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Doing skills...wrong?

🕑 Added 2025-05-04 15:30:03 +0000 UTC
Doing skills...wrong?

Comments

Darktoz

thank you :)

Emil

SoB was one of the first nsfw games I downloaded after Mantis. It's those two alone that got me in games. I'm now looking forward to catching up with all the new updates. Agreed, don't over complicate a good thing, try it on a new project... I think you'll find most fans love what you're doing because you do it right. Keep up the good work xxx

Darktoz

yes, agreed...and the easter eggs shouldn't be hard to find, either

Jeff Smith

I agree with you that it will add to frustration and complexity and shouldn't be a prerequisite (maybe for a few scenes here and there like an easter egg).

Darktoz

very good points! i like it, i thought a lot about this as well, the "different set of CGs but doesn't meaningfully affect the narrative of the game outside of the scene" is true since we already have the chastity in/out option affecting the world and narrative and having skills working the same would spiral out of control quickly

Badgerlicious

Really enjoy Blackmore and thought I would belatedly add to the comments on your post. You really want to avoid an "Alpha Protocol" situation where player choices overwhelm the dev team-you. Skills are a great feature to add as they add to a player's sense of progression and agency, but the implementation of choice is tricky and well worth thinking through. The most basic form would be that a skill gives players an option in a scene that gives a different set of CGs but doesn't meaningfully affect the narrative of the game outside of the scene. A little trickier would be to think of skills as option boxes with decisions inside. For example if there are 10 skills you have 5 option boxes with choice A or B inside. When the time comes to learn a skill (this would be say option box 2) you the player is given a binary choice either A or B (this can be a simple decision learn A or B or by siding with one character or another and given the A or B at the end of that scene). Then instead of saying at a future point does the player have x skill you say this is a point where I look in option box 2 and progress the scene based on what in box 2. It may sound like a small destincition but it will likely make workflow easier. Again I would caution any choices that would alter the game dramatically outside of an encounter or the day as a whole because "Alpha Protocol". Anyway hope this is helpful and you manage to implement a system that is rewarding to players while not leading to the wrong sort of insanity on your end. P.S. love Genevieve because dammit if I'm going to be sub it's going to be to a woman who's wiser than me not madder or stronger.


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