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  • Progress Transparency/Quest Overhaul [Patreon Post]


    Jan

    This is an except from my Patreon:

     

    "Every version I get a lot of questions asking what contributes to what ending. Will this decision put me towards the good ending? Maybe the bad? The worst? I became sort of tired of these questions, but I understood that it's because nothing is really clear outside of obvious circumstances.

    For example, the true ending of the chapter involving Melanie. If you get the good option, you'll know. If you get the bad ending, you'll know. But what about other choices in the game? How will I know? It's a long game and I would like to know which choices matter, etc.

    Well, from v13 and onward, you will know! Every quest that contributes to any ending will notify you. But what do I mean by "notify"?

     

     =============================== 

    Quests that contribute to the good and true ending will display like this:

    https://imgur.com/XhoXDzZ

     

    Quests that don't necessarily contribute to any ending will display like this:

    https://imgur.com/WQPPJYX

     

    ===============================

    But this transparency isn't limited to quests. Any decision you make will clearly display which path it set you down.

    Decisions that contribute to the good ending will display:

    https://imgur.com/pzjphHj

     

    Decisions that contribute to the bad ending will display:

    https://imgur.com/APSyL8U

     

    ...And decisions that contribute to the worst ending will display:

    https://imgur.com/hpCBLyz

     

    This is all very WIP and the gears will disappear moments after they're displayed. I'll probably make custom graphics for each one, but for now, these are their placeholders.

    =============================== 

    Speaking of Quests... They've also gotten an overhaul with the use of Quest Cards!

     

    Spoiler

     

    3d01f7cf279fbb2e6c954a2ecf91bf1c.png

    174d14dc168cf646128a7c5e70f920a8.png

    fb987dd43ca23817027d10c34bf8d5ad.png

    (Note, the first two quests are timed, but did not have the timed stamp at that point as they were early on versions)

     

     

    These are just a few examples of the new Quest cards I'm working on. Really excited for them and gives each quest their own feel of importance. As shown above, each card will be personally stylized as well. Overall this is mostly a cosmetic change rather than a gameplay/mechanic change. Just one of those things I'm working on when I'm tired and requires not much effort from me."

     

    Let me guys know what you think. Any suggestions? Anything else you want clarity on? This is a great time to ask as I'll be watching this thread closely for a while.

     

    ...63% hype... Even though most of that is inflated bc of Gen 8 stuff.... But still!!

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    All I have to say is....HYPEEEEEEEEEE. ALSO when you receive a quest how will it appear? Like appear on the screen after you receive, like in pokemon mystery dungeon?

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    Good now time to purposely fuck up(though personally was fine to have the surprise hanging)

     

    Seriously though nice udaptes, the quest card especially.Are they part of a quest log or do they just replace the old text explanation of the help request?I think the former would be nice although not essential

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    I think this is a great update! The quest cards are fantastic. With all of the potential sidequests in Rejuvenation, this is a nice way to keep track of what you're doing and overall looks pretty professional and clean. And the notifications of how good of an option you chose is a very appreciated touch. I was definitely one of those people who wanted to really make sure I was making the correct choices in that regard. It also makes sense that an action that can have a noticeable effect on the future state of the game would have some indicator that it is such an action.

     

    Suggestion: in the title of the quest cards, also list where they're from. For example, instead of "Quest 01: Snatched Pokemon!", maybe put "East Gearen Help Quest 01: Snatched Pokemon!". I know this is longer and you'd have to shrink the font size a little for it to fit on one line, but it's less vague, and helpful if somebody is doing quests from multiple towns' Help Centers simultaneously.

     

    Question 1: are these only going to be for the Help Center quests? Or is there going to be one for every sidequest (as there are plenty of sidequests that don't stem from the Help Centers)?

     

    Question 2: because there are quest cards, I'm guessing there's going to be a new Quest Log in the CyberNav, correct? If so, would it list only quests you've accepted so far, or would it also list other potential quests (not limited to the Help Centers) that the player could start?

     

    Thanks for all of your work and again this looks amazing! 

    Edited by MattL
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    43 minutes ago, RoyChaos said:

    😱 This is good news but bad news, too. I'm really stressed a bit. How I am supposed to know about that now?

    Dude, are you ever satisfied? And what do you mean "how I am supposed to know about that now"??? The purpose of this is so that you can know

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    I've often thought in the past that some kind of quest log would be really handy (especially if it could include some more informal stuff like the amethyst cave things or narcissa quest), and these quest cards look absolutely gorgeous! I guess my suggestion would be some kind of log where you can look through back through all the quest cards and see whether each was complete, in progress or ??? if undiscovered. 

     

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    Now I gotta wonder how dusty the Quest Card in Sashila are gonna look. Hmm... 

    2 hours ago, SilverAngelus said:

    Hi Jan 🙂

    Does the Flora/Florin/Erin decision count as a factor towards one of the endings?

