Update (18-Sept-2022)


Hi All,

Last week, I updated the "New Game" form. Here's what it looks like, now:

Infinite Mode, and custom mission chance and repayment times all work now. Officer gender and personality balance still need to be implemented, which I plan to do next week.

There were a few ways to design infinite mode. The way I decided on is that in infinite mode, there isn't any debt. Instead, you just keep earning more and more credits. You can still lose if morale drops below 0 at the end of the day, but you can't lose from failing to pay a debt. The goal of this mode is to create a low pressure environment, where the player can focus on random events.

We are also making some adjustments to the next doll art view. I think I'll have a preview next week.

Lastly, I'm also thinking about making releases every 2 months, instead of every month. Monthly releases were helpful before, because there were a lot of adjustments that needed to be made, and monthly releases gave me a lot of feedback. But now, I need to make larger updates with more testing, which releasing once every two months is better suited for. It will also give me some breaks between releases.

Cheers!

Get Delivery Pilot: Dreams and Debts

Comments

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Hey,

Infinite mode looks good - maybe I will finally get MC to strut completely naked on stations :P

Since debt usually isn't an issue from certain phase of the game I'd actually like to see option with infinitely growing debt

There's also one slight issue with situations when you get lots of spare money - there's no way to... coin them.

Doll art - always looking forward for it - loving the artwork of her clothes now :P

Take as much time as you need with releases - More cpmplex mechanics will obviously require more dev time - But also please keep us to date with updates - I love knowing about progress or new mechanics :)

Thanks for update !

I've been thinking about various RPG game ideas, and I thought about a game where there aren't any coins. Story-wise, it's assumed the players have a place to stay and the means to survive. Instead, the focus would be on crafting equipment, in a very abstract sense. For example, you can have weapons that have certain properties, such as doing bonus damage against undead. Then, you can use orbs or spirits or talismans to alter those properties. Maybe the weapon can be modified to give bonus accuracy against undead as well, or maybe bonus damage against demons, too. Or maybe it can do bonus damage against enemies that are bleeding. There wouldn't be any money involved in crafting or acquiring loot. It's just what you find and craft. Definitely inspired by Path of Exile, lol.

Another idea I was thinking was that you can craft an "outfit", using 5 parts, head gear, chest gear, hand gear, leg gear and feet gear. Each of the parts can be made of different materials and provide different bonuses to the outfit. That way, you can find and create a variety of different outfit types, which can look very different, too. I'll think about it, and maybe make a larger post about it later on!

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Hi,

the screen looks good :-)

I'm missing the "infinity mode with debts" mode a little bit (although I do not know whether I would play it). As you have both the Infinity Mode control box and the Repayment Time dropdown, it would be easy to implement. If the checkbox is checked, the remaining debt always is infinity (or not reduced when paying your debt). If Repayment Time is infinity, you never have to pay. That is, if both is activated, you have your infinity mode without debt pressure. If only the checkbox is activated, you have the debt pressure. If you stick to your idea, I would recommend to remove the checkbox, as it is superfluous.

Another custom setting you could add is the probability of getting personal transport / VIP missions. In my opinion, they are too frequent, making late game rather easy compared to early and midgame. If a level 4 Major offers you only to transport furniture, it is better in most cases to rest one day, because you have a high chance to get double or triple pay on the next day and you restore morale.

About release frequency: have you ever thought about releasing depending on content? So, decide which content you want to provide in the next release, implement and test it, then release it whenever it is ready. You have less pressure, all your releases are meaningful, and you can better react to major bugs. For example, with this clothing bug in the beginning, I would have been happy to see the fix already after two weeks, instead of waiting for the end of the month.

If you stick to your time boxed approach, two months is perfectly okay in this stage of development, and way more frequent than in other projects. Additionally, you keep us up-to-date in your weekly posts, so we see that the project is not abandoned. Also here, it would be no problem to reduce the frequency.

Thanks. =)

Yeah, I was thinking about an infinite mode, where the debt goes forever higher, too. There are games like that. But as you said, I don't know how many people would really want that. I think Hard Mode used to be like that, or is still like that. The reason I decided to create an infinite mode was because there was a desire for a more h-scene focused playthrough. So, the goal was low pressure, instead of high pressure.

I did think about releasing "when it gets done". My worry is that I'd end up procrastinating, lol. I think I do like doing sprints, even if they are a month or two months long. That way, I have a deadline driving me, and I can measure how much I can do in a given amount of time. I was looking at how much I've gotten done in the last few months, and if I toned it down a bit (which I think is needed), I suspect I'll be done with this game after 1.5 years, lol. That sounds like a lot, but it really makes me appreciate how much work goes into making games, aye.

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So we will cheery for you and hope for smooth work :D We internet people are just greedy for new content ;d

Haha, thanks. :) I'm just glad that people are noticing my game.