SamSuka
FutureFragments
FutureFragments

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A lot of changes going down




































Okay, so before I even continue with this, let me stress this enough; these are IDEAS we're throwing around,  not permanently locked stuff. We're even still changing stuff at the time I write this message.

Now, that said, we've basically realized there is a lot about this game people DO like, but just as much people DON'T like about it, ourselves included. Also, ignore the picture above until you get later down in the document; I'll explain that later.


The primary problems seem to be;

- The game feels like a grind from point A to point B, with no real breaking up of the gameplay flow in between, aka monotonous

- Enemies have almost no incentive to be killed or interacted with outside of H-scenes

- The health regen system promotes sitting around, slower gameplay, yet Talia's abilities and the general abilities of the enemies promote faster, more action-based gameplay; these are clashing ideals

- There is no "reward" for completing a map or area, or a level, besides just general progression of the game 

So, we took this stuff to the drawing board, made a list of our favorite games, came up with a shitton of gameplay ideas, and whittled it down to what is still a quite large list.

I'm not going to be specific with these changes, because WE aren't even down to specifics yet, which is why I'm asking you to bear with us, and this isn't a locked-in choice, again; we'll put out a demo of gameplay with all these changes once we get the C++ conversion done, and then if people absolutely hate it, we'll revert to what we have now, but otherwise, we do feel this fixes all four problems above and makes the game positive as a whole.

 

So, without further ado, this is what we're THINKING of doing, and please read all of this before responding/making an opinion, because a lot of these changes mesh together, so you'll need the full picture, etc.

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The biggest change of all is that we'd be restructuring the game's levels into "hubs" as it were; if you've ever played Mario 64, or Crash Bandicoot 3, it's the same concept, altered to fit our game.

So for example, you'd start off in a large room, in this case, the Fire Level "hub". This room would have things to explore in it and do in it, and then there would be around 4 or 5 doors you could go into, from this hub.

Each of the doors would lead to a small "path" of rooms, say, 3-7 rooms per "path". The path would still be MOSTLY linear, but there would be "split off" rooms that you could find by exploring each room (more on this later).

Each of these paths would be somewhat "thematic" or have a gimmick within a gimmick, so to speak.

For example, one path in the Fire Level might be focused on lava and the ways you can interact with it; we could make a room with Berserkers that chase you around the map until you lead them into lava to die, and another room on that path would have a continual supply of enemies that drop down from the sky into lava which you'd have to jump through, and the last room could be something like a switch puzzle where you'll have to setup the correct usage of vents to navigate over a large lava pit. These are again temporary ideas, we'd come up with better stuff for the actual game.

One of the main things we're debating right now is whether it would be good to have;

1) Lots of rooms per path, but have them be smaller and more focused, or

2) Fewer rooms per path, but have them be larger and more "exploratory-based" with more to do in each room 

    

The new focal objective of a level would be finding the five "important" databanks, signified by a special color (like red or gold or etc. we haven't decided on the color yet).

Each of these databanks would have one piece of the "code" or "puzzle" needed to access the boss, but to get this piece, you'd have to do something with the databank; one of these databanks might have a simple, Wario-ware esque-game you'd have to beat (for example, you might set off an alarm accessing it; if you don't shut down the alarm in 20 seconds, guards come and fuck Talia and kick her out of the room, you'll have to try again etc.), or there might be a "security camera" say, observing Faye trying to crack the lock herself; she's figured out the second letter of the code, so if you zoom the camera in properly using the security camera during the cutscene, you can figure out the second letter of the code, and so on.

Not every "path" will have an "important databank", and some paths might even have two "important databanks".  This leads me to the next part; if you're worried about backtracking, don't be.

The save pads will now double as teleportation pads, where the player can jump on one of them and teleport to any pad they've already accessed in that level, allowing them to quickly jump to the end of any path they've already been in, making exploring the level once you've unlocked all the pads a breeze.

Going back to the databanks though, there will now be three types of databanks;

- The important databanks would be the ones I'd mentioned earlier, of course.

- Then there would be silver databanks, which would be important pieces of storyline, but not required to grasp the storyline at a basic level; these also might consist of not only text logs, but audio logs, or even security camera recordings, or even cutscenes built around these databanks (they could be traps, etc.) A few of these would be Patreon databanks, but not all of them.

- Finally, there would be green databanks, databanks that are only about universe building (most of the Patreon databanks would go in here, would be shaping the universe of the game, etc.) 

This of course doesn't even take into account the additions we already had planned, like storyline branching cutscenes; now, those cutscenes will REALLY branch out, where the following could happen;

- Talia goes down path #1, rescues someone from an enemy about to kill them; Talia gets medicine from the grateful person.

- Talia then goes down path #3, sees an injured grunt, gives them the medicine to save their life, the grunt thanks them and clears the next area of enemies for them by scrambling their security orders.

- Way off in the Electricity level, you get caught by robots, but you remember that Fire Grunt? Well, turns out his brother is in charge of security for the Electricity level, so he waves off the robots and gives you a tip about the level in exchange for saving his brother's life.

Now, conversely, if you do this sequence differently...

- Talia now goes down path #3 first, but without medicine, the soldier dies. However, in dying, Talia can rummage through his stuff and find a keycard.

- In the Ice Level, this keycard can be passed off to two aliens to allow you access to a databank; Talia thinks it'll be important information... but instead, we see that shows a video recording of the aliens having their way with Faye, much to Talia's disgust, but to our enjoyment.

So that's the kind of branching storyline choices we'll be able to integrate with this new system, etc. 

Finally, one of the last adjustments we'd be adding here would be a camera zoom system; for very large maps, we might zoom the camera out, so you can explore more, but if you're having a hentai scene going on, we'll give you the option to zoom in.

 

Now, for the picture example above, now that I've explained everything;

- The pink circle would be Talia's starting position in that "path"

-The blue circle is the end of the path, and the "teleportation" pad 

- The red circles would be locations of the "important databanks"

- The green rooms would be the "off the beaten path" rooms, where you might find "powerups" or cutscenes or anything else in between (more on those later) 

We feel these changes will lead to fixing point #1, the grind system; this breaks the level into manageable segments, makes backtracking extremely easy if you miss anything, and ties somewhat into point #4 about the reward system, but we're not even close to done with this post, heh.

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Now, let's cover how we're going to manage point #2 & 3;

Enemies currently have almost no incentive to be fucked with, besides, well, fucking them, and the health/regen system is just bad as it is, as it promotes going idle frequently and just running through enemies while invincible.

 

 We haven't settled on a system yet, but we're throwing around a few ideas, including;

1) a combo system that the more enemies you kill in a short period of time, the more health you get, and then you can even "overheal", entering basically whoop ass mode temporarily

2) a system where you directly take health from damaging enemies, and if you "overkill" them (do way more damage than what was needed to kill them) you get a special, temporary boost to damage, or mobility, or etc. depending on the enemy you "overkilled" among others, etc. 

3) only certain enemies will give you health, sort of like some games where there's special, mostly weak enemies that you can get large portions of life from

We're still coming up with many ideas, but the core of it is that  we'd basically be aiming towards creating a health system that REWARDED aggression, but didn't penalize bad players, if that makes sense.

We're also debating adding extra utility for Talia from the get-go as a result of these changes, like a roll, or dash, or even a double jump.

Also, we'll be lessening Talia's invincibility period big time, and making enemies "solid" so she can't just walk through them while being invincible anymore. To compensate about the extra enemy threat, not only will we have one of those systems in order, we'll have a few extra things, which I'll get into in a later point. 

Oh, and we might have something secret planned if you choose to be a complete asshole during the game to enemies (no, this doesn't mean JUST killing enemies, we're not going Undertale Genocide mode :P)

And of course, killing certain enemies might trigger certain cutscenes to play or not to play, too.

