Click "Windows Key + R" on your key board.
The "Run" will pop out.
Paste the path i gave you aka "AppData\Roaming\Godot\app_userdata\Realm of Evergrow\logs" (without quotes)
Into it.
It will take you directly into folder with logs for my game.
I will need these logs to tell why game isn't starting for you.
komn
Creator of
Recent community posts
Whats the issue here?
There is a link to game in this post
https://www.patreon.com/komn/posts/realm-of-0-3-171322434
Thanks for comment.
Went trough all of it. To address some of you points.
> Character Images
To be honest, I was never a fan of 3D models in fetish games, as they often look... just bad, in my opinion.
I agree that 2D pictures are somewhat limiting, but technically, there is a way to work around that. While I won't be doing it for this game, I plan to use a "paper doll" system, where you render every part of the character's body as its own element, which you can later adjust individually.Also this going well with your other point where its easier to limit specific sizes of assets to player liking.
From what I've learned, it's also quite easy to create animations using this approach, so it's definitely something I want to explore in the future. But as I said, it would probably be 6–12 months from now for 1st playable version, as my main focus for now is Realm of Evergrow.
Pixelarts are in in 70% made by me, rest 30% is just random pictures from google image downscaled to 64x64 and slapped with color palette.(Like Inn pixel art or some locations) etc. The old way of doing thing before AI lol.
I do agree that right now game goes from some what challenging to easy with size.
Also this is a problem of a openness of my game, as i want players to have different experience every new game. So its not that easy to balance all the random bits.
I did played GrowthRPG in past, while im not into furry i liked the game. But i also understand that they guy had way more challenges back then making game in UE and without AI that can fast pin point where you made bug mistake. so you don't spend 3 hours to fix stupid bug like giving "+" rather than "-" on calculation.
Also it kinda felt that with later updates author had no idea where he want to push game, so he wanted to end it ASAP. I saw that he started now working on new one.
I also not surprised from your comment about RPG Maker slop.
I do have in plans to polish all the visual aspect like GUI, as its extremely rough at this point.
I do noted some issues/requests like compass pointing back, or some way to skip small enemies fights.
Crafting system is something that will get revamped.
But not sure if this will make into 0.4 as i already have few features want to add here, and i aim to deliver new version each month now.
Now basic steal is a 1%, and can be increased with new mechanic corestones.
You have around 40% chance to get Tier1 of them from chests, and 100% chance to get either T1 or T2 from dungeon bosses.
Perhaps i should boost drop rate of them from chests. and make mbosses drop T2/T3 so it won't feel like slog.
Sadly, itch.io only allows games that are 200 MB or smaller to be embedded as a Web game, and we're already past that limit.
Unless there are some compression options in Godot that I'm not familiar with that could bring the size down, but even then, it would only be temporary, as the game will definitely grow beyond this limit.
Its quite random i would say.
Basically monsters mostly spawns on stage 1 or 2, they will fight other races and grow in power, so over time they snowball and grow to stages 5+ by beating other monsters. So for now if you feel that monsters becoming to strong i suggest to regenerate map, you can do this by waiting for end of week or going to tower in city (North building) and talk to Lorena over here.
Personally i found Pear demands quite easy.
You just have to buy everything from Alchemy shop and then doing all steps you gets like 6-8 Doses each craft (when you restock mats). You can starve first days, but selling each dose gives huge amount of cash in first days, that you are fast on big money track.
On other hand.
Dunno how to push Mayor branch, that later appear on Pearl route.
Hey.
I have plans to implement a soft cap on the number of charges and cooldown reduction. It may already be added in version 0.3, but we'll see how much time I have left after polishing everything else I have planned.
If characters became "too big" for enemy, or enemy is much bigger everyone just disappear from the field screen, or are visible in parts.
I have plans to add more props to the battle screen and adjust the view so you can see more of the characters present, but that will come in version 0.4.
I really miss having a “delete item” button or items that can expand inventory. Just one merchant is not enough to clear this mess in inventory (To tell the truth, she doesn't sell anything worthwhile at all.)
There are 2 merchants right now. I will think about adding a way to trash items for 0.3 then.
Nice concept.
Not sure where you want to take this game but form things that annoys me.
- Game won't work in background (easily fixed with few changes in project setting)
- Day cycle is simply to long, waiting from 9-18 is 9 minutes... probably should be cut to half of it, or like 4 minutes for 8 hours in game time.
- Already mentioned by someone, but when girls take pills they just leaving rather than stay for a moment for her transformation to end.
For future.
Think about making every part of a character model adjustable, it will save you headache later on, even if this will take more time to implement right now. So lets say you will have a single character model where you will only change breast size, muscle size, head/hair etc. rather than making own model for each character.
I kinda regret not going with such approach in my game.
Think about adding cheaper supplements (they can do nothing for now), so player has easier time making money.
> Any plans for game further (...)
Yes. Right now my plans for 0.3 are following:
- Gear: You will be able to find and equip various pieces of gear for your party. These will affect stats like HP, Height Steal, Shield, starting recharge times for specific glyphs, and more.
- Rework of the Height Steal mechanic (this is heavily tied to the new gear system).
- Work on bad endings (finally!).
- Continuation of work on missing enemies and Player Companion stages up to 10.
- City expansion as there is not much to do in city and some NPC don't give any meaningful interactions to player.
Im not planing new game anytime soon, as long as im not feeling finished with this one. But definitely would want in far future to make game that let player expand whatever they want, with usage of paper doll system
