I Live To Serve Dungeon King, Development Go!

Hey everyone! Conash here to bring you an update as to the biggest change we’ve got going on among our team at the moment. After years of being in pre-production, I Live To Serve Dungeon King, our next project, has officially been moved into being in full development! We haven’t forgotten about Harem Collector, and while there may be a few months where we’re less productive on it as a result, given the amount of up front work that ILTSDK requires to really get going, working on it while we’re working on closing out the story of HC just makes the most sense. So, as the guy in charge of a lot of the more technical and mechanical aspects of things, I thought I’d take this opportunity to tell you all a bit about the stuff that we’ve discussed as a team about the project!

The first thing that I should answer is a question that we’ve gotten asked a lot over the years in regards to this project: what engine we’re going to use. I’ve given a different answer on this subject in the past, but over the past few months I was given more concrete information as to why some people at least were apprehensive about our original choice of Unity, and have since looked into things. Due to a variety of development concerns, from ease of use, to licensing pricing structures, to support available, we’re currently deciding to go with Godot, keeping Unity as a backup if we run into any catastrophic issues during these early stages.

This isn’t to say that Godot is just ‘better’ than Unity, as Unity has several advantages, however, everything that I’ve found suggests that Godot wouldn’t be as much as a resource hog as Unity would be for our 2D game, the open source nature will also allow us a bit more freedom to fix issues with the engine, while getting Unity’s tech support would require that we spend a pretty significant chunk of our budget each month on licensing. Some of my research also indicated that Unity has been allowing some pretty big bugs in their engine to stay around for a long time, and fosters development practices that are difficult to take to any other engine, both of which just push me into feeling that Godot is a better long-term pick. Those aren’t all of the factors that come into play in this decision, but for those wondering we did look into about a dozen different engines before we got to this choice.

Onto actual development goals. The BKG staff has been coordinating a lot of things over the past week, since ILTSDK is going to have a very different development cycle than HC. We’re very excited to get working on the game, and I’ve got to say I do not envy NoMoshing having to coordinate all of us while still doing what he can to help develop two games and manage his own life!

Right now, our goals are to work on getting out both a trailer and a tech demo out later this year, to show what sort of things we have planned for the game. My focus, as our programmer/technical guy, is mostly on the tech demo, so I’ll leave talking about the trailer to others. I’m hoping to be able to get the tech demo into a state where you can play the game and get a good sense for what to expect from it, maybe even add in more substantial gameplay if we can manage it, but it’s very much going to be bare bones compared to the main game as we’re looking to more show off the very foundational elements of things. Don’t expect a full 20+ hours out of the tech demo.

What we are currently hoping for is to have a decent slice of all three aspects of gameplay, the dungeon building, the dungeon defence, and the story sequences. We don’t want to bite off more than we can chew right out of the gate, but it is important to be able to at least give the basics of what we’re hoping for the full experience. While the demo will probably be rather bare bones, there should be some level of depth to the gameplay here as I’ve already got plans on how to make use of the elements we do have planned in ways that should give some depth of options. When combined with some adaptive difficulty that we want to implement, this should help give an enjoyable experience to you, the players.

While our intention is to capture a piece of what hallowed, older management sims like Dunegon Keeper 2 were like, and seeing a hentai parody of that concept fully realized. We do intend to make things a bit easier to approach, trying to push towards more ‘macro’ or ‘mid’ level managements at best since a micro heavy gameplay loop is not something we really feel enthused to make.

Another consideration that will be coming into play with the gameplay is that we want players to be able to more easily approach things at their own pace, to not have any sort of ‘traditional’ game-overs. Instead, we’re focusing on having it so that poor gameplay or choices result in a loss of resources instead of a full on game-over, adding in adaptive difficulty to allow players to be able to recover from situations they end up in.

Before I go, I’d like to talk about the design motivations that are going into ILTSDK. I can’t go too deep into specifics as almost everything still very much is up in the air, if you’re reading this then you’re probably a fan of Harem Collector, so I do think it is important to mention some things. ILTSDK will not feature several of the fetishes that are explored in HC, due in large part to it running contrary to the general themes and character motivations that we’re hoping to hit on with the game. Not just in gameplay, but in terms of theme and story, I Live to Serve, Dungeon King!! will be a very different experience to HC.

To be clear, while we know how certain subjects would create trouble with our current funding model, their lack of inclusion has more or less been something that we’ve planned to do from the start for this project, as we have Harem Collector and perhaps some future projects that will handle those subjects already, and these topics are just not going to be a part of Dungeon King’s theme and style.

We are not abandoning everything that featured in HC, however. As Dungeon King will continue being a harem game, there will still no no single romance “routes” and we already have plans for incorporating harem relationship progress into gameplay, so that developing relationships gives you benefits instead of costing resources. To say much more would probably get a bit spoilery, but I’ll say that many of us on staff are very excited about various characters and the choices or motivations about them being made, so look forward to all of that!

That’s about all that I have to say on the matter, hopefully we’ll have more to update you all on over the next few months, but I hope this much was enough to at least whet your appetites a bit in regards to a project that we here at BKG are very excited to be working on!

Play More D&D

To hear some people say it, one of the reasons that you all keep coming back to Harem Collector is that I’m actually pretty good at writing characters and making engaging dialogue. I am very happy that people feel this way, and I’m glad to entertain. I don’t really feel like I’m an expert at all, though. I haven’t really finished any big artistic projects except for My Isekai Life in D&D Book One. While the end is in sight for Harem Collector, it’s still not complete, so I really don’t think I can call myself very accomplished as a writer.

Still, sometimes people ask me how they can write better. I honestly don’t really know what to say a lot of the time. I barely know what I’m doing at the best of times. But one thing that I’m pretty sure has positively affected my writing is playing roleplaying games. Like, actual, in person tabletop RPGs. It’s almost a way of gamifying writing- by putting yourself in another character’s shoes, learning to comprehend another person’s challenges, you learn how your characters act and behave and how to portray that whether you’re roleplaying, writing, or designing a game.

So that’s it, that’s the advice- to improve at writing play more RPGs. Pay attention to what your characters’ needs and wants would be. Push yourself to make characters who consider things that you think are silly to be important, like codes or honour or religious taboos. Also, avoid just outright goofiness- I understand that comedy RPG campaigns are in vogue because they make for better podcast material but they don’t generally push you as a writer, in my experience.

So yeah. Give it a shot, and I hope that helps some aspiring writers or game designers out there!

Two Names for One Stat

(Hey all, sorry for no blog post last week, it was Canada Day and I straight up took the day completely off. This week’s blog post is from Conash, please enjoy! -NM)

Hey everyone! So listen, I know that I still need to detail what all went into the Yamamaya revamp, but I recently got thinking about one of these little game design things that’s crossed my mind and I really wanted to get into it. This time, I want to talk about how easy it is to make Attack and Magic be the same stat, and how some games avoid that.