We feel these changes will lead to fixing point #2 & 3; making enemies more engaging and fun to deal with, and giving real rewards and incentives for killing them.

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Now, let's cover how we're going to manage point #4; rewards for completing or exploring areas.

First of all, as I'm sure you already know from this post and prior ones, we're planning extensive cutscenes, minigames on databanks, sex scenes, etc. all rewarding you for exploring areas of the game.

We're also planning special animations, in high detail, for special achievements like collecting all the databanks in a level or other possible variables.

However, one extra thing we're considering doing (I'm REALLY for the idea, Triangulate is semi for it, and Cheshire just signed off as we came up with this idea unfortunately

 

so he hasn't seen it yet.) is a "powerup" system for Talia that you can get by accessing rooms and discovering the powerups.

Now hold on, I know a lot of you suggested this and I rejected it outright, but let me explain myself and what we want to do with this.

First off, all the powerups would be mild stat boosts, you could only have three at a time, and they would not stack; meaning you couldn't get three of the "fire faster" powerup and just blow up the game, so to speak.

The powerups would be gathered in a number of places; some databanks might eject them if you beat a small minigame, others might have a security camera you can observe that shows a secret part of a room with one, another might actually be a quick time event when a databank is about to explode as a trap, and you have to grab the powerup before it's caught on fire. Again, we're throwing around ideas and grinding stuff down, etc.

As far as the powerups themselves, they would again be mild stat boosts; stuff like increased firing rate, increased damage, increased running speed, increased defense, that sort of thing.

What we're especially debating right now though is;

- Whether the powerups would be temporary or not

- If temporary, would they initiate the minute Talia picks them up or would the player be able to choose when to activate them

- If permanent, would the player be able to drop powerups to pick up new ones, or would it simply a be a "newest powerup replaces the old one" system like Castlevania

and so on, but we feel that this will offer us a wide variety of rewards for exploring the game's maps;

- Cutscenes (storyline & sex scenes)

 - Powerups

- Databanks (storyline & cutscenes & level progression)

- Fun gimmicks to try out

 

Again, all of this is basically just up in the air right now, but I wanted to put that out there to see what you thought of it all so far.

This of course isn't even counting the stuff we already had planned, which includes;

- Dynamic music that changes drastically as you get near enemies,  get low on life, get a boss on low life, etc.

- Dynamic lighting (lighting with depth )and parallax backgrounds

- Extra abilities gained from bosses per level (a new elemental charge shot and a new elemental utility ability per boss)

- Multiple (over ten) cutscenes per level, all voiced, with branching storyline paths based on what cutscenes/databanks you do/don't interact with, and choices you make during the game

- Multiple endings also based on the above choices

- A gallery system

And for anyone worried this is going to delay the game more, we're specifically choosing to do this right now because we're going to have a 2 month hiatus on demos and adding new levels to the game to begin with due to the C++ conversion and Cutscene Editor creation; during this time period, Triangulate is still doing art, but this break allows us to have a solid gameplay restructuring on all counts ready to go once the C++ conversion is done.


Finally, all of these changes we've listed should require only a few programming changes/additions which can be seamlessly put into the game during the C++ conversion, only a few extra pieces of art from Triangulate, etc. Most of the work will be on my end crafting cutscenes and new maps, which I'm happy to do, of course.


Let us know through PMs and the comments what you think of these changes and how many you'd be hype for and not hype for, etc.! 

A lot of changes going down

Comments

We plan to have more backgrounds, but do remember that each background has to be hand-drawn by Triangulate and also fit the game's storyline both :P he's the sole artist on the game, so drawing a 1280 x 720 landscape 6x times over per level, making 30 backdrops minimum, is no small feat, haha.

The Future Fragments Team

Right, it's a 2 button system if you're not moving, but if you're running, it's now a 3 button system, and if you want to jump and do a special move (like you suggested by pressing up), it's now a 4 button system. :P To respond to your other stuff; I'm not sure if you saw what we have planned for the Ice enemies, but the number of posts on this thread that talk about enemies not being threatening makes me think I need to make a post specifically about what we have planned for enemies in the future, so people stop thinking the enemies won't be threats :P The fire level enemies are intentionally easy, as this level is basically the "tutorial level" of the game and will establish a lot of the base storyline, isn't meant to scare people off, etc. After this, the kid gloves are off and the game is going to become much more complex, exponentially so with each level. :P The hub itself is a map unto itself; there won't be a computer to access gallery etc. stuff with at the hub, because that's integrated into Talia's outfit and will allow her to access all the secrets she's found and what she hasn't found, at any time, on any level, organized by path and by level, and the same goes for replaying h-animations as well, etc. We won't be updating the hub for the level with what you accomplish in that level, because once you beat that level, you can't get back to that level for the remainder of the game :P so having the player customize it only to lose it all until a fresh playthrough of the game would be kinda harsh, haha. We reallllly don't want to go the route of having to return to the hub as your only means or even primary means of healing, as this results in a gameplay style where the player feels forced to only inch forward bit by bit in levels; it's likely the hub itself WILL heal you, but we really want to have other healing outside of it, for that reason. To clarify, the hub isn't a hub like "central place of operations for the entire game", it's more like "start of each level and the paths to explore the level branch out from that"; there would be five total hubs in the game, for five levels, but you can't jump from hub to hub, as the hubs are part of the level itself and once you beat that level, yeah :P The overcharge concept, if we do use it, would be something that wouldn't last an extremely long period of time, and you would have to plan it out; the amount of strategy and precise usage of powers needed to trigger this would more than warrant a decent powerup for a short period of time, I'd think. We definitely wouldn't want to actually cripple her movement or ability to do anything at any point, with one exception being if we go a certain route with the powerups and the player intentionally goes for a "power-down" that makes them much weaker, to make the game harder, but outright removing the ability to jump or etc. for a period of time we'd want to stay away from, as that type of stuff tends to frustrate people and again slows down the pace of gameplay. (The stun from being hit for 30HP or more is pretty much the main status effect she'd ever have; as for other ones that enemies could cause, possibly in later levels, but that's gonna take a lot of experimenting to make sure it's never unfair.) The powerups planned will be something more like Binding of Isaac, where they're randomized (but you could tell what one was if you'd gotten it before and knew it graphically), and the powerups from bosses are separate from this, permanent utility and damage upgrades you can switch through. Trust me, you will *absolutely* want these powerups for later levels. I would be extremely impressed if someone managed to beat the full game without powerups, honestly, haha. The powerups though wouldn't change anything substantial about her kit, not only due to the immense amount of programming and art that would take, but also because we'd be balancing the levels around said kit; trying to balance it around a multitude of moves would just be a nightmare and result in either levels that would require certain kits or would be extremely bland, etc.

The Future Fragments Team

I like pretty much all of those ideas! And I can't really think of much to add that hasn't already been said. Though maybe one thing you could do is have more background drops in the level? Like in the ice level, one path could basically be a straight path side scroller on the tundra surface that leads to an observation camp with a couple small buildings(maybe with secrets inside!). The another branch could be in some ice caves, and other could be climbing an ice mountain! Basically I feel that adding a unique backdrop to each path could add lot more visual variety to the same level without having to create a ton of new tiles to keep the visuals from becoming to monotonous. It makes the player, or at least me anyway, feel like they're exploring a wide area bigger then it really is. And while I'm certainly no expert, I assume a backdrop is a pretty simple thing to do if its not animated heavily.

