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Originally Posted by Shinigamis Past
After some thought I'm leaning on the end of not having anthro-ness being a limiting factor on roles. My rational is that I want the game to be palatable to more people than less. I feel that treating the anthro-ness as an aesthetic such similar to an outfit with small bonuses will allow for the greater mod-ability as well.
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The focus on specialization of the cows should fit the bill for differentiating a player's herd. I'll need to toy with the types of specializations cow girls can take, but the main goal is to force the player to make a variety of different cows. This achieves two fundamental game design goals; encouraging a path for progression, and forcing the player to experience all the aspects of a game. I know the same can be said about the anthro design, but this method would be more acceptable the greater number of players.
Taking this direction would also allow me to make anthro-ness entirely optional and toggle-able like futanari and tentacle monsters are in Slave Maker.
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This should work, so long as players can't make 'generalist' cowgirls who are good at everything - or making it too easy to change a cowgirl's fields of specialisation.
Quote:
Originally Posted by Shinigamis Past
I'm also curious on what sort of small adventures can be had by exploring the nearby areas, say a forest or lake with your cow girl. [...] we could probably do stats checks.
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Hmm... Maybe, when you could send the cowgirls off to do their respective jobs, you could choose which group you follow. That way, the player would have slightly more freedom to choose what types of events they'll get to make choices in, while other events will be handled by automatic stat checks from the 'girls.