Showing posts with label story. Show all posts
Showing posts with label story. Show all posts

Tuesday, 7 February 2017

Why I'm removing bad ends

I said I'd make a post about bad ends today, so here goes. If you haven't played Lilith's Throne yet, this post will contain minor spoilers.

At the moment, as I'm sure most of you are aware, there's one bad end in Lilith's Throne. Namely, when you encounter Brax in the Enforcer HQ, if you lose combat against him, that's it. Game over.

I recently saw someone talking about bad ends, and it made me realise that I'd only added a bad end into Lilith's Throne because "it's what other games do". Thinking about bad ends, I realised that they have the potential to be a very frustrating experience for the player, especially when there's little to no warning that they're coming.

The current bad end works as follows: You fight through combat against Brax, lose, read a few screens of what happens next, play through the sex scene that follows, and only then do you find out that the game was effectively over a long time ago. Although some of you may have seen it coming, there's nothing that explicitly states that a bad end is incoming, so it must be pretty annoying to suddenly find out that you have to load a previous save (and what if you overwrote your previous save during the bad end?!).


So, with that as my first point, here are the reasons why I think bad ends are, well, bad:

    1. They are frustrating for the player to encounter without a huge amount of warning text, which isn't always possible to fit into the story.
    2. They revert a sense of progression. For example, maybe some of you liked the idea of carrying on as Brax's slave, but instead, you're just hit with a "Game Over" screen.
    3. They make the story feel more linear. There's no "my character lost that fight a few times, but then eventually got their act together and won". It's just "my character won everything on their first try", which feels a little stale.
    4. They block a lot of cool ideas for content. If I remove Brax's bad end, I can fit in a character progression as a result of losing to Brax (which you'll discover when I re-write it ;D).

And here are the reasons why I think bad ends can be good:

    1. They provide a serious, easily understandable consequence to failing an objective, which makes that objective feel more satisfying to accomplish.
    2. The idea of a bad end can be a big turn on. Seeing your character being made into a slave, and knowing that it's over for them, satisfies some people's fetish.

I think I can counter the first point by saying that I'll introduce serious non-game-ending consequences to failing big objectives, so the sense of accomplishment at avoiding a significant penalty will still be there. As to the second point, I can't really do much about that. There will, inevitably, be a few bad ends towards the very end of the game (losing to the final boss will be one of them), so there will still be content for that specific fetish (although not for some time).

With all that being said, I'm convinced that removing bad ends is a good idea. This might not happen for 0.1.65, but it's coming. To give you an idea of what Brax's bad end might evolve into, I'll be keeping the forced-transformation aspect, but Brax will let you go (with the slave-collar still in place) after he's had his fun...

Just so that's clear, "Brax's bitch" content will remain largely un-changed, but you'll be able to continue playing afterwards!

If you have any thoughts on the topic, or if you'd like to point out something that I've missed, please leave a comment!

Tuesday, 15 November 2016

Version 0.1.3 release

So, as I said in version 0.1.2's release post, I decided to change the story pretty drastically for version 0.1.3. Although I managed to fit in a complete rewrite of the prologue, a lot of the planned content is still sitting in drafts and documentation, and didn't make it into this release. Versions 0.1.4 and 0.1.5 will continue to build on the story, and I have a clear plan laid out for where the main story will have progressed to by then. The main areas that will be worked on from here to the announcement release (0.1.5) are story, combat and sex scenes.

This version is still very much in a prototype stage, with the first 'real' release still slated for version 0.1.5.

Here is the download link for version 0.1.3:

Download link: Google Drive

Lilith's Throne requires java to be installed on your computer.

Be aware: This version is a mess. There are game-breaking bugs, almost no content, and it has not been tested as an executable jar. I strongly advise waiting for release 0.1.5 before playing the game.