Jondude

My bad accidentally pressed "Enter" too early. I was typing and just did an edit. The button needed to launch the target is technically 2. Charge shot and down key. Afterwards it's still a 2 button system

Peter Nash

the gameplay is focused on both the enemies and Talia; note that by the end of the game, she'll have 6 charge shots, 4 utility moves, and the powerups on top of that. We want to avoid anything where you have to hold down a button and then press a direction to do a move, because many people with keyboards on PC can't do more than 3, sometimes 2 button inputs at once; this would make it so that they may be unable to move and do certain attacks, rendering some parts of the game inaccessible, etc. We're considering utility additions for the beginning of the game, but first we gotta figure out the other stuff, haha.

The Future Fragments Team

As far as the enemies not being dangerous enough, trust me, when the Ice Level comes around with full enemy attacks, as well as later levels even more so, people will see them as a threat, haha. (Note, too, three of the enemies in the Ice Level have projectile attacks, too.) The reason you'll have to get close to some enemies is because in two cases, you likely won't even be able to hit them with it (tall alien gets down to the ground, small aliens will be very fast/agile). The gallery was already planned exactly as you said so no worries there, same for the menu showing the endings, etc. :P Powerups aren't at the forefront, they're just equally as considered as anything else; again, I can guarantee once the full Ice and Electricity levels come out, the discussion on this board will do a 180 and people will be asking for stronger powerups because they ones they have, for some less experienced players, will probably not be enough :P

The Future Fragments Team

I'll post my thoughts in a weird order, some issues I won't even tackle because it seems more empirically discovered than theory crafted. 1) The gameplay can be focused on both the enemies and Tali, so focusing on Tail first, her kit is odd. She has great gap closer and high speeds where she can be a "in your face" fighter but she has a disjunctive kit with ranged attacks. Lets say if holding the down key when releasing a charge shot was her punching the ground causing a knockup(the height of her standard jump) and it effects only small enemies will start to push the game towards the mechanical portion. There a player can decide to jump/dash though them or something like hold the up key and rapid fire shots. It's not wrong to want utility at the start and if killing the fire boss gives her new fire shoes which later gives her the damage/invincible frame that would be cool. However that needs to be drawn and that would make too much work for scenes to have small garment changes. Some utility can also include passives, like some environment resistance for that level when you hit halfway (that way you can go crazy with the levels assuming that the player picked it up). 2) Enemies don't feel at all threatening. Take the flying demon at the fire level. He only has two simple attacks, hover a little and spit, or a small dive attack. He can be reworked to a ground-stance, so he lands (slithers low on the ground) to approach Tali. The soldiers feel the same too, the can have a grenade that carpet bombs (and flames linger) far range so Tali has to be close. This way diverse enemies in groups tunnel Tali into their fight. This includes "lava-walking" but takes hp dmg. 3) Played games with a hub or command center and it's usually forgotten if it doesn't hold much content from within. If her hub unlocks more security cameras so you can "scout" the map ahead when you unlock data pads (that hold the cameras passwords) it can be useful, but only if the enemies were tough. It would also be cool if the computer there is what accessed the bonus content like the H-scenes or cosmetics (if any), like outfit changes. The other issue is the player has to like the appearance of the place and if it looks better the more enemies you beat or as time goes on that would be a bonus. 4) As for the life issue. I would like to see a "permanent" health dmg system where most enemies will give her energy (but if it's a lifeless enemy than I don't think she should get any). This permanent health loss can be bandaged up with a medic or someone you save at your hub, or a quick fix automatically at save pads or healing pad at the hub. This gives a sense of value game wise to the hub. This also brings and interesting topic of sending people to the hub. The overcharge concept might make Tali smash the game, so make a overheat as well when she's at a crawl if the player doesn't manage how much energy they are absorbing. This means no more jumps, charge shots, and reduced moving (this might be fun to add during a boss fight that spawns too many monsters and the person has to not kill them as fast). The mechanics adding a stun, knock-up, root, or knock-back and utility enemies with unique behavior makes the game have more tension. The health system rebooted in the way I'm thinking, or any other way really, keeps a constant flow. I only added my health system to augment the hub. Lastly the branching story I didn't even touch. That is 100% empirical, so it'll need a lot of tweaking for it to feel like a choice (instead of a player picking the same thing just because it's closer). If there was a obvious, like the hub "scouted" it for you, difficult choice but with an obvious reward as well for the difficulty that would make the games difficulty dynamic. However that is still empirically done and would need a lot of work. I don't think power-ups are needed because the lack of difficulty and there are already power-ups planned when you beat bosses. If these power-ups completely can be swapped at the hub and completely change Tali that would be interesting. Like all of Tali's attacks become melee: kicks, punches but have a increased attack speed (overall damage but not boring where you one shot everything), so you kinda build Tali how you want. Which means each power-up only changes 1 of her current 4 attacks (normal, charge, overcharge, dash), and whether a person activates the power-up associated with that attack slot.

Peter Nash

About the branching story lines deal. I often replay my games several times weather they're with different persona's or different routes. I understand that joy and I welcome it, I think I meant more less . . . . I actually don't know how to word it . . . . In any case I also understand the replenish-able health and I think changing the way you can interact with the boss is really cool! :D

AsXurian

As the game would have a branching storyline, yes, it would be impossible to get everything in one playthrough (like any other storyline-based game :P). However, in the gallery, it will note if you're missing scenes per path, and per level both. The replay value though IS in replaying the game multiple times; there are many, many games where you'll need to replay the game to experience everything, and people not only seem to not mind this, but seem to actively enjoy seeing different paths through different runthroughs of the game :P Anything we'd have health-wise, to regain it, we'd want to make sure was available permanently (i.e. replenish-able) because if not, players could get stuck in a perma-lose situation where they're stuck at nearly 0 health and can't do anything about it, etc. The making a boss fight easier thing is something we're going to look into, specifically more along the lines of how you play the game might adjust how you interact with the boss, so to speak.

The Future Fragments Team

There's the hypnotized sex animation on the Fire level, and there'll be another one or two of those types of animations in the game, plus times you can choose to have sex and it'll affect the storyline etc. :P

The Future Fragments Team

Having "happy sex" is something I'd want in the game. Like REALLY WANT

Cthylla

Undertale was just an example of a game that was constantly throwing a new, memorable thing at the player. The way Undertale did this in my example is not compatible with your game. The point was you should be trying to leave something memorable in the player's mind as often as you can. Undertale did this with its unique and funny enemy encounters (among other things); Future Fragments should do this with clever enemy positioning, engaging action-game mechanics, and compelling level design. I would say you SHOULD struggle to make every Fire Grunt (and every other enemy for that matter) an interesting encounter. There are tons of ways to take the same enemies and arrange things so the encounter is unique from any other encounter. Last thing you want is for the enemy formations to be so dull, the player simply jumps over and ignores them. The Mario games were an expert at this; in how many ways did they take a turtle that simply walks back and forth and make an obstacle that had a good chance of hurting you the first time you attempted it? :P

Taleir of Deynai

Since I'm new here, forgive me if some of the things I say have been discussed in the past or if some of them contradict things that have already been decided. _ I think the branching story line is a wonderful idea, as well as the hub world, but if there is going to be a gallery system and no way to move backwards to a past hub world (Read from one of the previous comments) it feels like a branching story line would interfere with a gallery or some kind of collection system. Since one would have to re-start everything over and over again to achieve every outcome, especially since it sounds like it's not just a Path A and Path B type scenario. And you wouldn't be able to do a unlock everything once the game is beaten, hence no reason for a branching story line if people don't need to experience every decision. Unfortunately I don't know a solution so I'm just voicing a concern. _ I also believe that the 'overkill' idea is great since it supports experienced players to perform 'style' kills of sorts but it shouldn't hinder less experienced players who want to do things safer, but for the health regen problem I think just having certain types of enemies drop health pick-ups is a good idea, but they shouldn't respawn. Like for example in the fire level there could be an area where a group of soldiers are that respawn, and one or two of them have a satchel or some marker on them as a medic or something that don't respawn (To avoid pickup fishing) that when killed they drop something related to them, like rations for soldiers or something. Although that'd take a lot of work . . . . _ My only thoughts on exploration would be related to the hub world and the comments about finding a password to reach the boss. I thought it'd also be kind of cool if there was a second hidden room that's harder to find/enter that would trigger something to make the boss fight slightly easier. Like (And I know, I read on the ULMF forum at some point that the goo boss at the end of the fire level is changed and/or is different so I'm just using the old public demo as an example) You caused a machine somewhere to activate that caused the walls to take 1 shot less to break as the vibrations or something caused them to weaken slightly. I don't know, something that doesn't make TOO much of a difference but enough that it could help. _ Again only thoughts.

