Mogi Origins Dev Journal

Mogi Origins Dev Journal

Saturday, December 8, 2018

New Map and more

It seems one of the largest complaints people have of MoGi: Origins is the fact that it's easy to get lost. Up to now, if you had to go to a certain place, that destination in your map would shine red, or if you had an item, the location to use your item would also shine red.

Originally we thought that was an efficient enough system, but the complaint nevertheless, has not died down.

Considering we currently work like 2 feet away from each other instead of 2 million, the conversation inevitably came up. We realized that there might have been faults in our old implementation. For one thing, if the destination was not somewhere you had discovered yet, nothing on your map would appear red. Until you explored the map to the point of seeing something red, you would have no reminders of where you to go either.

Not only that but the "Missions" that Voms has, are brief in introduction. If you step away from the game for a bit, or decide to go hunt for Map Sex Scenes instead, it would be hard to remember your current destination, and that would also aid in getting lost.

To fix this, we're doing two things.

First, we're adding in Destination circles

Instead of outright showing a red version of the destination on your map before you've discovered it, we're going to show a general circle for the region you're supposed to go in. A general destination of where you're supposed to be. It'll leave the exploration a tad bit more obtuse, but will always be visible so there's a strong indication of where you're supposed to go.


Second, we're adding COM conversations

This is something we've kind of wanted to do anyway, but never thought to tie two and two together to use it in such a fashion. It'll be an on-demand conversation in the pause screen. Before you restore communications across the island, Voms will talk to himself, about what his destination is. Afterwards, there'll be an NPC talking to Voms. If you guys have any ideas regarding that, we're willing to listen to your suggestions.



Progress wise we've completed QUITE a few levels. Succubus Ucogi is also programmed and Succubus Alice is well on her way to being finished. Succogi still has quite a few art assets that need to be completed for her to be live however. We want to show you guys the fruits of our labor but we can't. Please be patient with us.

If you were a Patron for the month of December we did send you guys sneak peaks into what's been done regarding Ucogi.


Our primary goal however is to have Titan finish as much of the game's programming while he's here and in speaking distance of Veins. That and the consistent progress we're making is inspiring our level guys to work hard as well.

"Lead by example" is a more powerful statement than I thought it was.

Honestly, we can't thank you guys enough for sticking by us and communicating with us. We'll do our best to make a game you guys are happy with.

6 comments:

  1. Honestly, on the flip side, we can't thank you enough for not just taking our money and running with it. I'm sure it was plenty possible and maybe even a temptation at some point with all the scammers. It was fun being able to play this demo and this game gives a man something to get thru the day to day fight. We appreciate you not giving up, you don't owe society credibility.

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    1. T_T
      The kindness... it burns.... I've been in a basement for 12 days straight. I think I'm growing hair on my arms... slowly turning into a code gremlin.

      Jokes aside, glad you think so highly of us. We have faced so many unexpected challenges in this game, and we've improved as developers.

      Also, we've never once thought to run and scam everyone. You have no idea how much you guys have given us. I don't think I could live with myself if I didn't try to fulfill those expectations. You gave me a lot of energy with that comment. Time to push on XD

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  2. For your first idea: Have an in game arrow above the character, pointing left/right to direct to the general area and up to enter a door/window, the arrows disappearing when "near enough" to where player's supposed to be (The player's inside the large red circle now, so it's up to player to find the specific place to be)

    For your second idea: A log of past/present tasks, a history of them, so, not only does the player know roughly where to go, but also what they need to do when there. It'd be a good way to keep track of progress too, when new builds of the game are released.

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    1. thanks for your input. we will consider your ideas :)

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  3. Hey, what do the Sunflower mogis do? Since a few more were added in the last beta, are they just for show?

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    1. Daisies... they they are not programmed yet and they dont do anything sexual, but they will be useful at some point in the game.

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