Devlog (Nov 3, 2024)
Added 2024-11-03 05:12:50 +0000 UTC
Hi, here's what I did since the last devlog (summarized):
Fixed bugs in 0.7.1.
Implemented lots of performance improvements (0.7.1 had some performance problems on the water/forest levels w/ a full party).
Implemented gases (e.g. steam, smoke, poison gas). Right now the mechanic is not very developed but I think there's a lot of potential!
Made lots of mechanical changes to fire(balls) (e.g. reeds/trees burn probabilistically)
Implemented new dungeon generation logic. The old logic filled the level with walls before digging rooms. The new logic fills the level with a combination of terrains/objects before digging rooms. It also generates bridges! I think the next step (to make the levels more interesting) is to add more interesting encounters (e.g. bosses, puzzles, traps).
Added hard/finishing animations to all h scenes
Here's what I plan to do in the near future:
I have some new HCGs (2 for Pila, 1 for Paila, and more are coming) so I plan to write the associated scenes.
Changelog for versions 0.7.2-0.7.15
Roguelike
Implemented gases; added steam, smoke, and poison gas.
Added new monsters: will-o-wisp (placeholder sprite), rafflesia (placeholder sprite)
Added new terrains/objects: lava, steam vent (placeholder sprite), burnable bridges
Added new items: tome of explosion, tome of poison gas, potion of smoke, potion of fire immunity, potion of antidote
Flames have a 5% chance to burn objects on adjacent tiles each turn.
Fireballs have a 100% chance to burn a tile when colliding and 5% chance to burn the tile when passing over it.
Trees block movement (and collide with fireballs)
Axe's melee attack removes trees (I forgot to implement this for spin attack)
Reeds reduce presence (rather than set "base presence") (I planned to remove the "base presence" concept but I forgot to make the same chance for water)
Parched reeds have a 10x chance to burn.
Trees/reeds/bridges generate smoke when burned.
Water generates steam when burned.
Added drenched status (+fire resist, -elec resist)
Water/steam puts "drenched" status
Added new dungeon generation logic (uses other terrains/objects for "walls", generates bridges)
Added "fire level" dungeon region (B5-B6)
Adjusted monster table for other dungeon regions
If a monster bumps into you while you are invisible, it becomes able to see you.
Change how multiplicative bonuses stack (+20% and +20% should be +44%, not +40%)
Tome of fireball does +2 damage per level (rather than +3)
Narrative
Talking to Pila is required for Paila to appear in the dungeon
Viola goes past B5
Art
Hard/finishing animations added to all sex scenes
Hot spring tile has ledge
Spiderweb is dark on sand
UI/UX
Don't preselect options in dialogue menus
Remove fade transitions when changing cg animations
Add green rectangle for poison damage on portrait (over the red rectangle for normal damage)
Fixes
Fix bug where you can teleport to spaces outside your field of vision
Fix bug where you can equip the same ring to both slots
Viola's, Miran's, and Paila's starter items are sellable
Fix Miran being in a bad state when loading 0.6.x saves
Fix misc issues in Miran's dialogues
Fix Seri's post-content conversation repeating Viola/Miran introductions
Fix bug where felling Nanako and Yuu in the same turn causes an error
Fix bug where falling in town makes you go back to town without a continue prompt
Performance improvements
Store terrains and features in arrays (rather than dictionaries)
Store various field of vision, pathfinding, and dungeon generation data structures in arrays (rather than dictionaries, priority queues, etc.)
Check if a point is in-bounds by checking 0 <= x < MAP_W and 0 <= y < MAP_H (rather than checking if the point exists in a set)
Use different functions to check if it's possible to see past a point (when calculating field of vision) when underwater / not underwater (rather than check underwater status for each point)
Pirahna/octopus/crab have different move abilities so other monsters don't have to check "Am I a pirahna/octopus/crab?" when calculating paths
When inputting directions, FIRST check that the ability can be used via direction input and SECOND check that the ability is usable (rather than the other way around)
Sprites use 1 GameObject (Unity) (rather than 2)
Don't animate sprites outside field of vision
Misc
Upgraded to Unity 6
The latest version can be downloaded here: https://ayumu98.itch.io/the-demon-lords-lover-patreon (password: eterna).
Thanks for the continued support!
And feel free to check out the discord channel, it's cozy <3. If you need an invite feel free to dm me.