AsXurian

It's unlikely you'd be able to go back to a hub after you'd completed the level, for storyline reasons; it would basically throw the entire game off, but that's why we'll have multiple save files and a gallery listing what you have and haven't found :P

The Future Fragments Team

I'm for all of what you typed up there. Especially the gallery and hub worlds. So long as we're capable of traveling between the hubs to try and get something we might have missed in the previous ones.

Kael'Rus

We have something like that latter point coming for at least the Ice Level; if you step on the smooth ice floor, it creates a high pitched noise that only the Celodst can hear; this will make any of them nearby converge in on you immediately.

The Future Fragments Team

We already have that in the current build and will be keeping that :P

The Future Fragments Team

My suggestion would be making the game like the megaman series of beating the bosses and getting power-ups from them.

DeathStroke

Hi! well, after trying the new demo, once again I have to praise the awesome graphics! the environment looks great and the animation and sex scenes too. The game handles pretty well too! great job overall! I would ask if you could balance music and sound fx though, as I barely heard the ambience music, but Talia's voice was loud enough so I couldn't turn the speaker volume up any more. If you could check that out, that'd be neat! Regarding rooms and paths for your hub sub-sections, having them larger and exploration-based would be more cohesive with the tone of the game, given by the ambient music and the bits-by-bits story type. It would fit better specially for finding secret rooms or paths. Smaller rooms would work for a pure action arcade type of game, I think. For the enemies and their apparent "lack of purpose" besides fucking (as you said), and also for another small fun thing, you might consider adding collectibles, like coins in Mario. They might not be the most elegant solution, but making them health or "currency" or "precious metal" or anything, makes them a good excuse to explore a little bit more, to kill some enemies to get them, or to guide the player using them as a path (in a subtle way of course). Having collectibles worth 1 "unit" around could be fun for the player to collect, and having some "hard" spots with bigger collectibles (worth "10" units maybe) can be a short, simple but satisfying challenge with a small reward. Those can help the flow of the game, as long as they're well located and have their own purpose. For the powerups, it's a cool idea because players can feel the character growing and progressing. But temporary powerups, at least for me, feel kinda useless. I'd rather handle myself with the basic stats, insted of risking a death for a temporary boost, unless is 100% required to open a path. In that case, that would just feel like a forced obstacle. If you want to limit the powerups to say, 3 at a time, that would work too, but once you collect your 3 favourites, there would be no reason to grab / look for new powerups in the map, thus rendering new challenges meaningless. Like in a shoot-em-up game, once you get the "homing" weapon, you just avoid the "vulcano" and "laser" ones. Having powerups stack-up though, just as in shoot-em-ups, could be a different story. That'd be cool and makes you go "how HIGH can my powerup go?", giving a reason to challenge the player to keep exploring to keep upgrading. Of course, that should be more difficult to make, but should feel more rewarding. Well, these are my 2 cents! I'm not very good at story-driven games, but having the story presented as these hideen databanks works perfectly for me! Thanks for your great job!

lustplanet

I'm pretty sure you'll be able to make the right decisions. Environmental 'capture' traps (like the rumoured teepees) would be pretty cool and would add some additional challenge. Also, some more streams would be greatky appreciated, They're always fun.

Misshiggey

I'm pretty sure you'll be able to make the right decisions. Environmental 'capture' traps (like the rumoured teepees) would be pretty cool and would add some additional challenge. Also, some more streams would be greatky appreciated, They're always fun.

Misshiggey

I've always loved the hook of protecting the protagonist from debauchery. Her "virginity" or "purity" and consequences for losing those things or right out seeking them. In terms of enemy behavior, the enemy are rather static unless you get close to them. Have them yell at you when they see the character or react when they are hit.

Sid67

Yeah, that's kind of what I was thinking with the enemies I just didn't really word it well. There's not much you can do to make them more interesting from a mechanics standpoint. That all comes from the level design and the enemies themselves. I watched the last stream before the demo released (Not sure if there have been any more since) and I really liked all the enemy designs you talked about there. I really think they'll all fit in and make for enjoyable enemies. And the improved mechanics can just be the icing on the cake.

Hordebane

I honestly think enemy drops of some kind is the only real way to provide a good reason to interact with enemies, other than fucking them. It's why so many old school games of this type utilized that mechanic. Whether it be health drops, drops that temporarily change the status of Talia's/Faye's (once we can play as her) attacks, or a special weapon a la Castlevania style, (throwing knives, holy water, etc only different adaptations that work on the enemies in the level) it seems that drops is the way to go.

Secular Reason

like the ideas

ololoev

When we're talking about stuff like puzzles, we're going to make them fun to play, not like "ok, i screwed up, time to wait 5 minutes to try it again", nor would it be something like "oh shit, i have to figure out the square root of 5 numbers in 10 seconds!" It would be more like "oh shit, an alarm's going off, wait, the King told me I had something in my mage's outfit that could short circuit electronics, I just have to press this key sequence" and it'd be something like you know, up up down down left right X or something, and you'd have like 20 seconds to do it, it wouldn't be anything hard, but it'd be a break in gameplay mentality. As the puzzles went on later on, they would be more difficult, but we're not gonna make you do anything super hard or anything on those, maybe for an OPTIONAL databank, but never for core gameplay progression.

The Future Fragments Team

We've... got something in mind for that last point, but it's probably not what you expect, but that would be spoilers if I say anything more than that :P

The Future Fragments Team

The only reason we're primarily against permanent, massive changes in the vein of megaman X (where you can quadruple your starting health) is scaling for late game; balancing a game so that someone who got 0 pickups compared to someone who got all pickups can still enjoy the game regardless either way, is a nightmare, haha. The regeneration is definitely getting removed or heavily altered, for sure.

The Future Fragments Team

That's awesome to hear

Amptitude

I like the idea of nerfing health nd using hidden pickups like megaman x to permanently raise it. This gives a permanent strategic value to exploration. I personally find the demos rather easy in the department of health and think the regeneration or base amount need removed or changed respectivelt

WalterBoi

The hub world idea is appealing to me. though for the "chunks" I think I'd go more for the larger and more to explore chunks than the short quick ones. I also like the "choose your own adventure" feel of the different paths idea. I feel this could give the game much in the way of replay value. As far as the enemies go, I kinda get the feeling of running past them and not killing them unless needed is a typical thing of metroidesque games. I mean what good is it to kill that guy who you can just jump over if he is just going to be there again on the way back through this room. If he drops thing i need and I need it then great. since there isn't a level up system here there isn't much point to killing every enemy if you don't need to in my opinion. As far as the health system goes currently I feel it would be ok as is for a super easy mode of play, say I want to just play the game for the story(or hentai) then I don't want to much challenge and this way gives me just what i am looking for. Changing it for harder difficulties would satisfy those looking for more challenge in their games. To be serious though sometimes I don't want that kind of challenge, i just want hentai. I do like the Idea of Permanent/switch outable powerups. as they would make character customization a cool thing to have. It also helps the player to easier immerse themselves in the role of the main character.Something need for a good storyline in my opinion. I am onboard with the other previously mentioned changes. So far kudoes on the awesome demos. I am looking forward to the next ones. :D

Mark Herrig

I'm excited to see the gameplay aspect of the game getting a needed overhaul. As of now to me its a fun diversion but not something that can compete with the pillars of 2D sidescrolling/metroidvanias. But I think many of these ideas will begin adressing the causes for that. Quick Idea: ever consider creating an overarching hub world that has access to ALL other worlds or world hubs? À la metroid you could use item "keys" to ensure accessing story related material/new worlds in proper order. This would create a more immersive "open world I can go where I want" feeling...without it actually being open world. This would create issues with backtracking but I think the teleport save idea addresses that pretty well already.

