind to a halt because of memory issues. I think it's a feature, like artwork, to be considered if/when I port the game into Unity or something similar.

greyfox643

Thank you for your insight. For me personally, my hang up was always "cash flow" as resource management in this game (or in any horror game, really) is the make or break for me. If I have multiple easily managed, by high-semen draining daemons, I'm not going to be able to swing grabbing charms. Same issue arises if I have multiple manageable daemons, that require specific personalities to survive (thus necessitating Mindbenders). I enjoy and hate this mechanic. Because it helps drive home the narrative that the house is stacked against you, and doubles down on the "challenging, but fair" system the Madamé has in place. But can feel absolutely soul-destroying on bad-RNG runs. I find myself replaying the opening dozens of times to get a favorable statline, before diving into the game proper. I think it would be alleviated if there was an unlockable bestiary/castlist that filled out how to beat certain harlots once you discovered one survival path, or keep re-triggering a fail state a certain number of times (much like Evaluations in MGQ).


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