1/3
3 Years of Service
Prefer to earn for sure, but if I'm not enjoying a game and would drop it anyway, I don't mind full unlocking the gallery and just moving on to another game
1:1 this, fully agreePrefer to earn for sure, but if I'm not enjoying a game and would drop it anyway, I don't mind full unlocking the gallery and just moving on to another game
I like to earn itDo you prefer to have to earn the gallery or do you want it all available to you right off the bat, and why?
I personally prefer to be able to access it all right away, I don't think it detracts much from the accomplishment of earning it.
The first one is a very good idea, I like it. as for how hard it is, it shouldn't be that hard.I like a blind first playthrough, so gallery locked. But then I'd like to suggest a couple of improvements:
- The ability to click on a locked image and go to the point or decision in-game that triggers that locked path, so another one can be selected. I know this is programmatically extremely difficult, specially in games that use some kind of value-based branching, but it could negate the need for save scumming.
- Hints for the locked images. Luckily, this is becoming more common.
- The ability to both unlock the gallery, but relock it afterwards just for the scenes you have not "earned". This is something I have seen advertised for some mods, but has sadly never worked for me. This way you can judge if a second playthrough is worth it or not, but can still track your progress.
I mean, I was thinking just about Ren'py, and having no idea how it works (i only programmed in C a long time ago), I was concern for the amount of bugs this could generate, specially considering the long development cycle between updates... I assume for other generalistic engines like Unity it would be easier. Anyways, it would be a nice QOL improvementThe first one is a very good idea, I like it. as for how hard it is, it shouldn't be that hard.
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