Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
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- Curious Newbie
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Hi,
very interested by this huge project.
May you give me the link?
Thx a lot
very interested by this huge project.
May you give me the link?
Thx a lot
- nocnoc
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Hi all. I'm back from a long vacation. I'll be busy for a few days, but then I hope to get a small update out for LOTP in a couple weeks and then start work on the next big update. I'm fairly sure the next big update will be the last of the alpha phase and I'll start work on the first public beta after that.
It has been reported that using a special ability as your last move in a round causes the pain signal to continue playing longer than it should. Could a few testers please confirm this for me please. It may be a few days until I have time to fix it. Thanks.
It has been reported that using a special ability as your last move in a round causes the pain signal to continue playing longer than it should. Could a few testers please confirm this for me please. It may be a few days until I have time to fix it. Thanks.
- Bright_Sprinkler
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Yo I got some feedback to give back:
First of all I only did have a small peek into the new graveyard but I already really like the new variety it offers.
At the new calibration feature I encountered a bug where the wrong text is being displayed for high pain.
There also have been a few say-actions that need to be advanced manually and do not advance automatically.
I don't know if it is by design but I spent some seconds just waiting before noticing what was going on.
What does annoy me as well is if I want to look at, talk to, do or take (etc) multiple actions - it always jumps back to the main selection. So I have to click at "look" again before looking at something.
I'd prefer to click at "look" then click on "tree" then on "gravestone" and once I finished looking at things I click "back". This would make things for me less tedious. The same goes for the other actions you can take.
First of all I only did have a small peek into the new graveyard but I already really like the new variety it offers.
At the new calibration feature I encountered a bug where the wrong text is being displayed for high pain.
There also have been a few say-actions that need to be advanced manually and do not advance automatically.
I don't know if it is by design but I spent some seconds just waiting before noticing what was going on.
What does annoy me as well is if I want to look at, talk to, do or take (etc) multiple actions - it always jumps back to the main selection. So I have to click at "look" again before looking at something.
I'd prefer to click at "look" then click on "tree" then on "gravestone" and once I finished looking at things I click "back". This would make things for me less tedious. The same goes for the other actions you can take.
- nocnoc
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
@Bright_Sprinkler Thank you for the feedback. I'll fix that text box error for manual setting of the calibration with the next minor update in a few weeks. The text auto advances in most places. Where it does not is indeed by design. I very much wish Eos would visually indicate when it is waiting for a click or space key. (Holding down the space key is by far the fastest way to advance text that you don't wish to read.) The design decision to push back to the main action menu (thus requiring two clicks to look at something for example) was a design decision I had to make very early on in the project. If I was making this game from scratch without Eos, I would have certainly designed it in the way you indicated. I made that early decision for two reasons related to the way the Eos page structure is designed. Making it able to go back to a sub-action menu would slow production time with a platform that is already very hard to work with, as it would push everything one layer deeper into the page structure. It also increases the size of the json file (and it's already very large). Thus in the end, I decided two clicks was a worthwhile tradeoff. Of course, originally it was only going to be a 10 hour game. It has grown in scope and complexity. I may have decided differently if I knew how big the game would get, but changing it now would be a monumental effort for reasons that are a bit hard to explain.
- Bright_Sprinkler
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Don't worry I understand the trouble with the menu structures.
May I suggest the following idea to indicate that a click is expected:
Basically set the last Say to "Instant" followed by a Say set to "Pause".
May I suggest the following idea to indicate that a click is expected:
Basically set the last Say to "Instant" followed by a Say set to "Pause".
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
First: THX for your work!!!
I have some feedback for you.
For me there are 2 big problems:
1. it´s very difficult to navigate, cause there is no map
2. there is too few changes in the stim signal, when not in a fight. It kind of gets dull
Maybe you can work with that.
For the map a simple jpg-file would do.
I have some feedback for you.
For me there are 2 big problems:
1. it´s very difficult to navigate, cause there is no map
2. there is too few changes in the stim signal, when not in a fight. It kind of gets dull
Maybe you can work with that.
For the map a simple jpg-file would do.
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
1) There is at least a dungeon map in the tester's cheat menu, it will load to a terminal screen. I expect it'll get moved into a menu function in the public release. Either way, it's a basic grid layout - think like a tabletop RPG, where some of the redundancy is intended to create a sense of wandering. The dungeon map appears to be random generated for each playthrough, and the cheat menu map is super helpful in that area - but the rest of the game map is straightforward X,Y with the occasional Z dungeon dive.elco-boy wrote: ↑Wed Aug 30, 2023 1:38 pm First: THX for your work!!!
I have some feedback for you.
For me there are 2 big problems:
1. it´s very difficult to navigate, cause there is no map
2. there is too few changes in the stim signal, when not in a fight. It kind of gets dull
Maybe you can work with that.
For the map a simple jpg-file would do.
