Dawn of Heroes (WIP) (Updated 03/16/25)

I updated the game to V4.09. There is a series of big choices in this chapter (the placement one) that’ll have major impacts on the events of the coming chapters and the direction of the next chapter. I’d advise placing a save slot at this choice.

New Demo Changes (06/17/2024):

  • Added Chapter 24
  • Fixed Reported bugs
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This has to be one of the best choice of games I’ve ever played

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Alright, I guess it is that time to open up the floodgates. I’m looking to get costume themes and different suggestions for the real deep dive of designing your hero costume. Please try to keep your suggestions to a single post and clarify the feedback on if it is a theme, or a article of the costume.

Examples:
Shoulder Cape - Shoulder slot
Kabuto - Headwear
Spartan Armor- Costume Theme

I won’t guarantee that any given suggestion will make it into the game, but I do want to allow for a lot of options for customization. Try to keep it to a three word (or less) description. Unfortunately, I fear there will be no way to avoid choice overload here.

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Got one more or less based on cat based heroes and anti heroes such as Cat Noir and Selina Kyle.

Headwear- Cat Ears and tinted goggles or possibly domino mask
Tight semi armored Leather Suit- Costume theme
Cat Tail Belt (( furred or not should be optional))- Waist area or belt slot

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There were some that I suggested on this forum before on some of the stuffs. Specifically about more artificial animal features. And there are still the suggestions I made on a private dm I sent to you 2 months ago if you haven’t seen it already. Other than those, I don’t got anymore suggestions I can think of currently.

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Chapter6Factory line 58: It is illegal to fall out of a *choice statement; you must *goto or *finish before the end of the indented block.

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Which demo link is this? CoGDemos or Dashingdon? If Don, please try using the other link.

I turned on implicit_control_flow which should make it so that I don’t need a goto or finish for choices. I’m assuming this is from Don using a really old version of ChoiceScript.

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Yeah, it was the Dashingdon one.

Hello everyone!

I’m getting this out a couple of days late because the end of the month snuck up on me and work has been keeping me busy and exhausted lately. This doesn’t mean that things are not getting done. Somehow even with the increase of the summer workload I have been getting some writting things in.

I am starting to work on implementing feedback that I have received from a friend and my editor. Most of these fixes are grammar, flow, spelling, and clarification fixes. I do have some bits planned for adding a thing here and there, but there will not be a lot of it. I’m hoping to have some of these implemented in the next demo update, but we shale see.

I have accomplished more writing in the follow up story, but I’ll save those updates for when it gets it’s own thread.

As I have been writing part two, thoughts and setups of part three have started. I mean, I have been planning part three for a long time, but now some more details and the goals and approaches have a few more thoughts now. For those that do not know, Part Two introduces and follows a new Main Character. Part Three will continue the story of both of these main characters as they take on the roles of leader and sidekick. I’m not thinking too hard on this yet, I still have these first two parts to get out first.

I am noticing that all of the crash errors being reported lately have been through DashingDon. This makes me think that I should probably abandon that platform again. Thoughts?

  • Stop updating the DashingDon Link, focus on the CoGDemo’s site
  • Keep updating the DashingDon Link alongside the CoGDemo’s site
  • I have nothing to say, I just like voting.
0 voters

Until next month!
June’s Month end update
Still working on:

  • Applying edits
  • Part 2
8 Likes

while playing came across of this :

Beginning at mailbox

  • “Mommy says I need to listen to ‘eachers and to behave with other kids.”

  • I 'old her I’m not controlling; I just want things my way.

Camouflage story

  • Aa I approach the door, a badge reader to the building becomes visible.

.
.
.
At the end of the day 80, all characters are in the base and get already aware of all what hapenning. “Something pop up in the sky you need to infiltrate it.And it a giant island”
My thought were : Waiiit a minute !!!.. why ? how do the character know this ? when ? just after an interview no one spot anything in the sky. No situation build up or anything.

Thanks for the lenghty demo that was good to read. Dashindon for me is the best way to test things. The other one is more oriented to mobile stuff, its hard to miss a lot of things.

Till next time.