Now, obviously Attack and Magic aren’t the exact same stat, but when it comes to RPGs it can be very easy to make them to functionally be a universal ‘offense’ stat. Let’s take Harem Collector for example, if let’s say you were fighting an enemy that was designed specifically to reduce your primary attacking stat, it’d look at what character it was focusing on and either inflict ‘Attack down’ or ‘Magic down’ on them based on who it was. Compare this enemy to an enemy that instead of analyzing who it’s targetting instead just inflicts both, and consider what’s different? Well for mages they’ll have their attack stat reduced, for Felix this might pose some notice because you might have just switched to physical attacks instead of magic attacks, but for the other mages your attack stat is already so low that if your magic is reduced to the point that your attack is the better option, you’d rather just use an item to heal, buff your magic, or guard instead of attacking. Now what about your physical fighters? Well Raina and Bronwyn might laugh at this enemy as they have ways to convert their defense or agility into damage respectfully, but only Therese and Doll would really be able to turn to their magic stat for damage in the first case but both of these characters have the option to turn to either tanking or support so even then they’re not facing a huge impact. Functionally speaking, reducing attack and magic is no different than just reducing whichever is more important to any given character except in a few cases (such as after a certain love quest), and because of this a character only ever has ‘one’ offensive stat, even the rare skill that uses both magic and attack splits it’s usage of them to emulate it as if it only used one of the two rather than both.

Contrast this to say defense and resist, these are two different stats that the player will expect both of them to be useful at different times as you’ll be fighting enemies that have physical attacks and enemies that have magic attacks, but your mages only have magic based skills and your fighters only have attack based skills with a few exceptions. If you had the option to trade out any amount of Kyrie’s attack stat for a boost in her magic stat I bet each of you would trade that out whether it was 1:1 or even 50:1 to whatever extent you could. Whenever you’re thinking of designing an RPG though, it can be difficult to see ways to avoid this problem since this is just the nature of having stats that exist only to be ‘offense’, you could make skills that use both but you still have to reign them in to be about as effective as if the player only used one or else you’d break the balance of the game, but I’ve come across a few games that I think do a good job at helping make ‘magic’ and ‘attack’ serve roles to keep them both important to everyone, to one extent or another.

The first example that I want to bring up is Pokemon. After generation 1, the ‘Attack’ and ‘Special Attack’ stats would seem to fall into the problem as I described it, but when you really start getting into the grit and depth of the pokemon combat system it really doesn’t. Now, for those of you who haven’t gotten into it, pokemon actually has a rather complex and nuanced foundation to it’s combat, even if I may have quite a few complaints about it, but the reason that Attack and Special Attack are functionally different is that when you start getting into challenge runs of pokemon you’ll find that targetting the weaker defense of a pokemon can go a very long way, even if the move is resisted and only doing 1/2 damage, when you get to extreme disparities between defense and special defense like say Onix the ability to target the weaker defense is a huge game-changer, on top of that with the huge variety of moves that every pokemon can theoretically learn (which is made manageable by the limit of moves they can actually know) there’s almost never a pokemon who can never make use of either their attack or special attack, though there are some cases where one of these stats is so low it’s basically non-existent. The freedom to mobilize both of these stats with a variety of moves combined with how at times a pokemon’s defense may be 4x or more than their special defense creates opportunities where, at least in certain challenge runs, being able to make use of your weaker ‘offensive’ stat opens up entirely new strategies and considerations, and a skill that reduced or raised the attack and special attack stat of a pokemon by two stages would be pretty busted, even when there already exist stats which can raise one of those two by two stages or can raise both of them by one already.

Another example of a game that helps keep both the ‘Attack’ and ‘Magic Attack’ stats from effectively becoming a single ‘Offense’ stat would be the ‘Tales of’ series, though I’m going to be talking about ‘Tales of Symphonia’ specifically here. See, this is another example that at first glance would appear similar to Harem Collector, as your ‘Attack’ and ‘Intelligence’ are seperate stats, Lloyd for example doesn’t have any spells and if you plan to fight only Melee as Genis you’re in for a bad time, but both of these stats are still useful to both of them. See, something the game doesn’t explain is that your ‘Intelligence’ serves a double purpose as both your magic attack and your magic defense in this game (much like generation 1 pokemon, but this causes huge balance issues there which is why I didn’t want to focus on it), and while you can help make up for his lower magic defense both by getting equipment that resists the elements you’ll face or by buffing his sizable HP pool so that he can take a hit, you’re going to be hit by spells at all but the highest level of play, which is a big reason I really like the ‘Boorish General’ title for Lloyd as one of the only ways to boost his Intelligence even if it’s not by a lot (at least until I get the ‘Berserker’ Title that gives comparatively huge HP and Attack boosts), because even if he has no way to use his intelligence to inflict damage it still helps keep him alive. As for why attack is useful for Genis, this comes into play in two parts, firstly if you don’t rely heavily on your item bag you’re going to need to use physical attacks to regain TP to use for spells at time which means that you can reasonably expect to get some use out of your attack, but the bigger use it has plays into staying alive. See, one of the best ways to avoid staying alive when you do challenge runs in any ‘Tales of’ game is that you need to keep the enemy staggered, when they’re staggered you’re doing damage and they can’t attack back, and while there are a lot of nuances to this system there are at least some ‘Tales of’ games that make enemies immune to staggers from physical hits unless you do enough damage, meaning that if your attack stat is so low that you’re only doing 1 damage then you can never stagger an enemy, allowing them to attack you in the middle of a combo with impunity, when you combine these two facts together it means that if your attack stat is ‘1’ on a pure mage if you ever try to use physical attacks to regain TP you might as well be standing in front of them doing nothing because they can basically kill you with a combo or two before you can get enough TP for a spell. There are other things that also play into this balance too though, such as magic instantly cancelling the guard of the target stopping enemies from guarding infinitely until you’re vulnerable, you can get out many physical attacks in the time it takes to get off one spell allowing you to prevent your enemies from doing more damage with physical attacks, magic attacks can hit bigger areas to hit multiple enemies, while physical attacks have an easier time pushing enemies into the position you want them to be at. All of these things play together to create a situation where not only do all party members benefit from both ‘Attack’ and ‘Intelligence’ (though most characters benefit more from one than the other) but also a situation where you almost never want to only have physical attackers or only have mages as these stats feel like they fill distinct purposes.

So yeah, sorry if this got rather long, and I hope that it doesn’t come off as if I think that Harem Collector does a ‘bad’ job with core gameplay, take this as just some analysis of fun ‘quirks’ that I noticed with how the math, gameplay design, and player behavior all mix together to create situations where in some games inflicting an attack and magic attack debuff feels no different than if you only had one inflicted based off of some huge process where the game goes in and determines which is more important and only inflicts that one. One more thing to also point out I guess is that even when in say ‘Tales of Symphonia’ where you get characters like Kratos who can make good use out of both spells and physical skills, allowing such characters to have attack similar to Lloyd and Intelligence similar to Genis isn’t always a bad thing, because they can only ever invest any given second or point of TP into one or the other, effectively making the other stat ‘useless’ for that given resource analysis, the limitations then should be about how the value of being able to go from 2 melee units and 2 casters to 1 melee unit and 3 casters in the middle of the battle influences how likely you are to bring them over a character who can only fill one role, if when they do can only do half as much damage as Lloyd or Genis chances are the players will instead pass them up to take a character who is always at 100% instead of always at 50%.

