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Short version:
Brings the game into more depths. But when does it add just more unnessesary complexity?

Long version: 
Quite early I faced the option of adding flowing money into "zum Damenhaus"; which means giving coins to the player and skimming it off later.

There were two obvious scenarios how this could happen:

1)
Amanda needs to pay rent for the brothel / mansion or is in debt because of said buildings.

2)
Slaves living costs.

Bringing one or both aspects into the game would come with more adjustments of course, like clients would give more money in general or rooms would be cheaper, for example.

But then I thought harder about it. Wouldn't it just make the game more complicated, without achieving very much? Sure it could be used to drive the story in an additional direction, but is it worth the circumstance?

Since I had no intention to make debts a part of the plot of the game I decided to just keep it very easy: You get money, you can keep it. Use it to buy stuff instantly, without worrying about the next day.

If it is just that simple in real life^^

What do you guys think? 

I know that a game like "SimCity" needs running costs, but what about my little game? What about "zum Damenhaus" ?

random Crow

Comments

Knolden

Well. The flowing money thing is there to add time to a game in a way. And economy of sorts. If you implement things like training and potions, various items and perhaps even clothing along the way? You do not NEED flowing money. Its merely a question of time and how much you have you can spend the money ON really. :)

Juha Immanen

Adding expenses is a good idea (both 1 & 2 scenarios are good ideas), but these features should be added in later versions of the game. It may be difficult to follow up/spot your great upgrades/updates if seeing them would require hours to play to unlock. In my opinion game needs some sort of main objective/goal. It could be paying a huge dept. Something epic would happen if all areas/lands are unlocked. Perhaps main characters should soothe new area land lord (and that require some level of expertise to be succesful; land lords could have several kinky requests) to unlock new area. This activity could happen in the mansion after the day (therefore no adventure elements are not really required for this game).

Ozinthesand

I would suggest not yet. But I haven't played in a while. I just remember how difficult it was already just saving to get new rooms and floors

randomcrow

The main goal will be to get the highest reputation. Between it you will get more storyline, directly concerning Amanda and her brothel. I want to implement this as soon as I got my comic drawer. (see the project goal at 750$)

randomcrow

The coins clients give you would be increased to balance this out. But I currently agree with: Do it later / do it never.

Anonymous

I feel adding complexity to the game would really help the over all appeal. While a porn game, it still needs engaging gameplay... otherwise we'd just *watch* porn. If its an easy mechanic to impliment, then go right ahead. Balancing income versus costs could be done with each update if needed, so don't lose any sleep over getting it perfect at launch in this case. But if this would be a massive overhaul, I feel focusing on diversity for the women and more means of interacting with them would be a better investment.

randomcrow

I think I won't touch the topic of running costs again in the near future. Can you explain what do you mean by interacting with the woman in your last sentence? Sounds interesting.