WalterBoi

Sounds good much of it... but when I see talk of timed puzzles and puzzles then I personily am ready to flip the table and leave because me and those things are not good friends only very few games can make me look past this last one was south park, stick of truth and still I never replayed that game because of quicktime events. But otherwise sound good

HapsTheHamster

We've actually got something in mind separate for a reward for accessing all the databanks in a level (and it's hentai related :P)

The Future Fragments Team

Well, I think the rest of the "making enemies interesting" formula comes from the enemies themselves; the Fire level enemies are pretty basic intentionally, but once we get the enemies in for the Ice Level enemies, I think people will have a lot of fun playing with wall-jumping small Celodst, lasers flying out of the tall Celodst that are reflecting off of mirrors, the Guard Celodst that you can only attack from the front and will powerup if shot from the back, as he inches along lunging at you every so often or throwing his javelin at you if powered up, and the Ice Grunt, shooting ice bombs that explode into spikes where they land, and making ice walls that reflect your shots back at you and allow his teammates to hide behind it/jump off of them to attack you, etc. We'd make sure any of the powerups that got replaced by other utility would be unique, etc. Good point on adjusting Talia to your playstyle, I like that a lot :) thanks a lot for the praise! :D

The Future Fragments Team

I'm just going to say again... I am one sad panda. BUT on the other hand care to share the names of those games because out of my head I can think of about... only 3? PM them to me if it is not too much bother. - PS: Oh and Talia does not need to initiate sex maybe just a small HP regeneration while having sex instead of a drain (a temporary shield) ? The idea was to not punish wanting to see those anim... but wait half the animations are game overs... Fuck... Forget it.

Civ

As far as the idea of having a lot of stuff to explore, lore, events, OCD type stuff, we definitely plan to have that kind of stuff; that was always the intent from the start, but the hub world setup will make it a lot more accessible (and allow us a lot more flexibility in doing so). As for the sexual items, in sticking with the lore, Talia's not really gonna wanna use any of those on herself, which I know probably disappoints people, but considering we're gonna have like over 70 sex animations in the game, I figure that's not too much of a disappointment :P As far as her powerup, if you're talking about her charge in general, that's actually a placeholder animation we do plan to switch out; if you're talking about her Fire Dash, we also plan to have other utility powerups and so forth, and I think once we get the dynamic lighting system in, that Fire Dash will really pop out even more if it doesn't imperss you now :D The databanks do show that you've accessed them btw, if you access one it goes black and stays black on the screen :P A map is something I want extremely bad, but Cheshire really doesn't want it, so we're compromising and if the first demo we release in this system results in lots of people getting lost, we'll introduce a map, if not, then we won't, etc. Persistent corpses is something that we're SORT of planning for a specific gameplay mode, but not for usual gameplay mode, for storyline reasons etc. As far as the co-op setup, we can't just copy her and do the colors different, as Triangulate's done everything by hand; it'd be a lot of work, and uh... to be honest, this is just me personally, I wouldn't want to play a co-op game with someone else while I'm fapping, haha. As far as AI help though for Talia, we've, uh... well, that would be spoiling, haha. Haha, I like the creativity you've got with the spring bath, but as one of the main attractions of this game for quite a few people is the lore (just goin off statistics), I'd want to make things be cohesive, so a spring bath being in the middle of a government dictatorship facility where no females work miiiight be kind of dissonant for players :P The databanks having codes and so forth would be something you have to remember and something you don't have to remember; you will have to remember the code, but you can access any of the video replays, text stuff, minigame results, etc. through your menu once you've seen/played them once. Camera zoom would, as of now, be automatic besides H-scenes where it'd be adjustable, mainly due to cinematic reasons (i.e. hiding stuff we'd want to hide, showing stuff we'd want to show), but that might change. Talia is actually not always the victim, sometimes Faye is :P But in regard to her having her way with them, she's got no interest in any of the enemies sexually, so it'd be something way outta character for her, unfortunately.

The Future Fragments Team

Yep, that's really what we want to aim for; one of the things limiting my level design was that I had to slowly ramp things up and introduce stuff bit by bit, meaning you had to trudge through like 7 maps in a row before all the enemies/elements to a level were introduced. At this point, I could finally do interesting, unique maps. But with the hub world, I can have map #1 of path #1 introduce lava, then boom, map #2 has some cool lava tricks with the level design, right off the bat, then I'll worry about vent introduction on path #2, flying enemies on path #3, so forth. This lets me do a lot more interesting, fun maps and keep the "tutorial" maps spread out so they're not making you bored within minutes of playing back to back. As far as the other mechanics though, the current Fire Level has air vents and lava, and the current level has icicles, bridges, reflective surfaces and surfaces that give off sound effects, so we definitely intend to have the cool gimmick stuff going on. Definitely agree about everything adding to its overall body and character, we absolutely are striving to have "no filler", as it were; the whole game is a Chekhov's Gun, etc. Now, with your example with Undertale, unfortunately we can't really have every single Fire Grunt be an interesting example as this is a run n gun/platformer action game, but we do plan to have a lot of interesting encounters and cutscenes in general, etc. What you're mentioning about the interesting set pieces and such are things like the cutscenes, video/minigame databanks, branching storyline etc. that we'll be adding to the game, along with of course better layouts now that i'm not hampered by making half the maps tutorials. :P We do have a document too of cutscenes we plan to put in a level, we've begun building that up over the 2 month C++ conversion hiatus in demo releases, so that should be pretty full by the end of taht time period. :D

The Future Fragments Team

This is something I had a really heavy, uh, "debate" with Cheshire about; he's adamantly against maps, I'm heavily for them, so we compromised and basically the first demo we release with these changes will be without a map; if a lot of you report back that you got lost without a map, then we'll add one in. As far as being able to collect everything in one playthrough, like many other RPGs, this unfortunately wouldn't be possible; having choices means some things get wiped out, but that's what replay value is for :P Besides, when you see what we have planned for the ending, let alone trying to get the other 8 endings after the main, canon ending... well, haha, you might find incentive to play the game again. :P

