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My answer for question: "Why devlopers cut out already made content from game"


Nonseen

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Dear Readers!

 

This writing going to be uniqe from me: This one is a mix of status update and anwer the title mentioned question. 2 in 1 package deal :) 

Going to be a bit wild ride and complicated so be with me!

 

Evrythign started with the slave traning, i wished add menaing to treaning so during traning slave recive some knowlage how to do things as slave and some skills to do things. Evrything we do learned some point. For this i needed to know what skills exist in the game world that slaves posses, from that what skills exist and make this skills.

One of this skills the crafting, to be accurate: Slave Crafting! As name suggest this skill to craft new items. Smithing skill do this yes, but smithing has perks that unlocs varius recips that make possible to craft new fancy toys.

 

Why not add same option to slave stuff like simple evry day use items that may slave produce? Then make a traning quest for it that forces player to create few sample slave item.

Just need give the player a crafting station some resources and order to craft the new items! 

 

"What can go wrong?"

 

Well evrything. As i started make the first traning quest realized some "minior" problem. What if player drop the resource items, or hide from the master and on porpuse fail the quest? What if player make the wrong items? What if player carry the items already that the quest order to make? Lots of littile detail that may de-rail evrything.

 

Then more i thinked about what is the problem and what can go wrong i realized something more important: this means evry time this traning happen player need repatativly craft same items, if miss on the possibly 100+ item list by accident produce wrong item get punished by the master. that not fun if the player NOT wanted to fail on porpuse.

 

Plus maybe not to funy repatedly do the same crafting thing 100+ times. Withstand sex punishment is okay as its can be skipped and we have lot of possible animation, plus its main course for many on the menu. But crafting items to grind to advance not part of the main menu and getting boring quick.

 

So instead making a compelx item managment system that make sure player cannot fail producing the right item when ordered to do train production skill, i cut the idea and the curent quest as it was.

Not becuse i cannot make this work with items or to truble some to make it happen. 

 

The reason is: i realised not fitt the mod i working on. This is the same reason why so many content cut out games: not fitt for some reason the creative idea or game play loop.

On paper looked good at first but when made it or i digged my self deep realized its not going to work.

 

Yes this is anoter i hit the wall style thing. I realized this aproach not going to work.

 

What i learned:

Need a core desigin style a general discription why and how this mod going to work and what need included. other words: what is the mod tone.

Evry single added part of the mod need fallow this design style this tone.

 

The News:

 

I planned this week impelemnt a few new master to test other systems with next realise and add another sex traning quest. Well this get delayed a lot. Becuse i focused on this problems, and how to solve it.

 

Best case end of this week the 0.0023 version going to realised with lot of new futures and bugs of corse. This is the best case. New update inlclude tons of new futures and the slave skill system.

Important new skill is: Rebbel, this salve skill used when a slave rebbel aginst its master. Slaver Guild Trainers not train directly this skill.... but creative slaves find a lot of way to pratice and train it. The skill combined with crafting make possible create new "intresting" wepons and tools to ruin the slavers life.

in future i thinking adding option to player the make a slave rebbeling using this skill.

for this to be possible and working i need make a Slavery NPC framework.... so this not happen any time soon :(

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