Let us choose “nothing” for the chest and pants. I seemingly can’t choose both. I’m already wearing a bodysuit, so it’s not like I’m naked. I just want to look like Superman with a full mask and hood. So far the only way to just wear a bodysuit is to pick that option originally and opt for no further customization.

Also, genuine question, why is the optical modifier on the energy blasts considered a flaw? I’ve always wondered about that. It seems much more versatile as it lets your hands remain free for grappling, forcefields, telekinesis, etc.

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Dvalor has already changed the names for that from Flaw to Modifier in-game. Have you not noticed it yet? They even mentioned it on this forum somewhere I think.

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He changed the button from Modifiers/Flaws to just Modifiers, but Optical Vision is still listed as a flaw in the description.

I don’t actually care about what it says in the description, I’m more curious as to why he considered it a flaw in the first place. It seems like a straight-up upgrade from hand blasts.

This is one that is mix, it has good and bad aspects. The main reason I put it as a flaw was the limit in range and how many blasts can be fired at once. The optical blast I limit as straight out of the eye sockets. It does not follow where the user is looking and so the range is limited to the neck’s range.

Hand blasts allow shooting around corners and being able to fire two separate blasts at once. I can try to answer more questions if you have them.

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The eye sockets? Not the pupils? Did you intentionally make it that limiting, or did you use a comic reference for that?

When I looked at how Man of Steel did theirs vs Superman Returns I saw an inconsistency. Cyclops is mostly like how Man of Steel did it as well. So I leaned to that. Then I thought about how a lot of the time eye blasts (in pop culture) do not instantly hit people just by looking at them, like they should. Instead they tends to sweep around and get close so making it the sockets worked better at replicating those kind of moments. Having them always shoot straight out of the face made more sense.

It was in part to weaken what would be an over powering modifier, since aiming is far easier with optial blasts, I didn’t want to make it overwhelmingly the best option.

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Man of Steel does it from the pupils. I think Cyclops does too, but he wears eyewear, so that would obviously limit his vision.

Also, it was like this in Man of Steel because he and Zod didn’t have much practice with it, but you can see in later movies that he’s incredibly precise. Hard to really show it off because it’s so deadly though. Homelander is probably the best example of heat vision because he instantly obliterates people with it with perfect accuracy.

As for this, I agree it looked questionable in the movie. They should have made his head facing farther away. That being said though, the same thing applies, as your FOV is only so big. He could have seen them in his peripheral vision and been unable to directly look at them because Superman was holding his head. :person_shrugging:

Here’s the thing though, you still have to aim. You can’t hit what you can’t see. The only time that would work is if you had X-ray vision, but you would never blindfire. Even the military or police using suppressing fire always look where they are shooting. It’s waaay too dangerous otherwise.

So given that in 99% of cases, you’d need to be able to directly see what you’re looking at, the optical blasts would be better because it removes the need for hands, no?

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Yes, they glow like that but look at the application. General Zod gets his neck snap to stop his head from being aimed at that family, it wouldn’t have taken anything for him to just glance at them.

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You can hit what you can’t see it is just far less guaranteed. That’s the trade off, optical blasts are easier to hit with. Hands have a greater range of use. I don’t actually consider optical blasts flaws, but I felt that going from two blasts to one and with a limited arch was more hinderance than what accuracy provided when the only two categories were Strength or Flaw. This was one of the powers that lead me to combining the two categories and calling them Modifiers because sometimes there are just tradeoffs.

It is probably more accurate to say that the larger the beam the more it was eye socket than pupil. The finer uses of eye blasts tend to be thinner beams from pupils. This might be something I employ in later stories.

Yes, his eye beams best reflect pupil based eye blasts. This is not the direction I went with though in part because of how overpowered they could be. It is the same with the removal of teleportation.

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Hm. Doesn’t that depend on the situation (and potentially your spatial awareness skill/powerset)? Imagine someone’s grabbing you from behind; you know where they are, but you can’t see them. I could imagine hand-blast could be used without seeing in that kind of situation (because you can literally feel their location). Or if you’re the type to employ offhand backhand, I wouldn’t see it too much of a stretch to use offhand back…blast? instead.

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