Weekly spoilers - UI, Bees, and Planning
Added 2022-01-26 11:03:48 +0000 UTC
Greetings, my adorable Patrons~ This week I replaced the stock Undum textures with something custom. It ain't perfect, but I am quite happy with the progress. The UI no longer looks quite so unfinished and empty.
Rozzedew the Hiveling's encounter has largely been coded, and I am in the middle of writing all of it. There is little to say here except for: it will be done by Monday.
Below you will find the general planning for the coming period. With the graveyard done, there might be a couple of updates where work goes into core systems. So I wanted to give everyone an idea of what was being worked on.
Planning of future features (as of 26-01-21)
The following list is a collection of planned features, there are no guarantees any of them will make it in, they might be dropped for various reasons.
To be added soon-ish
- [Fluid systems] Make it so that the player can get covered in fluids after adult encounters. Fluids will disappear over time, or can be removed by showering. Being especially filthy might unlock/prevent some encounters.
- [Map 2.0] Currently I hand-place every tile in code, this is dumb, and very time-consuming, so I need to hook up a tile editor. A boring task, and quite code-intensive, but crucial for delivering future content in a timely manner.
- [Find Mona questline] The next big chunk of content, which I will start working on after some technical updates.
- [Simulation 2.0] This is a big one, changing how characters and objects in the world are modelled in order to allow for more interesting mechanical interactions. The following things will be possible once this update is done: Walking NPCs, interacting with objects from a distance, loot can be placed on the map, NPC summoning other NPCs, using skills on NPCs while on the map. Most of this won't work immediately, but at least the system will allow for it, making it possible to add content that uses these features in the future. Updating the old content to use the new system will be done over a number of weeks while also working on other stuff, as that is very time-consuming, and most of the graveyard will most likely get an overhaul.
Medium term plans
- [Virginity] Track player virginity, and make some content that interacts with it.
- [Loot 2.0] Re-balance equipment to have more stat benefits, add selling stuff to shops, add more lootable items, update loot tables.
- [UI 2.0] Most of this is already done (icons, navigation compass, etc.), but I still plan on adding hp/flux/lust bars to the player character portrait.
- [Dungeon 2.0] Add a bunch more content and interactions with the dungeon building system.
- [Combat 3.0] TLDR: Add a second encounter type that revolves more around stats and skills than story. The current combat system (Combat 2.0), is the narrative puzzle system you will be familiar with. It does its job of telling stories very well, and will continue to be used. However, it does come with some drawbacks. By its nature as a little story, the number of interactions (with skills, spells, and items) is limited, and every playthrough of the encounter is the same. This makes it suitable for one-off fights, but a poor fit for more generic enemies, also it limits the number of interesting items and skills I can design. With [Simulation 2.0] allowing for more interesting on-map interactions, I will likely be adding more generic NPC to toy with, with that also comes a need for a more generic encounter type. The exact details are still in the works, but this combat type will likely be a blend of a traditional RPG fight and wrestle the opponents out of their clothes shenanigans.