Welcome to My World

Hey everyone, Conash here! With the recent public release of Harem Collector v0.46, I thought now might be a good opportunity to talk about the new modding feature we have! Though this is more going to be a, “How we added it” sorta blog post rather than “How to make them”, for that information I would advise checking out the mod section of our forums (found here) or to join our discord via the link under the ‘Follow Us’ section to find advice or ask questions. Now then, on with the show!

To begin with, it’d probably be good to start with what prompted me to want to get into this. I was already pretty familiar with a lot of the way that RPG Maker stores it’s data files. Heck, the fact that we have the lite releases is because there’s only one file that you have to change to update the game, and we’ve already had a few fans modding their own games with stuff like Cazador’s oldschool Faceset mod, Romeo and Moonblack’s Cerulean+Wiki tan mod, or Omegon’s Extra Hard Mode mod. What really got the ball rolling is I was chatting with a good friend of mine who was thinking of trying their hand at making a mod that would add in an often requested sex scene of that we aren’t planning to add in ourselves. I was inspired to give fans the means not only to make thier own mods but for other players to install them, as a legitimate option in the game.

Any of you who’ve worked with RPG Maker probably have a bit of an idea as to how this wasn’t exactly going to be an easy road, especially those of you who have made scripts in Ruby before. The original plan that I had wasn’t too hard to implement after I did some digging, cross referencing the ‘Index’ they include with the software alongside some scripts we have and a few google searches to learn a few of the various command options you have with the ‘File’ class, but I found what I needed. You see, RPG Maker has a custom made ‘Load Data’ function built into it, based off of some pre-existing functions in Ruby that accomplish something similar. This not only allows it to read data from it’s specially encrypted data, but prioritizes it. This is all well and good for standard play, but I need it so that even when players have an encrypted data set it will sometimes load non-encrypted data stored elsewhere. Not wanting to really divide too deep into how the ‘load_data’ function worked, I instead opted to create a function that would have it so that anytime it tried to load, say, ‘Data/Map003.rvdata2’ it’d first add ‘Mods/’ to the start of it, so if it found a file at ‘Mods/Data/Map003.rvdata2’ it’d load that one instead. This method would work great for Cazador’s mod since that’s exactly what was needed for a graphical mod, and it’s work fine for Romeo and Moonblack’s mod as it was basically built to function this way, but since our game is still in development this function alone wouldn’t be enough.

See, if we take Omegon’s Extra Hard Mode as an example, that mod works by changing how the invisible Hard Mode status works, but with every release of the game we usually add in more status effects so if the game was set to load his file instead of the in-game file it’d risk breaking the game for every release after the mod was made. The same thing would happen for Common Event data, Enemy data, Item data, various things like that, something with a bit more nuance was needed. Now, I’ve got a bit of experience not only working with third party scripts but also making some third party scripts of my own for other games, and for those of you unaware we generally try to setup our codes to make use of ‘tags’. ‘Tags’ are various unique text that you add to something that will create a special interaction with the code we made that way the game developer doesn’t need to have their own resident Conash to custom build every little programming thing, so I decided the best way to go about this was to integrate that into here. This is easy enough for Items, Enemies, Actors, and most of the databases, the modder in question will add a ‘<Modded>’ tag into the ‘note’ section (one of the few times that I will praise Enterbrain for their forward thinking as that section is a godsend for us third party programmers), I then setup my code so that when it’s loading in these databases it will check for a ‘Mods/Data/Enemies/’ folder, create an array of all the files in there, load them up one by one so long as they have ‘.rvdata2’ in their name, and check every entry, if it includes the ‘<Modded>’ tag then it’s to replace the base database, determined by the above paragraph, then it replaces the base database’s entry with this ‘<Modded>’ version. I did worry this might cause some slowdown, but it only runs this once when it starts the game and it should only cause slow down if you’ve got a lot of mods installed. There was however a bit of a snag with this problem, see there are three databases which don’t have a note section. The Animation database, the Troop database, and the Common Events database. Eventually I settled on a way to add tags to these anyways, by either including ‘<Modded>’ in the name of the animation, or by going to the common event/first page of the Troop in question and making the first line of it be a comment that only says ‘<Modded>’. Not the prettiest or most intuitive methods but it functionally accomplishes the same thing. One nice advantage of this more complex modding method though is that it’s also future proofing itself a bit, while I worry that some modders may find it cumbersome to create mods that go into the ‘Mods/Data/CommonEvents/’ folder, this method allows my code to know what the data is to be used for based on the folder it’s in while also allowing the modder to name it say ‘ChimeiTranslated’ or something both so that it doesn’t overwrite their ‘3DSexScene’ Common event data and so that if they ever want to uninstall the mod they know exactly what file does what. This method took me awhile longer to figure out since I had to get all the pieces moving right, but I am happy with how it came out.

Another little modding issue that came up, Maps. See, because of the nature of how the data in RPG Maker maps are stored you can’t exactly just add ‘<Modded>’ and expect it to translate nicely, there’s so many different types of data stored in Maps that I was left with leaving them with the more simple modding that I described before, but that wasn’t exactly going to be satisfactory because several players had expressed interest in making their own custom maps that weren’t in the game already. One noteable example of this is HorseHater who’s working on a custom dungeon where you bring all of the Iron Waifu champions and get to interact with them, I’ve gotten to see a bit of it and highly recommend you keep an eye out for it in the forums! Getting back on track though, there are two major issues that arise with this in that you’d have to coordinate with others what map data you’d be replacing as to not make two mods that try to use say Map950 to store their custom data, but also RPG Maker offloads a lot of the data for all maps into the ‘MapInfo’ file, which means you’d run into the exact same issue that Omegon was having if you want your map to be functional. This is where Map Packs come into play. See, I had this idea where I’d allow the game to store a string that it’d then use to intercept the process of grabbing map data, this would allow modders to say edit an existing map to have a specific script call to load in the name of their map pack, and then transfer the player to one of the maps in it, and then give them a way to return to the base game when done. As long as the player included all the relevant map files and the MapInfo file from when they made the maps this would all be simple right? Well, the first problem is setting up a way for players to enter your Map Pack. They could edit an existing map but that would pose some risks of stepping on the toes of other modders, needing to update their chosen map if we change it later, or various other things, so I wanted to have a way to work into the base game a way to access these Map Packs so that the modder wouldn’t be required to create their own front-door if you would. That’s when I remembered the code machine. You see, when you enter a name into the code machine, with how we have it working it stores whatever you enter as a string, with that knowledge I set it up so that if you entered ‘Map Pack’ as a code, it then asks for a second code, using this it will load the player into Map001 inside the folder of whatever map pack you entered there! I also set it up so that the player will be blind, in the event the modder needed to move you somewhere else or they didn’t like my little back-door entrance so they wanted to send you back for you to enter some other way.

