Despair Labyrinth (RPG) Latest Release: Ver.0.09 (4/18/12)

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Which character is your favorite so far?

Emilia (Warrior)
213
12%
Rhiannon (Berserker)
227
13%
Irine (Priest)
170
10%
Cesca (Thief)
228
13%
Thyme (Sage)
271
16%
Lanie (Magician)
218
13%
Sairyn (Martial Artist)
176
10%
Asella (Paladin)
211
12%
 
Total votes : 1714

Re: Despair Labyrinth (RPG) Latest Release: Ver.0.06C (9/22/

Postby Sync » Sun Oct 23, 2011 5:31 am

DMC Wrote:Hahaha, looking forward to the stall scenes as well. Incredibly so, along with any story progression. More the latter actually-- I've become quite interested in how the story's going to go.

Looking forward to the next release!


+1 8-)
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.06C (9/22/

Postby lowmanji » Sun Oct 23, 2011 9:22 am

First of all, i have to say that i still dont get the time to read the other 39 pages of posts, so sorry if i talking about something already in topic.

Going foward, i´ll resume my praises saying that is a great game indeed. Its really cool to see all the dedication to make a good story and catchy caracthers. The hentai part isnt to abusive to. i think you got a good mix of erotism and rough sex, something hard to see in a game with forced sex scenes.

But i want to ask, how you planning to go on with the group stuff. I think you have a good bunch of chars and its my only complaint is all the girls have the same scenes, the same situations. They reacty each one in his own way, and that is great, but putting the thing in the game point of view, the player who likes more than one char (and sounds like everyone likes at least 2 or 3 of then) have to play the game more than one time, and get the same course of action. This is a little frustrating. I found myself skiping all the dialogue and doing the same path over again, for each one of the girls.

With the purity system, you can have a full game (i supose, first with low purity to see all the hentai) and then other play to see the more based story with high purity. This hold the replay value of the game, who have a lot of potential in this area.
If you are open to a suggestion, i think the game will take better use of the great cast of characters if you make entire story short, but with a lot of diferent branchs (one for each char) instead of long storyline that the players will have to repeat without great adition of each one of the personas.

A good example of this, in a small scale is resident evil 2. With the "game A" and "game b" system you can play with both chars, in the same main plot, but seeing diferent sides and details of the story, and this lead you to play again to really understand all the scrip.

What i want to say is you can have a original plot for each one of the girls, still using the game already done as a "shared" start, then the story shatters in diferent branches, where each char make the own story, with this own enemys, h-scenes, npcs, etc. For grouping then togeter, you can do a lot of crossovers in the individual plots, helping the player to keep the interest even in chars that he dont like so much. You can even work some catchs in chars, like, i dont know, cynical Thyme fighthing with the hot headed Rhiannon.
With this you cand work determined crossover group h-scenes instead of bothering with in game group scenes (that you can make with determined groups of the main char of the branch line and his own npcs).

Well, that is it. Sorry, but in not english born speaker and i keep the feeling that i dont express myself as i want, and the comment i made sounds a little harsh. Dont get me wrong, the game is really awesome, thanks a lot for doing this and sharing.

But i wanted to help, if i can, sharing my point of view as a player: i liked Thyme at most, then Asella, Lanie and Sairyn. I can live without playing again the game just to see the pics for Emilia, Irine, Rhia, Cesca... but i keep wanting to play with all my favorite 4, and as i said, its a little frustrating to replay the same enemys and etc for that.
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.06C (9/22/

Postby ZeroEXE.ZX17 » Sun Oct 23, 2011 6:28 pm

lowmanji Wrote:First of all, i have to say that i still dont get the time to read the other 39 pages of posts, so sorry if i talking about something already in topic.

Going foward, i´ll resume my praises saying that is a great game indeed. Its really cool to see all the dedication to make a good story and catchy caracthers. The hentai part isnt to abusive to. i think you got a good mix of erotism and rough sex, something hard to see in a game with forced sex scenes.

But i want to ask, how you planning to go on with the group stuff. I think you have a good bunch of chars and its my only complaint is all the girls have the same scenes, the same situations. They reacty each one in his own way, and that is great, but putting the thing in the game point of view, the player who likes more than one char (and sounds like everyone likes at least 2 or 3 of then) have to play the game more than one time, and get the same course of action. This is a little frustrating. I found myself skiping all the dialogue and doing the same path over again, for each one of the girls.

