Part 2 Sponsorship

Crowd Funding has now closed at Offbeatr. Thankyou everyone who supported us. It was touch and go for a while, but we made our base target with minutes to spare. :O

http://offbeatr.com/project/redemption-of-the-crimson-empress-part-2-67812055153

Sunday 15 September 2013

MInor bug fix release

I am issuing a new version of 1.3.3 as the last patch gave some people issues. I have tested it on a Mac and it works ok as far as I can tell. I also fixed the instant win bug again.

You can find it here: http://www.mediafire.com/download/4b14al1r6k74pt7/ROCE-R1.3.3-all.zip

You can now find it here: http://www.mediafire.com/download/ydc9bce2b7j5ax2/ROCE-R1.3.3-all.zip

Apparently Windows does not like the Mac built zip file (in particular winrar and 7zip declared it broken although built in zip on Windows did not complain). I rebuilt the distribution on Windows and re-uploaded. 7zip gave an all clear and it still runs on the Mac.

I am nearly out of the hole I was in getting scene descriptions out for the new artists so I hope to have something new for you soon.

Thanks to everyone who continues to support us and offers great suggestions. We are listening. I am looking to get some of the dialog expanded in Part 1 to add a bit more variety and fill out the background a bit more.

The suggestion on voice acting was not something I had not considered before. I would be interested in what people thought about that in general so please let me know what you think. It is not something we would do right now, but more likely when we are near to getting Part 2 complete if we could get enough volunteers.


11 comments:

  1. Some comments about the new version:
    1) No bugs seen, but I also didn’t have the chance to see if the instant win bug is still there
    2) During the “miners” event I scored 9 points during the first round and 1 during the second round. I got the ending where Kall has to use sleeping darts on two of them. Is that intentional? I thought getting 9+ in one round would be enough for the best ending (where the minors run away).
    3) It is not always clear when you can use items and it’s easy to miss the chance. This is especially annoying during bedtime practice: After scoring 6 points and getting her threat Kall says “My turn to fuck you!” and on that screen you have to use the Gnarl Weed (I think that’s the name). On the next screen it’s too late. It would be nice if the game asked which item we would like to use, but that might be too much work, so how about some indication that a new encounter is about to begin and we shoud use any items we want?
    4) During the card game the “monthly cards” combination is not mentioned when you press H to see the combinations
    5) Speaking of combinations, why is there no special score bonus for 4 Green Knights? There is for 3 Blue Knights and 3 Red Knights, but not for 4 Green, even though getting 4 Green is harder than getting 3 Red or 3 Blue. I’m just curious about this decision

    That’s all for now.

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    Replies
    1. 2. That is the way it is supposed to work. Score 4 points or more in each round. Only two people pay attention in each round.
      3. Granted. That needs improvement. I have been mulling over a few alternatives but have not decided yet.
      4.Huh, had not realised. :(
      5. The scoring is from the original Japanese game. If you look at Koi Koi on wikipedia, there is no score for the plain ribbons. Red Knights = Poetry Ribbons, Blue Knights = Blue Ribbons, Green Knights = remaining Ribbons.
      Apart from changing the faces, the card game is fairly true to the original game.

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  2. I would rather not have voice acting. I can give them my own voice and tone in my head. Voice acting breaks that. I don't want time spent on voice acting to delay the game, either. =/

    Think about it: you already have a great game, with great mechanics and great art. Unless the voice acting is amazing, it will only lower the average excellence of this game. =)

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  3. Yeah, I'm also in the no voice-acting camp. I've seen some of the hoops other smaller western hentai/erotic game-developers had to jump through to get enough women willing to do voice-acting, and in the very rare case where they got enough women to do the parts, it pretty much never justified the massive cost in both time and money they sunk into it.

    -Most women willing to do it, well, they aren't that good.
    -It costs tons of money, especially with the amount of characters you'll be working with.
    -You'll have to lock down all of the voiced script in advance, because redos become prohibitively expensive. This usually wreaks havoc on the type of multiple-path, semi-open world game you're going for.
    -It's another development time-sink.
    -Seriously, most of it will sound awkward as hell.

    There's a reason current large open-world rpg's like Wasteland 2, Torment and Project Eternity don't have voice-acting for all/most parts. It's not worth it.

    ReplyDelete
    Replies
    1. As much as I'd love to see (hear) voice acting, I must agree. It would be an awesome feature and very very comfortable for people (like me :D ) who are a bit lazy to read everything. But unless you can get really good voice actors it's more likely to detract from the game's atmosphere and enjoyability than adding to it. Saying this I'd still love to see a demo version where a small part of the game is fully voiced just to see how it fits.

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  4. Pls no voice-acting.. only if u can afford very good actors.

    Maybe you could extend the "transformation" Scene a bit. Maybe our Character doesnt feel confortable with his/her "new self" at the start. Or the transformation process is longer. Or something like that.

    And surely everybody would love Animations for sure ^^. But i know thats probably not in your budget right now,

    You are doing a great job with this project so far and i wish u the best of luck for the future.

    ReplyDelete
    Replies
    1. Extended transformation scene is in the plans. We have some new volunteers who are going to look at making the dialog a bit richer as well. Programmer types like me tend to be a bit terse.

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  5. Hmmm, it looks like the general feeling is no voice acting. Or only if we can do it really well.

    This definitely goes on the back burner for after we get Part 2 done and then only as a test.

    ReplyDelete
  6. Moar updates, please! :D

    Even if it's a few musings, here and there, we'd really appreciate it! ^^

    ReplyDelete
  7. Hello again! Just played through this most recent version.
    Couple of things:
    - It might just be that I don't know what's supposed to happen, but there's this: When I was dealt four of the same rank and asked if I wanted to play for double points or receive an instant win of 6 points, I chose to play for double; all the cards were re-dealt and, as always happens, the opponent was then dealt four of the same rank and chose to play for double. However, I've never gotten double points when I score as far as I can tell. I fully admit that I might not understand what should happen as I'm unfamiliar with koi koi outside of this game.
    - On the "home" screen, whether during training with Tergomindus or with Kallestian, before entering a card game, where it shows all the possible hands in gray, and green once you've scored it: it seems to have stopped recognizing both the 3 and 4 powers divine as they didn't go green once I scored with them.

    Keep up the great work! I'm loving all the versions and patches as they give me an excuse to replay the whole thing :)

    ReplyDelete
    Replies
    1. The doubles should accumulate. In traditional koi koi, there is no doubling, only instant wins. I added the doubling option so that you don't get an instant win against you. I will take another look at the code. :(

      I don't know why the 3/4 power divine stopped working, but I will take a look at that too. :(

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