Everything is good with map packs now right? Not exactly, the next issue would be Self switches. Self switches are used a lot in RPG Maker, and are a fundamental tool used for controlling event data to make sure things work properly. See, if I left things at this stage it would open a lot of potential bugs with self switches. How you might be asking? Well, even though it looks like self switches are connected to the events that reference them, they aren’t, at least not directly. Self Switches are all stored independently in the game data, the game just stores each switch in a unique location based on the ID of the map that called for it, the Event it’s associated with, and if it’s switch A, B, C, or D. The thing with Map Packs is they would allow a theoretical infinite number of events that are on different maps sharing the same Map ID and have the same event ID, making it so that if you got unlucky these map packs could start stepping on either one another’s toes or worry about conflicts with the base game. The fix to this one however was easy, I added it in so that if the string where it stores your Map Pack ID has a string in it, that’s also used to determine where it stores the Self Switch, now you’d not only need to have the same Map ID, Event ID, but also the same folder name for the Map Pack, but by that point one set of MapInfo data is already going to have to overwrite the other so I think we’re safe at this point. I have also additionally added in the ability to include ‘Enemy’ data inside Map Packs, this is so that you can have unique enemies for a custom made dungeon that only appear inside the map pack. We ran into a few issues with that though, namely since we used the Yanfly Battle system it turns out that there was some code there that added in extra enemy data that’s not in a base file whenever you loaded the game, and this extra data was required to not crash the game whenever the enemies attacked. The fix to that issue was to just load in this extra data both when loading in the new enemy data, and when returning to the old enemy data when the player returns to the base game. Man, if you ever try to add modding into your own RPG Maker VX Ace game for some reason, if you hit this point you’ll probably find that the most important command throughout all of this is the ‘File.file?’ command to make sure that there’s a file at the location you’re looking at before you try to load in data that doesn’t exist.

This may all seem fairly comprehensive to all of you, but there was one last point that I sorta glossed over throughout all of this, script modding. Script modding is a bit different, see while most files in the ‘Data’ folder are handled by the ‘DataManager’, the ‘DataManger’ itself is apart of the script data. What actually determines the script data being loaded is a combination of the .ini file and some of the secret code Enterbrain doesn’t let us see, heck viewing said secret code would even break the Terms of Service so I don’t advice any of you go looking for it either. Still, this leaves me in a bit of a bind because script are a huge part of how the game runs, and not allowing modding in for them would close off a large segment of options to modders. For now though, I’ve managed to get it into the 0.46.4 release so that if you include either some ‘.rvdata2’ or even a ‘.txt’ file inside the ‘Mods/Data/Scripts/’ folder that the game will run it both when you start a new game and when you load an existing game, this won’t be able to replace any existing script data sadly, as it seems to either hold that data on a higher level or constantly reads it in again overwriting any changes you tried to make. I have also talked with Romeo some more, and I’ve got another addition, ‘Map Scripts’ as I like to call them which will basically serve the same role only they’ll be loaded in every time you change to a different screen in RPG Maker (this distinction is mainly to handle load times while still giving people who like to mess with this stuff a wide range of options), which will help open a few more doors, but sadly I’m afraid that at this time I’m unable to add in the full functionality that script modding would need. I’ll keep looking for how to add in the few bits of script based functionality that are missing in, but I wouldn’t hold your breathe since I’ve hit multiple dead ends on this matter.

But yeah, hope that my rambling didn’t devolve into incoherent nonsense and that a few of you at least enjoyed listening to me gush about programming and how I am totally super smart. Either way, I’ll see you all later (hopefully when I actually get to detailing out what the Yamamaya redesign entailed >.<).

Adding momentum to the Momentum economy

Hey people! Been awhile since I’ve done a blog post, going to try to get better about getting these out again every so often. Best place to start will be focusing on all the various character revamps that I’ve already gotten into the game, since I do put a fair bit of thought into them, and well I like the sound of my own voice… Or at least the clacking of my keyboard when I get typing. Anyways, for backers this will only really discuss the ‘why’ behind all those various changes you might have noticed on the change log, but for you public users this will be a bit of a sneak peek into what’s to come!

So, to begin with I should probably explain why I chose to go with revamping the momentum economy this release instead of down the line with some other changes… well the reason is, Chimei. While most mages aren’t really on my list of ‘characters to revamp’ as they’re usually pretty solid, Chimei was on there because of the general difficulty there is to using her effectively. Between NoMoshing making evocations immune to deafen/censure and evocations getting to ignore the AoE revamp, Chimei’s skills and stats weren’t really a problem (aside from a few select cases I’ll talk about), but rather the difficulty was getting to use her effectively and this all comes down to how the momentum economy favored tanks and especially shunned mages. Given how she got her love quest this update, it felt fitting to address this issue.

If you’ve played Harem Collector quite a bit you’ve probably noticed that it’s almost impossible to get mages to ever use their ‘Focus’ skill to regain MP. Meanwhile Therese, Doll, and Raina will usually end up with more momentum than they know what to do with in any fight that poses a serious risk. This is because in base RPG Maker the math will work out that you gain momentum the fastest by taking damage, which favors tanks a lot, but squishier characters (which mages tend to be) will then suffer. Characters that rely on physical attacks will also typically won’t struggle too much with momentum as they will still use attack often and can usually take a few hits. Even if they drop by 50% of their max health (which would give them 25 momentum directly), they generally have the stats to take a hit or two before you heal them up, allowing you to play it a bit riskier with giving them higher threat values. Mages however have such weak attack values that they never use the standard attack, and their defences usually aren’t good enough to keep them alive if they drop to low health.

With that all in mind, you can begin to see why Chimei would feel pretty difficult to use. Even if you did know how to use her it took a fair bit of effort, because at the end of the day Chimei had the stats of a mage, and she can’t compete using evocations when she can only reliably get 2% momentum per turn. So the goal of the momentum revamp was to tackle how lopsided and slow the momentum economy was.

One of my first tasks was to make it so that using magic would still give you some momentum. After all, casting a spell is to a mage what a physical attack is to a melee character. The rate for this has been set to be 1/5th of the mana spent so that it’ll cap out at 8 momentum per turn, just as much as physical attacks will now give. This will help momentum be sped up more for physical attackers as well! The momentum from taking damage was reduced to be about 4/5ths of what it was before as well, to help even out the momentum gain while still keeping tanks relatively sustainable.

This goes a long way to help players get more use out of ‘Focus’ and physical attackers to be able to use their skills more often, but some of you who dive deeper into this sort of math might realize this would do very little to help Chimei specifically. Sure, she’ll be refunded 1/5th of the momentum she spent when using evocations, but evocations are a momentum glutton in order to have her stay competitive with typical mages, and if she can’t do that then you’ll just pick an actual mage. To address this problem Chimei was given two changes to improve her personal momentum growth. When you get Chimei she will gain momentum at a rate of 150%. Her relationship up bonus has also changed, before you would get 2 momentum per turn from her, but instead it now increases the rate she gains momentum even further, bringing her up to 200% the normal rate, so once you have that not only will she now be refunded 2/5ths of the momentum from using evocations, but Transfer Essence will also be twice as effective!

Speaking of that particular skill, before it just straight up gave Chimei momentum at the cost of MP and a turn, the problem however was that it was basically constant turn cost as she’d have to use it every other turn just to keep herself going. Now what Transfer Essence does is it gives you ‘Momentum Regeneration’, which means for 4 turns you’ll gain 8 momentum per turn, which will then be further multiplied by Chimei’s increased momentum generation effect. Now you effectively spend 1 “dead” turn to have 4 turns where you can use her easily, especially with the refund on momentum you use. Nerys was also given a slight momentum generation increase, since she falls in the same boat of being a momentum glutton with mage stats/skills, but the in-lore justification for Nerys is different than the one for Chimei. If you want to know what these are, well, ask me over in the backer’s lounge!

