My general development aim again is to keep refining elements of the game to get it ready to show off / market in demo form.
Working to make dungeon effects functional (poison clouds for zones, increased event risks etc), as well as dungeon goals (tasks you can complete in a zone). Completing a goal or earning in-game achievements will award ‘tokens’ which will be a alternate currency used to buy fun items / cosmetics (like special clothing for your player, and maybe even characters in your crew/brothel, possibly unlock sex scene stills or something)
These tokens will likely not have much of a gameplay impact, and pretty much would serve a set of extra tasks and rewards for the player to complete for fun.
This is not a micro-transaction currency, the tokens and dungeon goals are inspired by the dark cloud games.
Also, did some quick art assets to convert the Tiana blowjob animation for Aurelia, planning to add a scene where you catch her stealing and can extort a blowjob with dialog.
I’m feeling a lot healthier and on prescription painkillers, so I was back in full flow for work over the last week.
Got the bulk of the politics system added, which allows special scenes to trigger when travelling across the map, where crew members with expect a choice to be made about ship policies or personal relationships. These choices will create a temporary or permanent change to certain elements of the game, like character relationships or ship income.
I’ve also squashed more bugs and added improved keyboard support (holding space skips through dialogue and transitions, number keys work properly for choice dialog) as well as added some new scenes to the first dungeon.
This week I’m going to focus on further balancing the first dungeon, as well as finishing a ‘flagging system’ for dungeon scenes, to prevent the player and crew being instantly KO’d by a difficult encounter. I also hope to draw up some lewd artwork for the lizard boys on defeat at the dungeon boss, and generally tick more tasks off my demo checklist.
I’m feeling closer to having a solid build, so looking forward to marketing and hopefully generating more interest in the project 🙂
I’ve been in constant pain since last Monday which has caused hindrance to my work (neck,shoulder,right arm,stabbing pain in right shin) but just got back from doctor today with suspected nerve issues in my neck :'(
I’m awaiting appointment with Physiotherapy, but got some strong painkillers in hopes that I can focus better on coding with my left hand (I’ll likely not be able to draw this month sadly, as using my drawing hand causes the pain to worsen).
Not sure what goal to set at the moment for this week, but I’ve revised a list of priorities of tasks to be completed before classing the game as being in a stable demo state. I’ll likely just check off as much of those as I can.
I’ll need some basic text sex scenes for the prostitution system, so if you’d like to help out and also feel you can write some sexy stuff with clean grammar, send me an email (email@example.com). This includes any writers I’m already in contact with, hit me up! 🙂
Also still seeking paid artists, so contact me if you think you can help out there also.
New alpha build available (expect bugs and unfinished features):
Gonna try be brief, as have some horrible arm pain at the moment (muscle strain or maybe carpal tunnel) and need to rest .-.
Added the basis of the brothel system this month, reworked all the main characters into the new optimized loading system (which also supports rigged animation), and made the save and load system far more stable (as well as fixing loads of other bugs).
I was also recently informed of other websites uploading my game builds, so I added clickable links to the title screen that leads back to my social media.
The majority of launch crashes (caused by the game and not an individuals hardware) should hopefully be resolved now, but if you are having issues with crashes, please let me know via email 🙂
Feel free to contact me about anything at:
Nothing much to report from last week (specifically don’t have any interesting visuals to show off). The task I gave myself last week was to add more functionality for the brothel system, as well as create a stable save system, so there was a lot of coding towards that but no completion.
I did some testing of existing features, which led me to run into a lot of new issues/bugs. This specifically stemmed from my conversion of all the game characters to the new and optimized ‘Spine Animated’ characters.
My focus was pulled from my initially planned goal to fix a lot of these issues, and that is still ongoing, so I’m gonna extend the goal into this week also to finish improvements on the save system and add more to the brothel stuff, as well as fix these new bugs.
Just a weekly update to mention that the bare bones of the brothel system are implemented. You are now presented with 3 options for whores to hire when docking in a town, of which a panel shows you the details of each whore.
I’ve also created limits to the random generation of the paperdoll system (character viewer). These limits will check the intended race and prevent a lot of unusual combinations of parts (to avoid baby-faced beefcakes and bearded ladies). Each city will provide a different race or type of generated whore, so I may allow a specific town in future to allow ‘no limits’ generation for those who’d want some goofy looking characters in your brothel.
