KITAmaru Wrote:ZeroEXE-
There will be a 'gallery mode', yes, but as of right now, no estimated time of arrival just yet. Right now I'm actually transferring a good amount of the H-events to common events, so they can at least be accessed on demand, but there are still a few to go.
KITAmaru Wrote:Heh heh... WELL. To be honest, it's definitely crossed my mind, along with the Syndicate-path ending thing, for which I was thinking of providing it as an ending, and being a Syndicate member out in the 'real' world of the game, to raid towns and shit instead of just trying to come across random adventurers, though that's likely how it'll start anyway.
In other news... damn, this is a lotta writing. I can get done with this patch sooner IF you guys don't mind as much bandit rape, 'cause honestly, I think I'm reaching a burnout point on writing about fuckin' bandits fucking your character. I kind of can't wait 'till we get outta the bandit area and onto the Arcane Division or the other divisions. Seriously. LOL... I can fill the rest of the stuff in later, or you can wait until the 27th. Up to yooooooou.
KITAmaru Wrote:I noticed a few people got stuck at the assassin part. Again, like Lucky said, it's to the southeast corner; go all the way down the hallway. What I'll probably do in the future is put a door there instead of a hallway transfer, so that the exit looks more apparent given the size of that map. I'll likely do this for most hallways outside of horizontal ones, as doors placed there just look silly to me.
I'll gradually look to make the game more user friendly with each patch! I know the plant part was simply awful in terms of direction when it first came out, so hopefully by the time the product is finished, it should be fairly straightforward. Not 'hold your hand through the entire game so there's no exploration' straightforward, but all exits and what not will be clearly marked in some form.
Thanks for the support, all! It's good to know people like the game, even in its current state! Yeah, just shoot me an email or something; I'll PM those who posted requests here soon.
KITAmaru Wrote:I noticed a few people got stuck at the assassin part. Again, like Lucky said, it's to the southeast corner; go all the way down the hallway. What I'll probably do in the future is put a door there instead of a hallway transfer, so that the exit looks more apparent given the size of that map. I'll likely do this for most hallways outside of horizontal ones, as doors placed there just look silly to me.
I'll gradually look to make the game more user friendly with each patch! I know the plant part was simply awful in terms of direction when it first came out, so hopefully by the time the product is finished, it should be fairly straightforward. Not 'hold your hand through the entire game so there's no exploration' straightforward, but all exits and what not will be clearly marked in some form.
Thanks for the support, all! It's good to know people like the game, even in its current state! Yeah, just shoot me an email or something; I'll PM those who posted requests here soon.
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