Now then, that’s a whole lot of talk about the upwards momentum, so now let’s talk about the downwards momentum. See, one thing that’s irritated me for awhile is how when you’re up against a boss that’s very momentum based, your best options to deal with them are to daze them to reduce their ability to hit you and get momentum off of attacks, slow down your damage so that they spend their momentum on lower cost skills that aren’t as dangerous, or kill them before they can do anything dangerous. NoMoshing gave Chimei a skill awhile ago, ‘Enervating Bolt’ that is designed to drain momentum, however he was limited by the base RPG Maker editor and using this skill had a good chance of giving the enemy more momentum with the damage they take than it reduced their momentum at the end of the turn. He’s also put in a few statuses that reduce it, but none of what he did just had the sort of oomph needed to counter a momentum heavy boss, so I decided to add in more ways to attack enemy momentum!

So the first thing that I did to fix the momentum damage options players had was I worked on fixing Enervating bolt, first by doing some scripting magic so that certain skills like Enervating bolt will not give enemies momentum when they do damage, and second I changed it so that it will directly drain their momentum by 80% instead of about 5. Now you might have noticed, that’s a pretty big difference, and that’s because of the basic RPG Maker editor, where it’s impossible to multiply Momentum specifically by a fraction, unlike every other stat. Now, if they’ve got 100 momentum it’ll be -80, but if they’ve only got 10? Well then it’ll be -8, by setting it this way we can high values like 80% to keep it significant while also not just always bringing them to 0 making shut down all skills instead of just stopping the big scary ones.

Since that gave Chimei a good option to countering high amounts of momentum, I also wanted good options for dealing with low amounts, and the ‘Stagger’ status seemed the best way to do this. Stagger already had a -2 momentum per turn effect to it. I bumped it up to -10 per turn to help make it be better for draining that last bit of momentum and helped give Therese a few more unique options compared to Doll and Raina. Then came the question of slowing down momentum gain as a whole to add in more strategic control over enemy momentum, so I gave the Nausea status an additional effect where it reduces your momentum gain to 50% of what it’d be otherwise, so now on top of all those stat downs your skills will also suffer if you’ve got it! Though, players have been able to inflict this status through stink bombs for awhile but not many people use those, so I decided that Bronwyn, since her basis is ‘an option for every situation’ (more on this when I talk about her revamp) seemed like she should also get some ways to deal momentum damage. Add in a new type of arrow equipment with a skill that can inflict nausea and do some momentum damage like Chimei’s thing, then move the arrows she can equip to be her ‘off-hand’ instead of accessory since now there’s multiple.

Now for the biggest problem that existed with the momentum system before, starting momentum! While all these ideas will go very far in helping momentum go up and down a lot more, a big problem can be that if you start a battle with 0 momentum it can really feel like a punishment for bringing a momentum heavy character as you can’t really use them. Conversely NoMoshing has made clear that stuff like carrying momentum from one fight to another (something RPG Maker allows by default) would run completely counter to the intention of how momentum vs mana is supposed to balance out. I had to think about this long and hard, but I believe I came up with a fair compromise. I chose to tie starting Momentum to your character level.

Levels may be an arbitrary gameplay mechanic, as Hero described, but they do represent the abstract idea of your characters getting stronger, which is why they learn new moves and have an easier time with old enemies. With this in mind, it struck me as odd that a level 50 character has the same chance as being caught completely unprepared for a fight as a level 1 character, which 0 momentum would represent. Under the new momentum revamp, the minimum amount of momentum you can start with will increase by 1 for every 3 levels, up until level 45 where you cap out at a 15 minimum. The maximum value that you can begin a battle with will always be 25, but this helps present each character’s growing familiarity with the challenges they face, it also goes a long way in also keeping it so that while you can always get 25, by the time that you’re level 15 and have a minimum of 5 that 5 momentum still won’t let you spam your best moves out the gate. This serves to ensure there’s always a chance to be caught relatively ‘unprepared’, but that your characters are learning and growing from their encounters along the way.

And there you have it! We’ve got a far more robust set of options here, both for your own growth and to counter enemy growth! There also might be one or two other surprises that I put in for the momentum revamp, but they aren’t exactly game changers, and it’s all probably not quite done yet as it was pointed out to me that since players have no real idea how much momentum enemies have or how much their moves cost it’s going to be very difficult for players to make perfect use of the various options, but I can always fix that down the line. Hope you all enjoyed my rambling!

Conash things in 0.44

Hey people, Conash here! Today I thought I’d talk about my contributions in the 0.44 release since I haven’t quite gotten my thoughts organized for one of my little mechanical analysis posts… Also because I haven’t quite talked about this yet!

So to start off with, I think that I should note there won’t be any major scripting changes. Between the holidays, family, a bunch of different games that I’ve got to play with different groups of people, but most importantly it taking about 2 weeks after the 0.43 release to finally narrow down what was causing all those game crashes in the Golden Tomb I didn’t quite have enough time to handle any big coding project, just a bunch of little ones added in over the course of this release. Always sad to not get to have a ton of fun with that, but it is what it is, let’s move onto the stuff that I did get in!

The first major thing that I got into was working on the reward for Gargan’s upcoming quest. Backers may already be aware as to what this new quest will unlock to some extent or another, and having been privileged to such information back when NoMoshing was talking about it on old backer streams (well before I was on the team), when NM outlined what quests we were handling this update it became my first priority to figure out a way to implement it in… Right, heck I think that I might have even made a blog post analyzing the sorts of things that I was worried about when designing it, but despite my concerns the solution came relatively quickly, and after some back and forth with testers I more or less knew everything that I needed for it before the 0.43.3 release (though none of it is in the base game yet, lots of little scripting things that I was worried about that may have caused problems). I’m also currently working on the enemies for Gargan’s quest, I’ve talked with NM and I know the theme of the enemies, I’ve theorized a few things that I think will be important for the boss battle, and gotten some feedback from fans about some of what they’re hoping the enemies bring to the table, but it’s still in the planning stages and subject to change so I’d rather not make promises that I have to go back on.

Next up, Kevin’s respect quest! This one I’m actually a lot farther along as once I was done with the reward for Gargan, I went immediately into trying to setup Kevin ‘right’. See I try to put in the time and effort to try to keep the ludo-narrative together when I can, and I’ll probably talk about this in more detail later but suffice to say there’s a reason why Nerys doesn’t leave you feeling like you want her as a permanent party member, and Kevin won’t give you that feeling either. With Kevin though, I wanted to capture more of a ‘random Joe’ feeling as I haven’t quite hit that with the more civilians that used magic like Nerys or Professor Ambitis (yet at least), so I had to very carefully craft both his stats, his growth, give him a custom exp curve, and create enemies specifically designed in a way to capture this feeling. Kevin inherently couldn’t be designed without also designing at least half of the enemies on his quest alongside him, so his quest ended up with it’s enemies done first. I still need to go back in and add the finishing touches to the boss, not to mention adjust some of the fights to have different enemy combinations now that I don’t need to test anymore, but based on the feedback I got from testers I’m very happy with how all the Kevin stuff turned out.