Patch notes:


  • Story
    • Major story overhaul.
      Re-wrote entire Prologue.
      Can no longer customise other NPC names at character creation.
  • UI
    • Added estimated weather time remaining on weather tooltip.
      Gave NPC's the ability to have individual speech colours.
      Tooltips now have a slight delay before displaying (200ms).
      Fixed a bug with tooltip rendering. (Tooltips would sometimes show a previous tooltip's content for a split second.).
  • Gameplay
    • Added 'Well Rested' status effect that's applied when resting for at least 4 hours.
      Places are now randomly positioned across the map at world generation. (Before, they were following a predictable pattern.)
      Added 'Characters present' screen. Pressing the new button at the bottom left of the screen or pressing the 'c' key will bring up a page where you can take a detailed look at each NPC in the current scene.
      Minor improvements to inspect self/others descriptions.


    Version 0.1.4

    Version 0.1.4 will be released on November 22nd. It will be focused on:

  • Adding more content to the main story.
  • Adding a sex scene with Lilaya.
  • Adding random fight encounter in Dominion back-alleys (with accompanying win/loss sex scenes).
  • Improving combat engine.
  • Fleshing out the Mega Mall (to be re-named).
  • Polishing current content.
  • Tuesday, 8 November 2016

    Version 0.1.2 release

    Version 0.1.2 is a very small update that just fixes a few bugs and implements some minor UI changes. The reason that there is so little content in this version is that the main story is being drastically changed. I wasn't happy with the setting or the general feel of the game, so for version 0.1.3, there will be a dramatic shift in the style of the story and content. This version is still very much in a prototype stage, with the first 'real' release still slated for version 0.1.5. Here is the download link for version 0.1.2:

    Download link: Google Drive

    Lilith's Throne requires java to be installed on your computer.

    Be aware: This version is a mess. There are game-breaking bugs, almost no content, and it has not been tested as an executable jar. I strongly advise waiting for release 0.1.5 before playing the game.


    Patch notes:


  • UI
    • Slightly altered colours of empty inventory slots
      Added highlighting for tooltip information panel.
      Added transition effect (quick fade-in) to main content.
      New quests now highlight the journal button.
  • Bug fixes
    • Fixed bug where watch hands weren't rendering.
      Fixed some minor text formatting bugs.
      Increased tooltip description box size to fix long text rendering bug.
      Fixed some transformation descriptions.
      Can no longer see if unidentified items are jinxed/enchanted when on the floor.
      Fixed inventory response titles.
  • Other
    • Changed attribute name 'Spell cost reduction' to 'magic affinity'.
      Aligned all inventory dialogue responses: 1=(un)equip 2=take/drop.
      Slightly altered some colours.
      Item catalogue in phone menu is now working. (Unlock items, clothing & weapons by using/equipping them).
      Jinxed items now give a small corruption increase if you discover their jinx by equipping them.


    Version 0.1.3

    Version 0.1.3 will be released on November 15th. It will be solely focused on re-writing the story, and will contain far more content than is currently found in version 0.1.2.

    Friday, 9 September 2016

    Slow day

    Most of today was spent fixing bugs in the clothing system. I did get started on weapons, but it's still about a day's worth of work until they're completed. Over the weekend I'll finish the targets I set at the start of the week.

    Game flow

    I was going to make a webm of the gameplay, but I quickly discovered that footage of text-based games is a very poor medium to express how they feel to play. Instead, I'm going to leave it until release 0.1.0 to let everyone find out what it's like to play.

    Story

    I haven't spoken much about the story yet, and while I don't want to reveal any spoilers, I can still say what the general background to the game is.

    The game is set in the present-day, three years after Lilith and her army of demons invaded Earth. You play as one of the residents of Lilith's self-proclaimed capital city, Dominion, and over the course of the game you try to find a way to defeat her.

    Along the way, there are side quests and repeatable events that you can discover and interact with. There are also recurring NPCs that you will be able to romance, but I'll talk more about that at another time.

    As I want to avoid spoilers, all I can say about the main quest is that it revolves heavily around Lilith's use of transformations and sexual desires. Every transformation and sex scene in the game is avoidable, so long as you never lose a fight!

    Bad ends

    There are bad ends in the game, but there will never be a "game over" screen. Instead, you can continue to play through the bad end in whatever state you're left in. The main game itself will be over, but you will still get choices to make as you live out whatever life you're left with!

    Tomorrow

    Tomorrow I'll finish weapons and get started on sex-engine work. I've pretty much completed the sex-engine, but there are still some minor issues to address.