2) It's not a stim challenge tease, it's an RPG with a stim signal. It's not supposed to be a "get you off" kind of game entirely. For some of us old enough to remember green screen text RPGs and Leisure Suit Larry adult games, it definitely nails the nostalgic part, and e-stim is mostly (aside from a couple encounters/situations) a vehicle for sensory feedback and an immersive aspect of an adult game.
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
thanks for your work.
May I have a link?
May I have a link?
Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Hi,
very interested by this huge project as well.
May you give me the link?
Thx a lot
very interested by this huge project as well.
May you give me the link?
Thx a lot
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Hi nocnoc, thank you for all the work in advance and I wanted to ask if I also may have a link? I have a DIY estim-device.
Thank you very much
Thank you very much
- nocnoc
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
After returning from a long vacation, it has taken much longer than I had hoped to get caught up with work and thus I have been unable to do any game development for a few weeks. (I've also been a little distracted by Starfield during what little free time I've had. ) Things are finally getting back to normal, so I hope to get working on the minor release (V0.12.1) that I've been planning within a week or so. Then I can finally start on the next big release, which will likely be the biggest update thus far and may be the final release before a public beta. I hope to complete the major release (V0.13.0) some time in January or February. Please keep the feedback, suggestions and bug reports coming.
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
I love this idea, Can i have the link i would love to test this
- nocnoc
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
The minor V0.12.1 update should be out later this week. This includes multiple town encounters with Nazrin and Uru. I'll post details once it is out. Save data from V0.12.0 will remain compatible.
- nocnoc
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Version 0.12.1 is now live on the tester link. Save data from 0.12.0 should remain compatible. If you'd like to help test the game and give feedback for future updates, message me or another tester for the link. Testers may share the link with other Milovana members, but I ask that the link not be posted at this time. Thank you for all the bug hunting and great ideas. Obviously, I can't implement everyone's complete wish list, but I do try to incorporate as much as I can if I feel it fits the theme of the game. The next update will likely be several months away, as it will be a big one and perhaps the last or second to last major alpha update before the first public beta.
--- Version 0.12.1 Release Notes ---
Summary: This small update features a few small bug fixes and several new town encounters for Nazrin and Uru, two new characters that were introduced into the graveyard in the last update. Most specific NPC encounters have only a probability to trigger and often have additional requirements like player level, player sexual xp, the NPC being above or below a certain dominance level and so forth.
* Nazrin (the mouse girl in the eastern graveyard) Encounters *
To turn on Nazrin's encounters, you must raise her disposition to a fairly high level (by donating to the shrine or the like) or complete her treasure hunting quest. She'll say something like, "Maybe I'll see you around town". Warriors will have a much easier time raising her disposition. She has 4 encounters.
- Changing room: Just a quick, cute encounter. You can influence her dominance with dialog choices.
- Market district: She'll ask you for some gold so that she can buy some cheese. You can also just give her cheese if you have some in your inventory for maximum disposition increase.
- Outside of the tavern: You can follow a drunk Nazrin into an alley and watch her pee.
- Garden (requires high disposition): She'll offer a gift. It's a unique epic lucky charm that provides a loot, gold and precision boost.
* Uru (the lesser goddess of the overworld in the strange portal that has a randomized location in the graveyard) Encounters *
To turn on Uru's encounters, you must complete her quest to get the crystal heart from her sister, Mori in the underworld. She has 3 town encounters in addition to the graveyard encounters that were already in the game.
- Changing room: You'll get some funny dialog as you spy on her chatting with another Milovanan. You'll also get a great view of her bum and boobs.
- Garden #1 (level 5): Just a quick dialog scene.
- Garden #2 (level 6): She offers to reward the player with a very special wish. She'll use her magic to open the heart of any NPC that the player names. This significantly raises the disposition of the NPC. The player must have encountered the named NPC. She'll have some unique dialog responses for some choices.
* Bug Fixes *
- There was a small dialog error that could trigger for warriors during Miko's intro scene.
- There was a timing error related to returning the crystal heart to Uru in the overworld/underworld quest. If the player returns the heart in under 30 minutes, she is supposed to replace the heart with another unique and powerful artifact. The error was making it likely that she thought you took longer than you actually did, causing her to punish you and not give you the replacement item or even worse, to hunt you down and kill you.
- The text entry for entering a name for a wishing well love wish was not properly lowercasing the entry in the internal logic. This could cause a name like "Mya" to not work while "mya" was working. I think this was working at some point and I accidently broke it with a typo. It should be working now. I didn't test it, but it was a very simple fix. It should also be able to remove titles and the like so entries like: "Mistress Dominique" "QUEEN JENYLA" "priestess ariel" should all work.
--- Version 0.12.1 Release Notes ---
Summary: This small update features a few small bug fixes and several new town encounters for Nazrin and Uru, two new characters that were introduced into the graveyard in the last update. Most specific NPC encounters have only a probability to trigger and often have additional requirements like player level, player sexual xp, the NPC being above or below a certain dominance level and so forth.