Now, with those big things out of the way, I mentioned that back in December I spent a lot of time working on fixing the crashes in the golden tomb, well I didn’t want that to be the only thing that I got done in December so I sat down for a bit and realized that I was in a good position to add in the 4th bonus boss into the game! It took some discussing with NM as my inherent focus on mechanics left quite a few holes that he ended up having to figure out how to resolve (resulting in more work for him than I had intended during a release that he was already facing a time crunch on >.>), we managed to get it in! I also decided to reach out to the fans for some suggestions for the reward here as I noticed that the other Bonus Bosses all had rather varied rewards. I’m quite happy with how both the boss and the reward turned out, so look forward to that!

The last thing that I’ve really got planned for this release I honestly didn’t think I’d have time for, yet another revamp! Originally I thought that between Gargan’s reward and making Kevin from scratch, there wouldn’t be any room in my head left to revamp a character, but after I had figured out what I wanted from Kevin and had finished testing Gargan’s reward I ended up getting into a discussion with some users about how the Damage over Time statuses aren’t very rewarding as you usually kill common enemies in 1-3 turns, so doing 1/20th of their HP per turn (at best) for 3 turns isn’t worth inflicting the status on those enemies, which is a fair assessment as when you have to fight 100 common enemies, spending an entire action to inflict 1/20th their health just isn’t worth it unless you’re in a challenge run. This got me thinking about what I could do to make poison and bleed fit in better against common enemies specifically, without making them over-powered against bosses, and well, by the time I had that figured out, I was basically half-way done to figuring out how to revamp Bronwyn, so look forward to a Bronwyn revamp in the 0.44 release! I’ve already got my ideas for it ready, but if I end up running short on time I may have to push this one back a bit.

And that’s about it for the 0.44 release. I could go into more detail about the Bronwyn revamp, but I don’t like talking about stuff that I haven’t gotten feedback from the testers yet. While I do generally trust my ability to play with numbers and take approaches that seem to typically be close to what we end up with, I just don’t like the idea that I might give you guys the wrong idea if I change gears, so maybe I’ll talk about it in more detail after the backer release is out! Bye!

The Value of an Action

Welcome back, Conash here to give another big talk about whatever game design thing has been on my mind lately! This one may seem a bit out of the blue to many of you, but I’m sure that both testers and time travels will probably have an idea about why this is on my mind recently. For the rest of you all I have to say is you might have something to look forward to in the 0.44 release in a couple of months!

So, I hope that most of you here are familiar enough with turn based RPGs like Pokemon, Final Fantasy, or this really obscure game called ‘Collect Harems’ or something to be able to understand the idea of having a certain number of things you can do in the time that enemies get their own limit of things they can do. Now I may only have personal experience to go off of, but I wanted to talk about the value of ‘actions’ as a whole, and what you have to be careful about when you ‘give’ an action and when you ‘take away’ an action as well as why not all actions are equal.

To start with, I think it’s important to mention that to me there seems to be 3 types of actions which a player can take while in ‘combat’ of some form, actions which influence ‘Damage Output’ like doing damage or buffing themselves to do more damage, ‘Damage Mitigation’ either by reducing total damage taken or making sure the damage/status effects are inflicted in a way that’s less detrimental to you, or ‘Recovery’ which is putting in effort to actively undo either damage or some other detrimental effect on you. While I can certainly see arguments that these might seem rather arbitrary, this distinction typically gets at the heart of the philosophy behind things as while choosing to have Therese use Martydom then guard is different than having Meline try to daze all your enemies both of these actions are done because you expect the damage that they’ll prevent to outweigh the damage you could have done instead if you brought Kyrie or Yamamaya instead, as you value the chance of wasting time and resources that have the fight be longer that is unneeded to prevent having to put in the resource investment that ‘Recovering’ from what might have happened would have been. Understanding this decision making process and what goes into it is fundamental when trying to give players options as if you make an easy to use ‘Recovery’ option that’s more potent than a ‘Mitigation’ option, then people will never use the ‘Mitigation’ option as it’s unsure if it’ll be useful but you do know that you can output more damage which is progress and if the bad thing happens anyways you can recovery for a similar price.

On a related note, I do believe that this decision making process applies to all games, as say a racing game would exchange the ‘Damage Output’ with instead getting farther in the race, maybe when you stay in last place until the end to have the computers rubber-band in your favor before you overtake them to ‘Mitigate’ the damage they’d do if you were in 1st the whole way through. Granted some game types don’t always have an in-built way to ‘recover’ but every game calls for the players to make decisions and take actions and the player will have to constantly assess their situation and come to a decision one way or another, regardless as to if the game waits for them or not. Though it is important to remember human limitations, even if players are entirely familiar with the situation the speed at which they have to understand their situation, remember their options, and come to a conclusion plays a big role in how much you can ‘expect’ from them, but turn-based games give players a lot of room to make decisions should they choose to make use of it, but enough of this little tangent!

Right, back to the original topic, the value of an action. The value of a single action is going to be relative to any given situation, for example if both the player and enemy has 2 actions per turn and you take away 1 of them you’ve removed 50% of the damage/healing/mitigation that either side can do, but when there’s 4 actions per turn and you take one away you remove 25% of what they can accomplish per turn. That bit is pretty simple (and deals a lot with why I’m not the biggest fan of how we have several accessories that give extra actions as those are numerically the strongest accessories in the game, giving 25-50% more damage/healing/mitigation), but it’s also important to remember that two actions even if similar aren’t always the same as I briefly touched on earlier. See if you have two identical characters except one has a 10% higher chance of getting a critical hit (which in Harem Collector means x3 damage), then that person’s attacks are on average 20% more valuable than the other character (because 10% of the time you will do 300% damage instead of 100%, meaning +200% damage every 1/10 attacks), anyone who’s overcome the third bonus boss should be familiar with this sort of concept as I went out of my way to make sure that you could not win if all your actions only had an ‘average’ output. Honestly a lot of this stuff just really gets down to math at the end of the day.

See, you may not realize it but just about everyone is crunching a lot of internal math when they play HC. I for example may go on a whole lot about how bringing Meline to inflict daze (a -60% hit chance on physical attacks that lasts for 3 turns, an average of -60% physical damage for up to 3 turns per use) helps a lot more than using Magic Missile at least early game (a 30% chance to deny the enemy 1 turn, an average of -30% damage every turn it’s used), and I came to realize this not just through theoretical number crunching but from experience when I noticed how often I didn’t get hit by an enemy that was dazed. That said, players who aren’t as interested in these numbers are usually more focused on how they only have 4 party members so bringing Meline would limit their options for the party as a whole. The players who spam attack to win? They’ve determined the time and effort to think of more complex tactics doesn’t have enough of a reward to it. This might not seem like quite as relevant, but it is actually very important when evaluating the worth of any given action, the perceived value a player’s options are.

