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#9 Progress Report 2024/9/14

This is the progress report for the game "Sister Virodar" for the month of August. This month, I’d like to mainly share updates within the game as well as plans for future updates. You can find the latest version's update details in this article!

Game Update Details

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As mentioned in the previous posts, this update focused on improving the game's UI. Changes have been made to distinguish between different function menus. However, the UI is still not finished, and we will continue updating the UI alongside the creation of other content.

*Currently, some features have placeholders in the UI, but they are not yet fully implemented.

*The NPCs in the game can be interacted with, but they don't have any actual use yet.

Additionally, a new trap, the "False Goddess Statue," has been added. You may encounter it when entering a rest room, and it looks slightly different from a normal goddess statue. If touched, it deals damage, and if your health is low, you may be discovered by the succubus.

However, the defeat scenes for this section do not yet have voice acting. These will be added in future game versions.

Future Update Plans

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Many aspects of the game are still incomplete, and development is ongoing. My focus in the near future will be on the following points.

The game’s world setting is still unclear at the moment, so I plan to draw a large-scale scene that shows the surroundings of the protagonist. It may resemble the adventure selection screen in "Darkest Dungeon."

Currently, there are merchants and sisters (such as the Sister Scribe), but there aren’t any useful interactions yet. The quest system and resource management system will also be key focuses of future updates.

For now, there isn't much difference between the stats of the heretic sister and the zombie sister, so I plan to add a new skill to the heretic sister.

When a zombie sister is near a heretic sister, she will be able to use magic to enhance the zombie sister. The enhanced zombie sister will transform into a form that can quickly approach the enemy and leap to capture prey. A new defeat animation will be triggered when this leaping attack knocks you down.

As the enemies get stronger, I’m also considering improving the character’s performance. I might add a dodge action that allows the character to evade some attacks.

The existing in-game scenes are a bit plain, so I plan to draw more scenes and decorations to give the game world more storytelling elements.

I also hope to fill in the missing sound effects and voiceovers in upcoming versions.

Finally

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We expect there to be many bugs related to UI interactions in this update, so if you find any, please feel free to let us know.

Lastly, I’d like to once again thank everyone for their continued support and feedback.

If you have any questions or suggestions about this update plan, feel free to let me know!

This update is also free. You can get the latest version of the game from the link below!

Sister Virodar 0.16

Comments

It seems from this post you plan on going much deeper into the combat. The movement from one area to another seems sluggish (or maybe that's my computer, not sure), so it feels like you don't plan on having the main character go very far very fast, which implies not too far at all. Are you thinking more of a Monster-Hunter-style system like picking "jobs" from the other nun, and then going to locations and dealing with "quests" or something to that effect? Or are you thinking more metroidvania? Or does the area change around you as you defeat bosses?

Gurauki

只是打滚吗,我大概理解了!以后有什么合适的敌人的话,我会考虑一下打滚这个动作!

wd P

不,只是主角和修女在地上抱在一起打滚的动画,大概可以作为挣扎的动画

rpxxxx


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