* Nazrin (the mouse girl in the eastern graveyard) Encounters *
To turn on Nazrin's encounters, you must raise her disposition to a fairly high level (by donating to the shrine or the like) or complete her treasure hunting quest. She'll say something like, "Maybe I'll see you around town". Warriors will have a much easier time raising her disposition. She has 4 encounters.
- Changing room: Just a quick, cute encounter. You can influence her dominance with dialog choices.
- Market district: She'll ask you for some gold so that she can buy some cheese. You can also just give her cheese if you have some in your inventory for maximum disposition increase.
- Outside of the tavern: You can follow a drunk Nazrin into an alley and watch her pee.
- Garden (requires high disposition): She'll offer a gift. It's a unique epic lucky charm that provides a loot, gold and precision boost.
* Uru (the lesser goddess of the overworld in the strange portal that has a randomized location in the graveyard) Encounters *
To turn on Uru's encounters, you must complete her quest to get the crystal heart from her sister, Mori in the underworld. She has 3 town encounters in addition to the graveyard encounters that were already in the game.
- Changing room: You'll get some funny dialog as you spy on her chatting with another Milovanan. You'll also get a great view of her bum and boobs.
- Garden #1 (level 5): Just a quick dialog scene.
- Garden #2 (level 6): She offers to reward the player with a very special wish. She'll use her magic to open the heart of any NPC that the player names. This significantly raises the disposition of the NPC. The player must have encountered the named NPC. She'll have some unique dialog responses for some choices.
* Bug Fixes *
- There was a small dialog error that could trigger for warriors during Miko's intro scene.
- There was a timing error related to returning the crystal heart to Uru in the overworld/underworld quest. If the player returns the heart in under 30 minutes, she is supposed to replace the heart with another unique and powerful artifact. The error was making it likely that she thought you took longer than you actually did, causing her to punish you and not give you the replacement item or even worse, to hunt you down and kill you.
- The text entry for entering a name for a wishing well love wish was not properly lowercasing the entry in the internal logic. This could cause a name like "Mya" to not work while "mya" was working. I think this was working at some point and I accidently broke it with a typo. It should be working now. I didn't test it, but it was a very simple fix. It should also be able to remove titles and the like so entries like: "Mistress Dominique" "QUEEN JENYLA" "priestess ariel" should all work.
- Spoiler: show
- nocnoc
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Re: Legend of the Psyons - Huge RPG Estim Project - Now open-ish alpha - Bug reporting and feedback
Work on 0.13.0 is underway. I'd like to get one of the last major mechanics introduced- companions. This is a major challenge to pull off in eos so it will take a few months. I've been tinkering with different ideas on paper for several months now. It will build off of the existing escort code that is already in the game for Penelope, the girl you rescue in the well tunnels. (One way to complete her quest is to have her go back through the tunnels with you.) I've decided to go with KonoSuba characters for the companions (Aqua, Darkness and Megumin). I'm also going to be upgrading Miley and Scarlet (the magic and potion store merchants) to full NPCs and use YunYun and Wiz as the characters. This will allow me to get the sort of artwork that I need to bring them to life and I can also have a lot of fun with the interactions within this clique of women. By keeping the game art to a few sources, I hope to maintain a fairly consistent art style and a connected world in which NPCs interact with each other and not just the player. (The other major source for anime art has been Genshin Impact.)
My todo/dream list before beta is a bit overwhelming, but I'm very excited about bringing this vision to fruition. The following things would likely be divided between 2 large and 2 minor updates. The biggest include: 1) Companions (3 to pick from), 2) More tavern jobs, 3) Miko's brothel test and at least the first brothel NPC, 4) A major quest line involving the follow up of Kendall's fuck demon conjuration, 5) The church inquisition torture dungeon, 6) The upstairs of the library (a new NPC archivist), 7) Upgrading Dominique, Miley and Scarlet to full NPCs of the new anime format complete with movement and dominance that you can influence, 8) The new zones of the caves in the western forest that will feature a new type of procedural generation, and 9) The temple in the north-east forest, a hand-crafted zone central to advancing the main story quest.
If people have existing characters that they would like to see developed more, please let me know. I try to take those wishes into account when writing new content.
My todo/dream list before beta is a bit overwhelming, but I'm very excited about bringing this vision to fruition. The following things would likely be divided between 2 large and 2 minor updates. The biggest include: 1) Companions (3 to pick from), 2) More tavern jobs, 3) Miko's brothel test and at least the first brothel NPC, 4) A major quest line involving the follow up of Kendall's fuck demon conjuration, 5) The church inquisition torture dungeon, 6) The upstairs of the library (a new NPC archivist), 7) Upgrading Dominique, Miley and Scarlet to full NPCs of the new anime format complete with movement and dominance that you can influence, 8) The new zones of the caves in the western forest that will feature a new type of procedural generation, and 9) The temple in the north-east forest, a hand-crafted zone central to advancing the main story quest.
If people have existing characters that they would like to see developed more, please let me know. I try to take those wishes into account when writing new content.
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