With the purity system, you can have a full game (i supose, first with low purity to see all the hentai) and then other play to see the more based story with high purity. This hold the replay value of the game, who have a lot of potential in this area.
If you are open to a suggestion, i think the game will take better use of the great cast of characters if you make entire story short, but with a lot of diferent branchs (one for each char) instead of long storyline that the players will have to repeat without great adition of each one of the personas.

A good example of this, in a small scale is resident evil 2. With the "game A" and "game b" system you can play with both chars, in the same main plot, but seeing diferent sides and details of the story, and this lead you to play again to really understand all the scrip.

What i want to say is you can have a original plot for each one of the girls, still using the game already done as a "shared" start, then the story shatters in diferent branches, where each char make the own story, with this own enemys, h-scenes, npcs, etc. For grouping then togeter, you can do a lot of crossovers in the individual plots, helping the player to keep the interest even in chars that he dont like so much. You can even work some catchs in chars, like, i dont know, cynical Thyme fighthing with the hot headed Rhiannon.
With this you cand work determined crossover group h-scenes instead of bothering with in game group scenes (that you can make with determined groups of the main char of the branch line and his own npcs).

Well, that is it. Sorry, but in not english born speaker and i keep the feeling that i dont express myself as i want, and the comment i made sounds a little harsh. Dont get me wrong, the game is really awesome, thanks a lot for doing this and sharing.

But i wanted to help, if i can, sharing my point of view as a player: i liked Thyme at most, then Asella, Lanie and Sairyn. I can live without playing again the game just to see the pics for Emilia, Irine, Rhia, Cesca... but i keep wanting to play with all my favorite 4, and as i said, its a little frustrating to replay the same enemys and etc for that.


i'm sure KITA will give you the full reason but i think i can help out :3 well first while the pics are the same (but with different MF of course lol) but it's the dialogue itself that is different,but i do know what you mean (altho my fav is emilia and sairyn for how they act and rhiannon for her loos :D (she and my gf have the same size chest :D lol) ) dood and with the other thing about making different stories for the chars, that would take WAY to long for KITA, maybe for the game after DL that would be good but right now it would take forever, i hope i helped you out a bit dood :3
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.06C (9/22/

Postby oni-san » Sun Oct 23, 2011 9:50 pm

Hey I'm loving the new scenes and content!!!! Please consider continuing the dominatrix scene, as I'm hoping you can do more to her after you dominate her <3

That and I concur, you deserve worse and worse punishments from her, which should ultimately end in a submission, and a game over. Just a thought. And someone please tell me about this "stall" scene and how to get it? Thanks and keep chugging out these patches comrade!!!!
~
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.06C (9/22/

Postby Kuragari » Sun Oct 23, 2011 10:04 pm

lowmanji Wrote:*SNIP*


I believe the main problem here is a high expectation.

Kita is, to my knowledge, for the most part working on this alone, when there is free time that he wishes to devote to it. The game has a bunch of stuff already, but doing this would make an even BIGGER workload for Kita regarding this game. Heck, from a certain viewpoint, I don't think we've even left the first chapter of the game, and adding this would make the game take an even longer time to finish (not to mention, updates would probably focus completely on only one character, and might focus on just one character several times in a row)

Now granted, I do think their should be a few more cases of things like where each one has a different chamber character to deal with, but that can most certainly wait a while, or if nothing else, begin to show up sometime later as you actually get deeper into the Syndicate dungeon.

But different character branches of the story in the way your describing would be...well, horribly time consuming.

Also, since you used Resident Evil 2 as your basis, I have to call BS on that. There in actuality are only a few storyline differences between the two, and your dealing with (with the exception of Mister Baldy Tyrant I think) the same monsters and the same areas. Except for character specific stuff, everything is the same. For RE2 to be the way your describing it, it'd probably be better to say a combination of RE2 and RE3 is what your looking for. They both take place in Raccoon City during the outbreak, and their both from different perspectives and dealing with different enemies and such.