Here’s an image of the whore viewer (UI is not final)
Currently, micro management based around levelling, suiting clients to the right whore, and keeping them happy to increase value by:
- Providing them with their desires
- Matching them with clients which suit their preferred role
- Supplying apparel (which you can find in dungeons or purchase) which matches their preferred role
- Managing their traits, which can reveal negative or positive results
I’ve still got to properly implement these features, so I’ll be focusing on that this week, as well as aiming to create a stable save system.
Just a quick update to say that I’ve finished adding the new Spine animation system to the characters in game, further reducing the heavy strain on the initial game loading. In combination with the latest ‘PaperDoll’ system rework, this should stop any crashes on startup related to memory issues from now on.
I’m also forcing myself to take a more focused approach to developing, creating strict goals/deadlines to complete each week rather than spreading myself thin over many types of features at once.
This week I’ve tasked myself with getting the ‘bare bones’ implementation of the prostitute/ship brothel system. A choice of potential whores will be auto-generated (using the PaperDoll character generator) upon search within a town, each with unique starting stats, personality traits and preferences.
You will have the ability to manage hiring courtesans, picking the best whore for picky clients (who tell you what they prefer in a lover), providing products (to alter whore appearances to suit picky clients) sex toys, and kinky clothing (to boost whore stats). You will receive more cash and reputation for doing things correctly, but will also need to manage the happiness of your brothel for the best possible income.
I’ve already drawn a set of shiny leather apparel and added a horse cock option to the PD system (as well as cleaning up some existing art):
Dynamic text scenes will be added to have sex with your own whores, and to service clients and level up as a whore yourself. I’m not sure if I can do animated sex scenes or dynamic artwork on my current workload (due to each whore and client being randomly generated in appearance) but you will be able to see your whores and dress them up in the character viewer.
I’ll be hearing suggestions for what features you’d like to see in the prostitution system, as well as any other element of the game as usual 🙂
New alpha build available (expect bugs and unfinished features):
I hope everyone had enjoyable holidays and a great new year! 🙂
A unexpected focus on what I worked on this month. I started out by creating an improved inventory system to categorize items by type and show their information better, as well as the ability for characters eat consumables for HP recovery.
I also added a new item type: ‘products’, which will be manufactured goods such as transformation potions, sex toys etc…that will cause an effect to the player when consumed. For testing examples, I’ve added Guar milk for breast size increase, ‘Fem Velour’ facial feminizing slime, and a potion that causes a random transformation (which still requires limiters to prevent really silly changes).
Each product shows a descriptive text scene when used (dynamically loaded from external .txt file) and performs an effect from a list which will be built up over time (allowing modders to stack these effects to create their own items). The text scene system is also new this month, and will be used as an occasional alternate method for text sex scenes in the game, similar to Euphorian Tide (my previous game).
An unexpected workload this month came from increasing reports of players crashing on launch. As mentioned in the last blog post, I discovered the crashes to be a memory related issue, caused in part by excessive image assets for characters, and the existing paper-doll system.
I decided it be best to take the time to rework the paper-doll system using Spine animation software (which is used for sex scenes) and texture packer to compress the assets into a very small amount of images. This was time consuming to export each character part to this new system, but I also took the time to make many improvements to the art, coding and created animation support for the player character viewer. Artwork is still not to be considered final, as I rushed to finish this for now so I could switch focus to more important game systems and content.
I’ve still to port the main characters to this new optimized animated system but hopefully, paper-doll changes alone have fixed the launch crash bug.
Please report back to me if this bug has been fixed for you with this new build 🙂
Although please forgive me for many other minor bugs ^_^’
Feel free to contact me about anything at:
After recent testing and with the help of players, I’ve determined the common launch crashes (where the console mentions a random .png image as the cause) is due to memory issues on certain hardware.
A temp fix is to export a separate build with lower resolution textures and lower quality audio files, but I plan to optimize the assets (likely a little bit with each build) in hopes that everyone can run the game without trouble.
Sorry for the inconvenience caused :O If you have issues launching the game and really want to try it out asap, I can send you a test build with lower quality assets in the meantime.
Just a quick post to say that I’ve added MEGA as a method to download game builds.