The Future Fragments Team

I think these changes will give gamers more things to do in the game & also add more to the reply value. These changes would aslo be good for speed runners. Is there a chance one of Talia temperory/permanent powers up would be her demon DNA from the fire level? Also I guess if Talia was to save, help &/or pleasure one of those flying enemies on the fire level, enemy/ friend could manipulate a character to do Talia bidding, by opening a secure door, setting a traps to slow down Faye, an important character giving Talia a code to dentonate a section in a level that full of monsters trying to escape & wanting to rape &/or kill everything in site (men & women) & she has to escape out of that level before the explosion ect. She could have an ablilty/power up where she creates a new route in the level she escaping from, where she will encounter enimies trying to rape or kill her & stop her from escaping the level. There is a chance that the enemies or other characters Talia save, help &/or pleasure could have their own agenda if they became more smarter, powerful, & they eventually stab Talia in the back later in the game & even become a mini boss/secrect boss? I guess some of the mini games could be where you use the vents to move powerful zombies or other characters that arnt easy to kill, that will slow down Talia, to unstable platforms that will drop into the lava. This would help one of the routes Talai takes a little more manageable. Also another mini game could be where Talia can see Faye on camara & she can set a few traps, have doors open with a bunch of enemies come out. The goal is to slow down Faye till the time runs out & your reward is a cutscene with Faye being gang raped. This mini game could be a mini version of a level editor to stop Faye from reaching her goal(s). It would be cool if one of Talia ablitity was that she could tempory fly/ levitate to higher levels, float across lava, swamps, levels where electricity & water mixs, pits or even fight any other flying enemies. As Talia is a magician could she have the opportunity to also learn new magic to help her on her mission ? Shantae & The Pirate's Curse, Rabi-Ribi, Indivisible has some intresting game play & power up if your looking for some other ideas for Future Fragments game play. I could see a special Patreon reward for reading all the Patreon databanks. I guess another cutscene could be Talia getting raped on the databank or one of the databanks is a fake robot that fucks her &/or Faye when they go to view the infomation on it. <a href="https://a.disquscdn.com/uploads/mediaembed/images/2687/3729/original.jpg" rel="nofollow noopener" target="_blank">https://a.disquscdn.com/uploads/mediaembed/images/2687/3729/original.jpg</a> If Talia kills a certain amount of enemies, gets pleasured by a certain amount enemies, get raped &/or gets gang raped by a certain amount of enemies, Tialia could have tempory magical powers that she wondn't be able to use any other time in the game. Talia is still learning how to use her other magical powers which come & go at diffrent situations in the game which could have positive &/or negitive affects on Talia, Faye & other characters in the game. Some of these uncontrollable magical powers could come back to bite Talia in the ass later in the story. I was wondering will there be any type of game play from Talia & Faye timeline?

19

Yeah, that's basically our intent, is like, there's hentai in the game, and sex and sexuality is a part of the game's storyline and the behavior of the enemies, but we want the game to make people feel like "wow, this is a hot animation, and oh cool, this cutscene reveals a bit more about the storyline, and here's a powerup so I can blast through these enemies all in a row, and now we're at a puzzle, and now I'm back at some sex scene stuff", repeat etc. We actually already have an enemy developed for the Ice Level that will block the way specifically, so this fits right into that :P

The Future Fragments Team

We'll have multiple save files highly likely, and we'll also have a gallery that will list "paths" in the game and what scenes and stuff you've missed, etc. Those enemies will absolutely be distinguishable from other enemies, either visually or with events; for example, you might stumble upon a Fire Soldier manning a computer panel, killing him = you get access to that databank, but then it shorts out because he was repairing it, shorting out two other databanks in the next room as well that you can't access now. Stuff like that, etc.

The Future Fragments Team

A sort of happy balance between getting the hentai stuff and advancing the game is that a number of the cutscenes will have sexual stuff you can choose to do, or will happen outright once the cutscene is triggered, so you both advance the game and get the hentai stuff. Unfortunately, we're a bit too "deep in the trenches" with the game's development to make a major change like Talia intentionally having sex with enemies to get powered up from em, and tbh just as many games do that as games where you get penalized for it :P (There are other games I'm working on though where you get powered up as a side effect of sex or sex is a reward for powering up, but Future Fragments is gonna have to innovate in other ways besides that area, sorry!) As far as the other stuff, we do have something planned SOMEWHAT like Undertale regarding killing enemies, but it won't be as cut and dry as "kill enemies get crazy ending", we want to add more variety and logic to it, so yeah, we'll have more on that as we flesh it out and so forth. To reply to Colin, and Maggie, yeah, basically Talia and Faye are not really like, super-sexual people or anything, Faye is much more so than Talia, but Talia and Faye DID go into this mission knowing the enemy would be sexually charged.

The Future Fragments Team

Oh, we're definitely going to have a system to not only track secrets, but let you replay cutscenes, and see what ones you've missed and so forth, and then organize them like "Fire Level Cutscenes, Path 1" etc. so you'll know what you're missing and if you are missing something, you'll know where specifically to find it, etc.

The Future Fragments Team

Oh, no worries, like, right now if everyone's cool with it and Triangulate/Cheshire and I all finalize stuff, I could basically restructure the maps like this in less than a week, triangulate could bust out the additional art for powerups/databanks /other UI stuff in 2 weeks tops, Cheshire could do the programming as he integrates the game into C++, it would be pretty painless since we're at this juncture. Now, if we did something like this like, 3 months down the road, then it would be painful :P

The Future Fragments Team

Well, no, but the people that are funding the development of the initial game (say, the sponsors, or Square themselves etc.) do get a say in what gets in the game; it's the same for manga and a lot of other stuff :P

The Future Fragments Team

Maybe Consider taking the databanks a bit closer to Mario 64. Have it so each one the players interact with give the play progress towards the code for the world. You could have the main data banks add more to the password progress then the side ones.

Megamanred

I really like the ideas presented here, and boy are there a lot of them. To start with, I really like the idea of a large, interactive hub world. It breaks the level up into easy to explore, bite-sized chunks and helps to show you your total progress on the level as a whole as you clear out each branch. I think it would be interesting to also possibly make the hub room change as you progress through the branches. Simple things like alerting guards in one branch causes you to be ambushed as you walk back into the hub room. Again, love the hub room idea. With the proposed changes to the enemies and the health system, I like these ideas, but I feel like they're still lacking a just a little. The changes to the health system and invincibility are great and much needed in my opinion, but I feel like just giving buffs and power-ups from killing the enemies, while it helps, might not be enough to make them really interesting. I don't personally have any ideas for that though, sorry. As for the built-in utility like the roll, dash, etc, I like this idea as long as it doesn't take away from the utility provided by the abilities you get from the bosses (Don't want the fire dash to be just a slightly better version of the dash you start with etc.). Onto the power-up system from exploring. I really like the idea of minor, permanent power-ups that you can pick up and drop. They allow you to not only by rewarded for exploring, but also slightly adjust Talia to fit your playstyle. I feel like this will help characters get more into the mechanics by letting them play build Talia into a character they like to play. As for the other rewards for exploring like, cut-scenes, animations, all that, I love all of them. Any kind of cut-scene, secret, or hint is welcome. And finally, I'm still completely on board with all of the other changes that are planned such as the dynamic music and lighting and all the others. As always, keep up the amazing work guys. I love the game so far and I really look forward to seeing how it changes in the future, and how all the fragments come together in the end! ;D

