Correct me if I’m being wrong. Basically potions in the end will be the life savers in the wild (while exploring) and food will be use inside walls of PyTFall to restore health. Or the potions also could be used in the arena between fights?
Another though. For potions abusers, make the potions intoxicate or addict the MC.
For the intoxication: More he drinks = lesser effect, would were off after 5-6 days without drinking.
For addiction: no potion in the morning (new day) 1-2AP less; cure: with some more expensive potion or a treatment from a healer/druid/shaman/doctor/moms chicken stew.
Yeah, I'll prolly code the crew using potions tonight. No item can be used in between chainfights *
but you have full inventory/world access between dogfights. Real matches can only be fought once per day.
As for the potion abuse, I dismiss almost all proposals that just complicate logic to get a slightly different behavior, at least until we have a 1.0 release. Everything that was done in those areas so far didn't prove to be very fruitful. They wanna abuse it, let them
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The issue is do You guys want to make this game an RPG with elements of owning the brothel (something like the sim brothel revival project is doing with theirs RPG Maker) or a simulator focusing more on owning, running a brothel and acquiring girls with some RPG elements. Basically it all comes to the main source of income for the MC.
When going with the RPG approach for most players it will end in daily grinding the arena, exploring the wild land to get some serious cash (grind + heal). Go with a lot of moderated price potions that restore 10-25% of the MC HP would balance the potential income.
With the simulation approach, when exploring won’t be a daily thing (but used for acquiring new girls, being sent on a quest, looking for new gear or just exploring for fun/lvling up/treasure hunt) and brothel will be the main source of money; I would go with more pricy potions that restore around 25-50% of health but aren’t too common to get.
Simulator, it's been decided. The only time we may resort to the "RPG Maker" style is during the exploration runs, Ren'Py wasn't build for that.
Btw. I went with the annoying brat for the elements explanation.
Oki
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But you've kinda missed the question
![Cheesy :D](https://www.pinkpetal.org/Smileys/DarkB/cheesy.gif)
Here is what we have now:
![](http://s21.postimg.org/4mb5j38ib/7_29_2014_1_23_56_PM.jpg)
You set up a party, area, risk, duration and behavior and send them on an exploration run.
![](http://s21.postimg.org/ly6wqsclv/7_29_2014_1_28_04_PM.jpg)
All party member become blocked (you cannot access their inventories or profiles) until they return.
![](http://s21.postimg.org/vlf0e8uz7/7_29_2014_1_29_15_PM.jpg)
After exploration run is over, you get back a report. (*Note: Defeated in this context doesn't mean destroyed, overwhelming defeat is far more dangerous (but any defeat or even a victory can be potentially lethal depending on risk factor)).
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Working direction:
- Girls using restoring potions.
- Option to try and capture girls.
- Guild Updates (Simple Prison/Dungeon (to hold captured chars), Bar, Training facilities and maybe something healing related).
- More interface (Service Jobs, setting girls to live in the guild, team details and etc.).
- Maybe some events.
If anyone has ideas for more options and/or events, let me know.