Let’s have a little thought experiment here. Let’s say that you had a character with 2 spells that cost the same amount of MP, the first spell does twice as much damage as the second one in all cases except one fight near the end, where the second is 4x as effective. If you don’t go out of your way to hit your players over the head with this knowledge, they will expect that one fight to follow the unspoken ‘rule’ you had for the rest of the game where the first spell is stronger, and so most of them will have a harder time with the fight. See, players learn to associate a value with all their various options as they see how effective guarding is when they’re hit by a powerful attack, vs how effective it is when the attack targets someone else, or how much consistently enemies get deafened when you use sonic magic and so they decide how often to use it. You’ve gotta keep this in mind when you introduce new options to players because if you give them a new option that seems weaker, or the same but more expensive, if it doesn’t give them the same rewarding feeling as their existing set of skills then they won’t choose it even when it’s 10% better than their existing options because it’s not worth the brain power to access that memory, to make that connection, you’re exhausted from your jackass boss chewing you out for their mistake so who cares if you are only reaching 91% of your potential in this video game, you’re still stopping the evil overlord! Make sure to keep that in mind as you try to give players more ‘options’ so that they can make each action more distinct, if you give them too many choices or they aren’t as good as others they’ll probably forget them.

That’s about it… Sorry if things weren’t very clear, I’ve been having a hard time trying to string all the ideas in my head in a way that flows together for these more introspective blog posts. Hopefully there was enough meat to each of these ideas here that even if some of the connections about them are more vague or missing you can still make sense of this week’s bunch of nonsense!

A Difficult Discussion

So Conash and I had a little discussion about this “difficulty menu” idea he had, and we’ve started to give it some serious discussion.

My original vision for Harem Collector was to have the dungeon exploration to relatively streamlined, but for combat itself to be reasonably challenging. I don’t really enjoy the sorts of RPGs where you have to grind for hours to proceed, or get certain items or skills. I much prefer games where enemies are limited in supply, or there is some other constraint meaning you have to balance grinding with something else. If I were to pick some of my favourite RPGs, I would select the latter SMT: Persona games, where grinding comes at the expense of time in the game’s very limited calendar, or the early-mid Bioware games where enmy encounters don’t respawn. This is also why I prefer to play Pokemon games Nuzlocke-style– grinding becomes a pretty dangerous prospect when an unlucky crit can kill one of your “party members” forever.

Not everyone is like that, however. Some people prefer to grind, they find the process to be relaxing or even soothing in a way. Others prefer the simple knowledge that if they encounter a challenge that they can’t overcome, they can just keep at it and eventually grow powerful enough to steamroll whatever is in their way. Still others might not care to grind, but they’re just playing Harem Collector for the sweet, sweet pornography, which I totally understand. Others don’t mind the combat, but don’t care for the economy side of the game. My policy for a long time has been to stick to the original vision, but I’ve come to see the wisdom of having various, multi-faceted difficulty levels.

If you’ve been paying attention you may have been able to suss out that I’m a huge horror fan and one of the greatest horror game franchises of all time, Silent Hill, is well known for having separate combat and puzzle difficulty levels. I am totally cool with this idea, and honestly a little disappointed with myself that I didn’t think of it sooner.

The idea, for now, is to divide difficulty between economy and combat, with independent easy-medium-hard levels for each. As Conash mentioned last week, we’re cooking up a “hard” difficulty for combat right now, and we intend to re-examine “easy” mode to make it something more than just “permanent stat growth potions are everywhere and you start with a huge amount of cash”. For economy, I think we’re mainly looking at playing with the return on investment of the various investment opportunities, and dialing down the amount of money that selling items (including vendor trash) gets you. We’re also looking at a third option, to replace the existence of the Timeturner, for whether or not you want to advance a day whenever you like.

Well, there’s a lot to do before the backer release next week, so I’d better get going. See you all later!

Updates with Conash!

Hey everyone! Next week is going to be the start of Tester’s Week for the upcoming PRINCESS update, and since I’m more or less entering the home stretch with what I’m doing I thought that I’d get you all up to date on the various things that I’ve either been working on or keeping my eye on.

First and most importantly, I’ll have to tip my hat to RomeoPapa, lostone, and everyone else who’s been helping out with the new wiki (found here)! It was really disheartening when we were given the two week notice of being shut down, but thanks to their efforts the new wiki had finished a complete transfer with about a week to spare! Which we promptly decided to get it taken down early it seems.

See, turns out that even if you move somewhere new you’re not allowed to turn any pages (especially the main one) into just redirect links to the new wiki over at Fandom, so they weren’t too happy to wake up one day and find out that the entire wiki was replaced with redirect pages. I have no regrets, as there were still a few people visiting the old wiki and making changes or leaving comments even after there was nothing but redirect links left, so I think that even though it hastened the deletion of the old wiki, it was important to try to get as many people over to the new wiki that we could.

By the way, feel free to let us know what you think of it over there or in the discord, and if you’ve got some new things you’d like see added we might be able to accommodate since we now have full control over it!

Now in terms of game development stuff, let’s have a little talk about a new feature I’m excited to add- dual-elements! You see, there’s been several issues in Harem Collector that have irked the mini-perfectionist in me ranging from how the mages with various ‘Anti-‘ elements on their weapons had no effective use for that element to being able to being able to equip a demon slaying charge and all of a sudden even though you’re attacking an enemy with a shield, their piercing resistance isn’t reducing the damage on your arrows! Not to mention with how useless using magic with the Newts is due to how they only have good damage thanks to their unique ‘Newt’ element….

So, that’s why I thought to basically take our current ‘one element’ system, and turn it into a ‘dual-element’ system, where not only attacks but even magic can have both a ‘physical’ element and a ‘racial’ element. It’d work basically how the current system works, but if you say give Felix the Necronomicon and Manhunter Poison, his attacks will do both necrotic and anti-human damage, multiplying the effectiveness of both (so still be careful of immunities). I’m even going through and making a lot of attacks like Therese’s Smite with a hardset ‘physical’ element still able to take into account whatever her current ‘anti-‘ element would be!

As for the magic end of this system, it will only consider the element of your weapon, so even if you throw Manhunter Poison or the Beastslayer Ring on someone their magic will not gain the ‘Anti-human’ or ‘Anti-beast’ properties, and I think this is fair because if your mages didn’t use their weapons to help channel their magic in some way, then they wouldn’t have a reason to hold a weapon in their hand instead of a buckler or something and mechanically speaking this helps create a bit more uniqueness as now you can use, say, Chimei’s Anti-Demon element to it’s full effect! Newts during the ‘Send Newts’ quest will have their unique Newt element moved over to their weapons so that spell-casting newts can benefit from this too.

Oh, this will only apply to magic that targets enemies though, so you won’t be able to use Yeon’s Anti-Mage element to boost her healing!

Next, let’s see… Well we’re working on getting the 4th solo tournament into this release! The enemies are coming along quite nicely, and I’d like to take a moment to thank our testers for putting up with my nonsense with all the test releases I’ve been putting out this past month, hope you all have been enjoying it!

Oh, players should also expect hard mode in this release, the only real update that’s been made to it is that now when you are in the save menu, your save files will now put a bronze star on any saves in Easy Mode, silver for Normal Mode, and gold for Hard Mode, to help keep track of what mode each save file is in. Oh! Easy Mode! I’ve also added in a new item so that if you’re in Easy Mode you can change your party anywhere while you’re outside of battle! Don’t worry about starting a new game to get it, when you load your save file the game will automatically detect if you’re on Easy Mode and don’t have the item, and if that’s the case one will just show up in your item list!

Hmm… The only other thing that I really have to talk about would be the Yamamaya revamp, and while everything is looking good so far, I’d rather wait a few weeks and then give that it’s own blog post, no matter how much I like to talk I do like to keep secrets sometimes! So I’ll wrap things up here, see you all later!

