After an very long (many years) hiatus from
TiTS, i went back to see how it was doing and i was blow away by differences of improvements the game got between all the years i had not played the game (New Texas had freshly come out at the time).
So that got me thinking why not port some features from there to
CoC2?:
-- Like the
PC Doll being applied in the
Character Appearance tab of
CoC2 with it tweaked towards
CoC2's appearance metrics, all while still being able to alternate between the above mentioned and uploading an bigger image so to see the full body of the
PC from an selected image file by the player through the settings.
Also having at the
Waystone Companions swapping the current selected set of said
Companion displayed instead of their base images (only if it does not have any body changing mechanics or visual ingame changes like with
Leo Cait).
-- Having the option in the settings to manually be able to set an limit for the maximum breast growth towards one of the pre-defined chosen cups, like with the
Cup Max slider option within
TiTs's custom
PC Doll (but in terms of it affecting the game instead of just in the custom option
PC Doll) having four diferent limits but adjusted to
CoC2 metrics (this also could possibily help with aliviating an bit the situation with the
Hornet Ring if there would to be an flat cup growth limit if wanted).
-- The
Isometric Map feature from
TiTS within the
CoC2 map but with the tile clicking movement system from
TiTS minimap incorporated in it or you could also use the button menu below with the shortcuts to move as alternative to clicking in the map section.
-- This is an suggestion probably for both games (altough it definitely would need some time for it to be accomplished) wich would help expand their fantasy world and the player immersive experience within it.
That is within the
Isometric Map option you could add features that would emulate being the surroundings of the map around the pathing tiles (like grass, water, houses, etc.) or even beyond the immediate area surrounding the pathing tiles, wich would be semi-transparent aswell and become even more transparent if you would to be behind such an feature wich would obstruct the players visibility of the
PC current location or stepping in an structure like an house.
-Beyond the above, you could also simulate terrain height by putting an pathing tile (or tiles beyond that) slightly more below or above (as in an slump or an bulge) when encountering different terrain types like an river below or going up an slope towards an higher point.
-An step even further would be to add an Gif style
Animation (as
TiTs has various animations incorporated in it as far as i have understood it, as i still have not encountered any beyond the tuturial and slightly more to see how it specifficaly is incorporated) to the surroundings like the grass or trees moving from the supposed wind, critters like birds, instects, etc. ... sometimes passing by or even the simulation of an river flowing (much like in the old Pókemon games, you could also apply that to the none
Isometric Map option of the map).
All that would be also optionally enabled in the configurations, so to create an more simulated indepth immersion of being in the worlds of
CoC2 &
TiTS.