For the map - design
🕑 Added 2025-01-22 16:35:46 +0000 UTCI'm gong back and forth on this. Should treasure boxes / traps (Hole in the ground, or getting your foot stuck in a rope) be in the same place every time you enter the forest, or should the reset each time you go back?
Comments
FutaHuntress
Why not random things like makeup or dirty panties bras for resets after main items is gotten?
Leo Wit
Oh. That's interesting. They could stay empty, or - How about, they do reset every day, so that there's no "empty runs", but after the first time the player claims their "main" reward, after that it's just some minor consumable or a slight boost to a characteristic? Just so that it doesn't feel like it was done for nothing, but not meaningful enough to go around grinding and farming them while risking the traps or events?
FF5
In case anyone is curious on how I'm planning on doing it. 1. There will be 1 big treasure chest near the end of each section (forest / cave / swamp) That chest will have a lot of stuff, but once opened it stays opened (There will be a short cut to the end) That chest will be in a static location along the main path (those that downloaded the sneak peek and entered the forest may notice a yellow square. 2. Every 4 - 8 moves a player makes will trigger an event (chest / trap / sex / random character) If the player has not visited this spot during this day there a chance it will be a trap / chest / sex. If they have then only sex / random character. The map will track the locations of the traps / chests so when you revisit during the same trip you'll see the chest / trap. I'll have to add some logic to stop players from going back and forth between 2 squares creating a cluster of traps / chests.
Estrumpf
Refill? Got stuck in forest. Started the game went straight to woods, passed the witch and couldn't go back to the city. Also back button got me even more stuck.
tiankong
Yes, a fool cannot find a trap; but a wise man may be able to avoid it.
FF5
Given the "chests" should stay. Does that mean that once emptied it would stay empty, or does it refill?
Leo Wit
I feel like both of them moving could end up with a lot of aimless runs and the whole mechanic being RNG based, which could lead to frustration. Chests should stay. Now traps though... That's the risk factor. If they stay the same, the risk becomes obsolete, so no. Immovable chests, movable traps sounds like the way to go. After all, it's the principle of game design. The player knows what they're aiming for and sometimes even the way towards it, but they are uncertain of the dangers along the way.
FF5
I like that. As Jean would say. Make it so
Titi Mapping
It doesn't work when you hit the checkbox, it does work though when you hit on the text.
pfkinker
Perhaps there is a chance a trap can be avoided, but it will never be 100%. E.g. a chance a trap will snap shut be something like 0.25 + 0.75*exp(int/10). One could also do different kind of traps, some scale with int, others with strength or fitness, or a combination of stats.
FF5
Maybe. Should they be?
tiankong
Can traps be avoided? Something to do with intelligence?
FF5
I like that. More difficult, more traps
FF5
Yeah. I got the same bug when I view it on the page, but if I click into the post it shows. Seems like Patreon has a bug
Some rando you met
Would be interesting if chests and traps moved depending on the difficulty selection at the start of the game, and not mention the mechanic in any way
lll
I would let it stay in the same place until the player found something valuable, then reset with new positions after they leave.
Masterdruid
ok my choice for what to do does not light up or show having been clicked.