    Given it's one of the choices that eventually leads to

    Spoiler

    Florin's execution

    if you choose wrong all three times, I'd honestly be surprised if it weren't on the list of decisions that impact the ending. The question is probably more along the lines of whether the game would let you know which choice goes where at the time, or wait until they all of your decisions in the chain come together- it was the ambiguity behind the choices on one's first run that made it so compelling, after all, and these gears would pretty much ruin that aspect of the situation. 😓

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    8 hours ago, Sardines said:

    Dude, are you ever satisfied? And what do you mean "how I am supposed to know about that now"??? The purpose of this is so that you can know

    I'm 80% satisfied and 20% stressed. I hope in V13 that I shouldn't make mistakes like that.

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    I love this. When I lastly played this game I wanted to make positive decisions and the game had me wondering about the outcome of my choices in so many cases. There is a conflict going on in my mind about the freedom of my choices.
    If I can always know what my choices will bring this kinda undermines my freedom of choosing because I will "choose" based on what I want to get! But at the same time it enhances replayability of the game to get different outcomes!
    The other negative is that part of the mystery behind my choices is gone. But I will no longer wonder if freeing Giratina is what I want!
    These negatives, the nerf of freedom and mystery, aren't strong enough to convince me to not be in favour of this change.
    This may be a small change, but its so innovative. It will give the game a new sense of progression I havent seen before

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    I think being able to tell which choices matter and how will be a great addition but maybe give people the option not to see the gears because I imagine that there will be people who would prefer the surprise.

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    nice use for the useless postcards

     

    did you set up anything special to put text on those or did you type that onto the images outside of essentials?

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    Great work as always Jan, appreciate all the efforts you and Zumi and all the other developers put into this game! 

    Just a question more than a suggestion, as obvious as it may be, but wil getting the bad/worse ending affect anything seriously post game? Like I know certain characer roles may be affected but I'm more thinking about what is available such as items or Pokemon? Do we get a handicap for it for example.

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    I think the quest log is really useful for the people who do hiatus on their game and don't remember at what point in the quest they are lol

    About the path markers I'm not so sure an explicit warning about your decision being good or bad. In one hand, I would myself like to know where I'm going with my decisions (and sometimes you're going for a specific ending, for completion, etc) but somehow I also feel like irl decisions are not often marked or telegraphed like that. But its just my opinion. I think it's overall a pretty neat update! 

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    I really like the idea of the notification about decisions, but for this to work and not ruin the mystery and suspense, especially in first playthroughs, it needs to have an option in the Options menu to switch it OFF. Just saying. That should not be impossible and for something like this it needs to be there in order to give people the ability to choose organically, and then not so organically during later playtrhoughs if they like it.

     

    Everything about the quest cards is awesome.

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    2 hours ago, Feng Lei said:

    I really like the idea of the notification about decisions, but for this to work and not ruin the mystery and suspense, especially in first playthroughs, it needs to have an option in the Options menu to switch it OFF. Just saying. That should not be impossible and for something like this it needs to be there in order to give people the ability to choose organically, and then not so organically during later playtrhoughs if they like it.

     

    Everything about the quest cards is awesome.

    Yeah I agree with this - making them toggleable wouldn't be hard, you just define them based on a global switch defined in the options menu 

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    16 hours ago, GenEric said:

    I'm pretty sure by answering the library likes decaf you get the worst ending

     I can totally see there being several decisions that seem utterly pointless but are BUTTERFLY EFFECTs. So much room in this game for chaos and MaYhEm. It'd be awesome if we get a Side Quest that shows us a hilariously bad ending if we choose wrong.

     

    Or maybe in the Worst Ending, if you do some random stuff like that with the library research dude, there will be funny scenes like that.

     

    "I was actually the third fragment of Arceus! If you'd not been a smartass and told me the Library likes Decaf, I'D HAVE FIXED THE PROBLEMS myself! But NOT NOW! 

     

    *Arceus uses Ragnarok.*

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    On 7/5/2020 at 8:31 PM, Feng Lei said:

     I can totally see there being several decisions that seem utterly pointless but are BUTTERFLY EFFECTs. So much room in this game for chaos and MaYhEm. It'd be awesome if we get a Side Quest that shows us a hilariously bad ending if we choose wrong.

    Well, when it comes to butterfly effects, Jan has sort of implemented that. It's just that he hasn't done more of it in later events. I dunno, I think back to:

    Spoiler

    cutting down the cherry blossom tree after letting Vivian die or whether we choose to take the diary about Dimensional Rifts from Madame X's apartment in Kugearen City to eventually save Garbador

    because they were marked as actions that would change the course of history, though that's more of a time-travel thing more than anything.

    Overall, I think having quests be marked like this and having a log is a great idea, and would be even better if players can choose to turn it on or off. I'm currently trying to get the worst endings possible because I know people would generally want to do the right thing.

    Keep up the great work, Jan!

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  • V14 has begun development!

     

    Screenshots included only semi-related.

     

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