Anyways, Can't wait for the next update, which speaking of which, when is it gonna be? Btw Kita, am I still a Betaer?
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.06C (9/22/

Postby Geolibermand » Sun Oct 23, 2011 10:38 pm

Kita, this game is among the best RPGs! I am truly impressed by your creativity! I think you have taken the right choice to stop looking too much back but instead creating new stuff now. I am full of anticipation about where this is heading!
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.06C (9/22/

Postby KITAmaru » Sun Oct 23, 2011 11:18 pm

Ahahaha, I honestly am not 100% sure if the next update will come in time, but I am working on CG's and stuff as we speak, so the 'beta test' version that at least has the Stall system implemented (as well as the Wolfram low-Purity scene) should be out maybe around Tuesday. And yes Kura, you're still a beta tester, so I will send it your way as well.

As far as the suggestions go, I appreciate the support and all, but my reasons behind it are just that--expectations. Keep in mind that I also go to school and have a job to worry about, so I try to plug away at this game when I can (I originally started it over summer break, which explained the super-fast updates; we might have another barrage of them come winter break once I have less to do).
It sounds cheesy but I coulda made this game just one character; the reason why I decided to go with multiple characters to begin with is because pose files from 3DCG are essentially reusable for the most part, which saves me some work overall for a higher replay value. Sure, it might be a cheap gimmick, but I do put a lot of time into making variations of dialogue and what not--if I were to do that with diverging paths from the get-go, it would take even longer. I mean, I already have a Syndicate or 'bad path' put somewhere down the line (though am still torn as to exactly what it may entail), and that's gonna be a ton of work in itself.

I think a lot of it is efficiency; plenty of existing games out there tend to reuse storylines, bosses, levels and what not, adding more characters only for replay value with some minor adjustments. My game's the same way, and arguably has more variation than your run-of-the-mill one due to the time I spend trying to make each character unique. If I were to spend even MORE time doing that for given characters, it might as well just be 'Despair Laby: Cesca Gaiden (side story)' or something like that. Blaaaagh. Anyway, that's my two cents, sorry to disappoint, but this game is far from finished and still in very early stages, so please bear with me here.
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Despair Labyrinth (RPG) Latest Update: 0.09 (4/18/12):
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Feedback:
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Wiki:
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.06C (9/22/

Postby Raio10 » Sun Oct 23, 2011 11:46 pm

I'm behind this game 100% and i'm sure every one else who has commented is aswell as long as you keep working on it and not let the project go dead like most things on here and just release a small update every couple of weeks everyone will be happy, all in all keep up the good work KITAmaru.
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.06C (9/22/

Postby Lucky777 » Mon Oct 24, 2011 2:15 am

The large number of shared encounters/shared enemies strikes me as pretty appropriate, actually.

The characters are going through the same dungeon, and I don't really mind them going through it in the same order, as opposed to starting in different places.
I prefer that they go through in the same order, in fact, since it lets you see their different reactions to a given situation more or less side-by-side, instead of having to wait, say, half the game before you get to see how Cesca enjoys a ruffian bandit, because she started in the magician's section, or having to wait half the game to see how Rhiannon enjoys a tentacle plant, because she started way over in ... I dunno, the medical section or something.

I DO like the character-specific content - like their first time chambers visits - and I DO think that some amount variety in the scenes between characters is a positive thing, but I haven't a problem with that variety coming from personalisation, as opposed to coming from a whole host of character-specific scenes for each character.
I guess what I'm saying is that for my part, I don't even think this particular issue is in need of changing.
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.06C (9/22/

Postby Meep Meepersons » Mon Oct 24, 2011 6:35 am

Lucky777 Wrote:The large number of shared encounters/shared enemies strikes me as pretty appropriate, actually.

The characters are going through the same dungeon, and I don't really mind them going through it in the same order, as opposed to starting in different places.
I prefer that they go through in the same order, in fact, since it lets you see their different reactions to a given situation more or less side-by-side, instead of having to wait, say, half the game before you get to see how Cesca enjoys a ruffian bandit, because she started in the magician's section, or having to wait half the game to see how Rhiannon enjoys a tentacle plant, because she started way over in ... I dunno, the medical section or something.