Hordebane

This game to me was always like a dirty Megaman. Which I love. However, I like that you mention Castelvania, because as far as side-scroller games go, it's hard to beat. Castlevania: SotN for example was a game that made you want to explore every room to get every power-up, armor, cards, items, and find every familiar. There have been countless games that have followed this game design model because of its replay value, lore to delve, and creates a kind of OCD with everything you can discover, especially with the hidden content. Personally, I would LOVE this game to follow suite to that model. Many rooms, lots of power ups, maybe an inventory system. A great way to get players to WANT to kill mobs (Monsters or Beasts), is by having random loot drops like health or energy for survival (like Megaman was notorious for), but also items that are far rarer drops that players want to seek. For instance, if you had an inventory system, you could have items drop that would give little H-content scenes. A dildo, or finger vibrator, beads, to list a few. Maybe a ‘familiar’ that you can trigger some of the H-scenes without losing health. I agree the linear gameplay is a game killer here. Beating a level to progress is pretty boring, but if you change things up a bit to say have localization theming, but have it be just one BIG level, place the bosses behind a door/barrier/impassable area before having the right item(s) to progress to be able to trigger a boss fight, I think you’d have a winner. Hidden content is a big selling point as well, as it promotes replay, as mentioned previously. Another thing that bothered me is her very generic visual power-up. I think it would be cool to change the animation to say have a psychic aura around her fists, or where her skin is showing on the outline of the character. Think Psylocke from X-Men. I think the databanks need to visually show that you’ve accessed them as well. Maybe have the screens go black, or whatever power visualization turned dull, or something along those lines. Also, along the lines of GUI, a map with a ‘You are here’ beacon would be a nice touch. Another thing this game could use is persistent corpses. You kill an enemy, have their body fall to the floor in the background (so as not to disturb any H-scenes that might play after). I know this isn’t in the design scheme of the game thus far, but it would be AWESOME to add local co-op support. Just copy Talia, and give her pink/blonde hair, and a different colored outfit. 2nd player skills are based off the 1st player, then add a modifier to do 0.5-0.75 damage (1 being default) when player 2 is active. Just think of all the extra H-scenes you could add with 2 female protagonists =D Maybe when Talia gets knocked out, player 2 can give her a ‘pick me up’ to bring player 1 back alive ;) Now onto the actual suggestions you’ve made: 1a. Lots of paths and rooms! Maybe change the save point from a save pad, to a spring bath ;) And if you stay in it too long a water monster Nereid’s, water nymph’s/sprites, or just plain old slime monsters that like to use their tentacles, or maybe just the good ol’ I’m bored, might as well get myself off in the tub. On that note, maybe add a H-scene that is just her grabbing her boob, and sticking a hand in her panties to play with herself while you’re waiting for the player to respond after a long period of time of idle. 1b. Databanks with codes\puzzles, if it’s a mini-game, yes. If it’s something you have to read and remember, no. 1c. Save pads as teleportation, YES!!! 1d. Branching storyline: YES! 1e. Camera Zoom: Yes IF you can adjust it yourself in or out in the large zones. 2a. Combo systems are always good. I don’t know if I’d like it to be based off healing of the character, but a damage bonus would be cool, ESPECIALLY if you’re planning on adding a horde mode or something that has an enemy wave system. 2b. Talia power-ups: Roll=yes, leave Dash and Double-jump as power-ups to find. 2c. killing enemies that might trigger certain cut scenes: Yes. 1 thing on this though, why is Talia always the victim in the H-scenes? I think it would be hilarious if when Talia beats the crap out of one, they’re still alive, but weak. Then she has her way with them, then when she gets off, have her make their heads pop or something. Not such a bad way to go, right? Better yet, make that the way to get health LOL 2d. Exploration power-ups: Yes 2e. temporary power-ups: No. power-up drop system: Maybe. Might be good depending on how development goes… 2f. Gimmicks: as long as they’re H-gimmicks, hell yes.

Diehr

I don't remember if I ever gave my feedback, but if so, I'll repeat it since it seems relevant to this post. Admittedly, I only played the original demo, with the fire stage, so I'm not sure how much attention the stages have gotten since, but I noticed one big thing when I played the fire stage a second time. Only a handful of rooms gave me that "Whoa! I remember this!" sensation, and this second play-through was immediately after the first, so my memory was fresh. This clearly suggests a problem with the level design and a lack of impact delivered by them. The few rooms that I remembered were remembered because of an interesting shape to the room or some kind challenge that properly engaged me. Everything else pretty much blended together. Often, I didn't explore because I thought finding my way back might be tedious because every room looked identical to the last. The hub world might work, but if you only put in the same level of effort you did for the previous level designs, it would actually be detrimental. Like I said, the monotony was actively discouraging exploration and the hub world requires engaging exploration to be successful. Adding new gameplay mechanics aside from 'beat up monsters' would also be a big help. Most platformers regularly introduce new mechanics throughout a single level and often those mechanics build upon previous mechanics. But, I think the biggest thing you could do to improve things is to adopt a simple guideline: everything you put into the game should add to its overall body and character. I'll take Undertale as a positive example. Every unique enemy encounter of the game has some kind of special and memorable quality to it. Doggo can't see moving things, Lesser Dog's head extends into the sky when you pet him, you and the other monsters ditch Jerry, you can become the underground's next big pop sensation with Shyren, Tsunderplane is totally not jealous of Vulkin paying attention to you. I'm pulling these right out of my memory, and these were just the random battles, the kind of thing players of other jRPGs would gloss over and forget. They made what is usually considered the most inane part of a jRPG charming and unforgettable. So, to take it back to your game, I'll be focusing on level design since I consider that to be the weakest link right now. When you look at a room you should try to make sure it is always adding something to your game. If you can't find something particularly unique and memorable about the room, that's a sign you should polish it up or simply remove it. Don't waste the player's time with something with no meaning. If the room just has you going from point A to point B, maybe you should add an interesting set-piece to it that expands the game's story somehow or foreshadows an event to come. Maybe all you need to do is give the room a more interesting layout that sets it apart from other rooms. You could also use it to introduce a new gameplay mechanic. Maybe you have a room where you find that you just recycled a challenge from another room. Perhaps you should find a way to evolve that previous challenge into an entirely new one. Let the player apply those skills they developed from the first challenge and throw a twist into it that needs brand new skills to overcome. Definitely have a look at other games and keep this guideline in mind as you study their levels. I would suggest replaying through a Castlevania game, as it is very similar in design to your own game. Grab a notepad and find the unique and memorable things they put into their game, those things that pop or you immediately remember upon seeing again. Those are the gems the game is studded with. Build up a good listing of examples, including how one element may relate to and build upon another, that you can take back with you and refer to as you reconsider your own game's design. I'm not saying, "rip off Castlevania," but the study will give you an idea of the kinds of things you're actually looking for and be fuel to create new ideas specifically for your game. One last trick I suggest to you would be to ditch maps for now. Instead, create a linear timeline of events and the order you would like the player to experience them. An event would be the introduction of an enemy, a unique combination of enemies, a new gameplay mechanic, delivering a piece of the story, a new power-up... Once complete, take that list and try to design the world such that it is paced with at least one event of interest for every room. This will help you create a world that is constantly engaging the player with something new. Welp, a long reply to go with your long post. Hopefully it was a worthwhile read though.

Taleir of Deynai

While yes that COULD be a plot point... Talia despising sex and being forced to walk into a dimension of sex crazed monster who will inevitably rape her to death... or well the other side slashing an enemy in half with an concentrated bean of wachamacallit to watch him bleed to death while we gurgles Talias names in curses for an unfulfilled life. YEAH lets not step into rape, first degree gruesome murder and other unsavory real life equivalent. S'il vous plait.

Civ

You guys really have conceived something very big ... I'm glad of it and like your ideas. The only thing that worries me: if the game becomes so much varied - I'm not to get "lost" in it? In a bad sense. I agree with several previous peoples - if possible, I would like to collect all the scenes and all the information about the story in my first walkthrough. Yes, it may be very hard and take a long time, but I would like to have this opportunity, if it is possible.

Alex Frex

I agree with your idea, there is only one problem i see with your changes is that we have no idea what Talia's, or really the story for Future Fragments. I know you address it, but that is the biggest drawback to that idea is that Talia could, in a sense, despise sexual encounters due to a past incident, there for nullifying the idea for a willing sexual encounter. Other then that I do want to see that because it reminds me of the Gene Modding your Soldiers in X-Com: EU (sorry for the AAA game title drop but i have been playing in response to Xcom 2 being released XD).

