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New Game Concept 1 - Wayfarer Station

🕑 Added 2021-07-15 01:00:09 +0000 UTC
New Game Concept 1 - Wayfarer Station
New Game Concept 1 - Wayfarer Station
New Game Concept 1 - Wayfarer Station

Comments

Novus

Sorry I took a bit to answer this, but I was trying to decide what you were asking exactly, as there are two ways you could mean 'resource management.' In the end, I figured I'd just answer for both. If you mean in the sense of managing the station as a resource-management game, where you administer the station and build it up. That, while it's something I actually did consider, was something I decided against. The whole reason I'm moving to a VN/Dating Sim game this time around is that I found managing two extremely complex games simultaneously to be...draining and problematic. As such, I'm targeting the new game to be simpler in execution, as well as doable in a 1 to 1.5 year time frame. On careful consideration, I couldn't come up with a way to do it as a resource management game while sticking to those factors as the target. The other way you could mean 'resource management' is due to my description of this as, at least in part, a dating sim. In those cases, some dating system use resource management (money, time, etc.) as part of their core game loop, creating the possibility of outright failure to get any good ending at all if you fail to manage the resources right, or split yourself to widely. This has actually always been a type of game I personally dislike playing and was thus never in the running as a possibility. Likewise the answer to the gated cutscene style isn't quite straightforward. While essentially, it's intended to be a game along that general vein (the VN component, as it were), With this SPECIFIC game, I'd be aiming not to cut off one girl's route if you choose another as happens in some VNs. While SOME content will be gated, the majority of that will be either events that you must choose one girl to experience it with, or else internal choices to each girl's route. In example, one of the girl's might be a switch and you might lock or unlock some of their content by choosing to be predominantly dominant or predominantly submissive in actions with them. That choice naturally locking the inverse options as a result. As I whole, courting one girl won't result in another being locked, however. Unless specific choices are made with that INTENTION by the player. Or at least, that's what I'd like to say. The truth is that, doing it that way may be partial impossible. Essentially, that is the ideal I'll be shooting for, but may fall short of that if it interferes with the needs of/for a compelling story. But on the whole, it's intended for each girl to actually represent her own complete story, all of which revolve around a series of events on the station that will serve as the nucleolus they are spiraling around. If that makes sense... *Edit* Comparable well-known games would be Mythic Manor, Harem Hotel, House in the Rift, or even Summertime Saga.

George Lever

Interesting concept, is this aiming more at a resource management style, or a gated cutscene style (i.e. choose option a to open options a1 and a2, but close options b and c forever)?


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