Sharing The Vision - Part 1
Added 2021-08-15 02:05:54 +0000 UTCI have quite a few plans for Hom Factory, and now that I'm done mapping out the key events for the Prologue, I'd like to take a look at what comes next.
At the start I promised the ability to make your own Homunculus, and that has not changed. For that to happen, there are roughly 3 things that need to occur.
The first, is I would like to meet a certain level of patron involvement. This isn't for a greed related reason, but rather it will help me absorb/offset the costs associated with adding new Vixens to the game. Some additions will require commissions and others may require accessories (horns, tails , etc).
Ideally, 200 patrons would fit the bill so that's a goal I'm working towards. That would allow me to freely create whatever I need for the project, commission new artists to improve various aspects and much more without breaking my bank. Currently I do this out of pocket, so the process is much slower--this would speed up development as well.
The second is to revamp the alchemy system a bit. I currently use an inventory system created by someone else that has crafting attached to it.
My ideal system works differently.
First it starts with expanding Materials. These are what you get when you explore or defeat monsters.
Ideally, each material will have one or more categories that it belongs to, as well as a randomized list of effects.
For example, A Glowing Mushroom might be of the category "Plant" and "Poison".
You could use it in any recipe that requires a "Plant" or "Poison" as the ingredient.
Likewise, you could use "Glowing Mushroom" in a recipe that requires that specific material.
In terms of effects, effects will come into play with how effective an item is when used. Using "Glowing Mushroom" as another example, it could have an effect called "Venomous" attached to it.
If you were to use a "Glowing Mushroom" to craft a usable bomb, and the effect of "Venomous" is attached to it, then the bomb will not only explode, but disperse poisonous gas as well.
This is a very simple example, but basically this is how I would like the alchemy / crafting for the game to work. Thus, I've sort of hung back on adding too much stuff, knowing that in the future I may have to do a fair bit of work to preserve some items and what not.
I've already started on building and testing the framework for this as we speak!
The third thing that needs to happen is I will need to commission some assistance when it comes to making certain content for the game. I already sort of do this, as I hired a few people to create various poses for 3D models. Which you can see here:

And here:

Some of which have yet to appear in game just yet.
This will be necessary for adding the kinks to the game and various other types of specialized content.
For the next few updates, in addition with the normal stuff I'll be working towards fixing or obtaining all three of these particular project goals. Along with the usual content of course.
A while back I mentioned not working on this so much but.... I'm guilty of working on HF almost every day for the past few weeks now ^_-. I'll try to make the next update an even better improvement on the game as usual.
- Ren