Colin, and Maggie

I'm also following kyrieru, and a while ago he posted something similar to this, regarding the progression of a hentai platformer. I would say that that is a great idea. As of right now, often times I find myself not having an incentive to move on after I've already seen all the sex scenes, and would simply try to rush through all the platforming just to get to the boss so I can see more sex scenes, so I feel like having more exploration and powerups and whatnot would definitely provide an incentive for the player to actually take their time and play around with the game has to offer. Also, regarding the enemy collision thing, I definitely think it's a good idea to make it so you can't just walk past the enemies. Creating enemy collision opens up new possibilities too, like an enemy that blocks the entire pathway and slowly advances towards you that you HAVE to kill in order to get through. As for the powerups, I feel like having a little "inventory" system would be nice, kinda like in Momodora III, where you have three equipment slots and can cycle through available ones you have on you

Binaners

The one thing I'm mainly concerned with would be the issue of branching storyline while only having one save file. Not sure if this was mentioned previously but this would make the issue of viewing the branching storyline incredibly tedious, given the fact that we would have to replace our existing data in order to view the other scenarios. Also, if killing "Certain Enemies" would cause a cutscene to not play or play, it would be good if those "Enemies" were distinguishable from other normal enemies.

John Tsao

GOD DANG IT YES! I love everything you just wrote. I might not have read pleased with the game on my last comment but I am. Let me just make this clear. I REALLY LIKE the game you guys are making, not with these changes but how it was before, and I WILL LOVE IT if you make all those changes. If I might add something extra; H-games suffer from inducing the player into a cognitive dissonance. We want to see the animations... But we want to go to the next level, those 2 objectives do not play well in H-games. If you want the H you are going to be penalized (less HP, lost opportunity, slowdown, etc.); If you want to complete the level you are not going to enjoy the H until maybe much latter on. This in my opinion is a major flaw in how h-games are designed in general and FF falls right into it. I do not know if this will play nice with FF lore but I hope there is someway of addressing this dissonance. There should be a way for our heroine to engage in H willingly(maybe turn it around? after all all of these enemies are mostly inexperienced) and reap a benefit out of it. I would love if it is something along the lines of Undertale that you can either kill them or satisfy them and potentially turn them to allies or buffs. And maybe that has a consequence in the long run. Maybe Talia can give the fuck of there life to a beserker and he clears a platform of enemies for her(just switch agro to other enemies). Maybe an internal counter of how many Talia killed and how many satisfied; the more you kill the more enemies go for kill attacks(high dmg low stun) the more you satisfy the more they go for "stunning" attacks(low dmg high stun) of course each with the benefits. Killing nets "power" that stays with you longer maybe even permanently; if you satisfy you stay under-powered but they do not really want to hurt you anyways (like undertale). [For the difference from satisfying/killing you do not have to do different animations, a change of color(low heat/flame thrower) a change of speed (more grapply/swipes/charges). You can have a blade and hit with the blunt side if you just want to incapacitate or the sharp edge if you want to kill; both way you just swing the sword]

Civ

Small powerups sound good the way you've described them: small. Temporary or not! <> Hub systems would change the feel of the game. I like the idea because it offers a sense of accomplishment for reaching a boss. And it makes it easier to go hunting down secrets! <> health system: yes. Especially with the solid enemies and decreased invincibility. <> multiple databanks, like with the hub system, would add a sense of accomplishment beyond what's already there. So, fun. :) <> for branching cutscenes, I agree with other commenters: I would hate to miss something. If there was a system that kept track of how many secrets per level were found, I'd be all for it. <> I really like the idea of simple cause and effect stuff with the cutscenes and enemies! <> good luck with the brainstorming process!

Amptitude

All of that sounds great. Just concerned about how much content it actually is. But I'm looking forward to it.

Manis Willic

Nah. You don't go buy final fantasy XIX or whatever it's up to and then demand they patch in a system you think would be great. And it's no different. We're just preordering your game. That doesn't entitle us to anything extra. It's just that the game wouldn't exist without the preordering because you guys might starve.

D M

Right, I mean in all cases, generally what I'm gettin from you is that you're worried the game is going to turn more into Contra or something, and that's not the case; Rather, we're just trying to make the enemies more interactive in general, and fighting them more engaging. You won't be able to just go Rambo style through enemies, because the enemies will get beefed up to accommodate these changes, for sure. The powerups will be entirely optional, and basically fun little additions; think like how the invincibility star works in Mario, or food in Bonk, etc. So no worries, we're not gonna turn this into crazy-guns-blazing-light speed game, or something. (That's for other games I'm working on, haha.)

The Future Fragments Team

Well, to be fair, YOU'RE all the ones supporting US, which means you have a say in things; we also are making not only a game we want to like, but a game we'd like OTHERS to like, too. So it needs to fulfill both; if the game pleases others but not us, or it pleases us but not you, then IMO, we've failed. Regardless, thanks for the kind words, it does cheer us up :D

The Future Fragments Team

I actually don't mind the game I play the demo of the fire level and the Ice level even tho I beat them both just to play the game. I mean sometimes The gameplay seems to needs to have alittle more Variety to it (I'll think of something I haven't thought of something yet sorry that I don't have a great Example) But in all that's the only gripe I have with the game is you take down an enemy the same way as everything else but creating that thing is harder then I probably know but I really do enjoy the game I really can't wait for it to get done.

Holly Anderson

This is your game, not ours. If people have a problem with it they can voice it, but when it comes down to it make what you enjoy making. If you enjoy the finished product and are proud of it then chances are good that many other people will enjoy it. Just wanted to say that, because it sounds like you get a lot of ungrateful whining. People are supporting your creation of your own work and ideas, not their own. I don't understand why they have such a hard time getting past that.

D M

Hoof, this is a lot of stuff. I'll start by saying this: I enjoy the game being linear. I always understood that Future Fragments would be a linear game and Faye's sequel would be the real Metroidvania. You guys have been very ambitious with this game, and have managed to deliver every time. I'm just a little scared that you guys might bite off more than you can swallow--but with that said, I prefer a well-meaning failure than a half-hearted success. So. Onto the topics I care about: -I kinda dig the idea of the hubs, and I feel you guys were meant to go down this route. It was the style you chose for the Alpha all those months ago, for one--which you guys later decided against for the sake of accessibility. Fair enough, but I'd like to see where you guys can go with this. I dug being able to crawl around and be rewarded for my efforts with databanks. Provided the obstacles and encounters are fun, and not along the lines of "that room", I think this could work. You'll already be making the game a simpler Metroidvania, but hey: these changes happen. -I like the idea of more interactive cutscenes with repercussions later down the line. I'm not cool with having mutually exclusive paths, if only because I'm a perfectionist and in a game like FF I wouldn't want to miss out on any nice animations. -The proposed combo system sounds a little like what Comcept had proposed with Mighty No. 9, where beating enemies within a certain timeframe would give Beck bonuses that he'd lose if he ran out of time or got hit. I've no issue with you wanting to implement this kind of system, but I prefer Future Fragments be a slower sort of platformer, more along the lines of Metroid than Mega Man Zero. -I'm entirely uninterested in the idea of powerups gained from databanks. Considering Talia already gains powers from fighting bosses that in turn help her move around levels, anything else besides restoring health sounds uninteresting. I enjoy the exploring in Future Fragments more than the fighting, and all these powerups and rolls and whatever make it sound way too hectic. The proposed changes to the combat are alright: anything for there being some consequence to encountering enemies besides an escaped grapple. But I'd rather not see this become a complex 2D brawler. There are a billion bad Super Meat Boy/They Bleed Pixels wannabes out there, and I appreciated that Future Fragments wasn't on their level. Sometimes simple is good too, y'know?

Vent

I like all the ideas and the general change in direction. One thought would be to look into games like shovel knight for inspiration on health system and level progression. I don't know what you'd lose on death, but I like the retrieval system. Some good ideas though.

Dyson228

All of this sounds fantastic, if I'm perfectly honest. It would add some much needed depth and variety to the gameplay, while still retaining everything good about the whole thing thus far. I feel like all of these additions would be greatly appreciated among the fans of this game... but that's just my opinion. I like what was said here, plain and simple.

Nick Gregoire


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