I DO like the character-specific content - like their first time chambers visits - and I DO think that some amount variety in the scenes between characters is a positive thing, but I haven't a problem with that variety coming from personalisation, as opposed to coming from a whole host of character-specific scenes for each character.
I guess what I'm saying is that for my part, I don't even think this particular issue is in need of changing.

Agreed ^^
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.06C (9/22/

Postby Kuragari » Mon Oct 24, 2011 12:50 pm

Lucky777 Wrote:*SNIP*


Basically this. Sure, maybe at some point (say perhaps version 0.2.5 or so or something like that) you could add a new specific character and H-Scene for each character. But I'm perfectly happy with the way the game's going so far.
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.06C (9/22/

Postby KITAmaru » Wed Oct 26, 2011 6:14 am

Yep, yep. I've some good things planned for unique scenes thus far.
Anyhow, I'm going to have to tell my beta testers to hang in there, as there is a bit of a delay in the patch regarding the 3DCG scenes (although all the scripting and writing is 100% complete now). Should be done before Thursday.
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Despair Labyrinth (RPG) Latest Update: 0.09 (4/18/12):
viewtopic.php?f=7&t=1583
Feedback:
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Wiki:
http://despairlabyrinth.wikia.com
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.06C (9/22/

Postby Zodiark69 » Wed Oct 26, 2011 12:38 pm

@KITA I've got time to wait, my friend.
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.06C (9/22/

Postby Raio10 » Wed Oct 26, 2011 3:07 pm

KITAmaru Wrote:Yep, yep. I've some good things planned for unique scenes thus far.
Anyhow, I'm going to have to tell my beta testers to hang in there, as there is a bit of a delay in the patch regarding the 3DCG scenes (although all the scripting and writing is 100% complete now). Should be done before Thursday.


Is that when the game will be up for everyone or just your testers i hope thats when it's up but i can wait if necessary as your game is awesome keep up the good work KITAmaru.
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.06C (9/22/

Postby ZeroEXE.ZX17 » Wed Oct 26, 2011 3:11 pm

Raio10 Wrote:
KITAmaru Wrote:Yep, yep. I've some good things planned for unique scenes thus far.
Anyhow, I'm going to have to tell my beta testers to hang in there, as there is a bit of a delay in the patch regarding the 3DCG scenes (although all the scripting and writing is 100% complete now). Should be done before Thursday.


Is that when the game will be up for everyone or just your testers i hope thats when it's up but i can wait if necessary as your game is awesome keep up the good work KITAmaru.


well i think it will be done for the testers, he still needs the gwyn part before the game is up for everyone
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.06C (9/22/

Postby Raio10 » Wed Oct 26, 2011 4:27 pm

so sometime next week it might be up for us if there is no major problems this is a guess though.
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.06C (9/22/

Postby Zodiark69 » Wed Oct 26, 2011 5:26 pm

Usually after we test it, he take care of whatever bugs, glitches, etc, and then he'll put it out there for everyone to use.
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.06C (9/22/

Postby KITAmaru » Wed Oct 26, 2011 11:36 pm

Yeah, but admittedly this test version is incomplete--it only has the Wolfram low-purity and Stalls content. The Gwyn stuff I'll be working on after I finish up these CG's, and so I'm going to have to push back the actual release until about the weekend of November 6th. Sorry about the delays.

As for the reasons behind why the CG's took longer than normal, it's cause I got a little greedy--now you'll be getting roughly 3-4 CG's per scene instead of 1 or 2 like I originally said. All I need to do now is the futa and the horse, and it should be good by tomorrow at noon.
Current project:
Despair Labyrinth (RPG) Latest Update: 0.09 (4/18/12):
viewtopic.php?f=7&t=1583
Feedback:
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Wiki:
http://despairlabyrinth.wikia.com
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.06C (9/22/

Postby Zodiark69 » Wed Oct 26, 2011 11:45 pm

@KITA Alright! I'll be looking forward to it.
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Re: Despair Labyrinth (RPG) Latest Release: Ver.0.06C (9/22/

Postby Lucky777 » Wed Oct 26, 2011 11:50 pm

The updates on WHEN the release is likely to be, and on the progress made with the game, keep us from being on tenterhooks and wondering if the project has died or anything.

That's pretty considerate.

Thank you.
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