Let’s talk Hard Mode

Conash again! This time I’m here to talk about a new feature I plan to introduce in the 0.43 release that I’ve been talking about for awhile, hard mode! So for anyone who’s interested in hearing about it, and why it’s coming up so suddenly, this is the post for you!

So to start this off with I would like to give a bit of a brief (hopefully) background to why Harem Collector will be getting a hard mode. The short of it is, that the difficulty of Harem Collector has been very important to me. See, while I’ve got nothing against the people who don’t care to sit down and potentially spend hours focusing on how to make a perfect route or setup your equipment or whatever, with how my brain is I regularly get this kind of ‘build up’ of mental energy that if I don’t get regular outlets for actually brings me pain, and well the best that doctors and therapists have been able to figure out thus far is that it’s the result of my ADHD.

Normally I can deal with this sort of constant mental energy with like puzzles, or listening to podcasts while I play games, but when it starts to get really bad I feel that I need huge problems to solve that require me to consider variables from all directions that play into one another, and well, Harem Collector was one of the few games that could accomplish this to make it so that I wouldn’t end up in pain from not having something to thing about. Just planning routes to find the optimal route for collecting the girls while getting all love quests (not really the biggest concern with how many days there are), managing all the grinding spots in order to maximize my money and experience keeping in mind that if I killed a bear too early that many of the girls would miss out on some experience (though now they respawn every day), figuring out good ways to handle some of the higher level quests early on with weaker teams that way I could get Gargan, Yeon, and Kyrie earlier to begin working on them sooner, along with figuring out the optimal way to invest my money and save some sil here or there with the items you could get.

It was great, though I don’t need that anymore since I can also deal with the issue now by just working on more complex scripting projects or enemy designs for HC, but given the dozens of times that HC served effectively as medication for me I can’t help but look back on those challenges I had to overcome fondly, several of which have become non-issues as the game has progressed. That’s why ever since NoMoshing added in Easy Mode, I’ve wanted to make my own Hard Mode, to capture all of those challenges for anyone who wished to experience them without putting a burden on players who don’t want to put in that much time and effort.

Now, I’ve been talking about Hard Mode for awhile, but I kept putting it onto the back burner until I could implement the entire thing… Except it’s been a few years and so far it’s all concepts. It’s been eating at me to tell some of the people who’ve been looking forward to Hard Mode that it’s coming soon(tm), so a couple weeks ago I said fuck it, let’s put in what I can and expand it as we go. Worst case scenario? Some people might avoid playing it until it’s more fleshed out.

So what does this Hard Mode skeleton entail? Mostly combat stuff, like for starters all those dungeons that you can clear out every day for more experience and loot? First priority was to go back to the original system where if you kill them once they’re dead forever as that was a part of balancing experience that has since been lost even in the challenge runs that some people who share in my insanity engage in. If you’re worried about having no options if you don’t have enough experience, I did make sure to leave the daily dungeons and vacations untouched by this, as I felt that the unique equipment from the daily dungeons was too important to cut out, and you should be allowed to trade money for experience in the form of vacations.

Next on the plate? Well that’d be the main problem with challenge modes, the fact that with how much experience HC gives you that once you complete one challenge, you’re usually too high level find anything of similar ‘difficulty’ challenging so you’d have to start a new playthrough to be challenged by everything, so to fix that I cut down all experience gained in Hard Mode by 30% (so enemies give 70% of their normal experience). You can potentially still end up a bit on the higher end of levels with this, but thanks to extensive testing from RomeoPapa I can safely say that unless you get a lot of vacations you won’t be getting much higher than the level recommendation for quests in general.

Finally, a common thing that I’ve found based on the information from the players who do seek out combat difficulty from Harem Collector is that you can just about do any quest safely at 5 levels below the recommended level, and the ‘challenge’ comes from pushing things lower, so in order to try to turn this into the ‘standard’ difficulty without further reducing experience (and thus risking players not having the skills needed to win some quests), I opted to give all enemies a passive +20% to all their stats, we have also made sure that the most challenging tests did not reach a point where this felt unreasonable. So yeah, players looking for a combat based challenge look forward to all of that!

That said, I don’t intend to stop there but it may be awhile before I come back and touch up on Hard Mode again. See, one of my biggest priorities when I revisit and touch it up some more is that I plan to add some more skills for bosses or changes to the fight or something so that when you’re in hard mode every fight feels a bit more unique (to an extent the boss fight at the end of “Princess Bride” has gotten this, but it’s more that the boss was taking too long which slipped past our testing due to a bug, as such the length of the fight will be shorter in normal mode, and even shorter in easy mode, while Hard Mode will retain the original length), because while giving the enemies a statistical advantage will require that you think on your feet if that’s the only difference then each quest is going to eventually end up feeling the same. Adding in some new moves, new mechanics, changing up the existing mechanics to better reflect ‘hard mode’ for the bosses will help shake things up and add in a more nuanced difficulty that I know I at least appreciate.

Another thing that I want to add into hard mode down the line is changing up the day end process, see one of the important things about the old HC meta is that you had to plan out your days very meticulously in order to make sure that you got all the character’s love quests at the right time, but with all the content Harem Collector has now, planning such things out is a bit silly, so once I’ve got a firm grasp on how many days will be possible along with all pitfalls that a player may run into, I’m going to want to change things up so that instead of the day passing as often as it does currently that you’ll need to finish anywhere from 3-5 quests to get a proper day end in it, thus helping bring back yet another element that was critical to the former meta but has long since been made irrelevant.

The final thing that will be important for me to consider ties a bit into the last one, see a big reason that I’m not yet comfortable lowering how often a day ‘ends’ in Hard Mode is because if you only got your daily income at 20-33% of the time as before it’d harshly impact the economy as you go through items and get new ways to spend your money without getting the same amount of money as before, but as things stand I don’t have a comfortable grasp over the HC economy, and with every quest we add into the game my grasp gets looser. Currently we do have plans to revamp the HC economy down the line, and well I’d like to go through the numbers for that and get some play-testing on how it works out before I make any big changes to the economy in Hard-Mode, though I do have a few ideas for what I might do like either stopping the loan or changing it along with making a few of the special vendors not buy your vendor trash.

That said, I may also try finding a way to have more customizable difficulty, such as if I can think of a menu or something for determining difficulty, I might allow players to be able to create experiences where the combat is the same as normal mode, but they get the economy of Easy Mode (like those gold and silver bars), and the time passage of Hard Mode, or something like that so that players who enjoy combat challenges don’t feel like they must decide if they want the stress of a more challenging economy or give up on their dreams of taking on Slenderman at his strongest… Hmm… You know a menu system does sound a bit fun…

Anyways, that’s more or less all that I’ve got to say on hard mode. Squires, look forward to the mini-release next week, we’ve got several things in the words other than just the bare bones Hard Mode that I put together! For those of you who are looking forward to it though, please send a Thanks to RomeoPapa for all his hard work going through the entire game in a week and giving me the feedback I needed to fine-tune the experience! If you’ve got any comments, questions, or concerns feel free to contact me, I’m most active over on the BKG discord found here: https://discord.gg/3eEnXpT