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Friday, January 4, 2019

Plans for January

Hope everyone had a good holiday and Happy New Years.

As mentioned previously, I want to start wrapping up on implementing new features and move onward to content.

There are three significant features planned for January:

The first is cheats/console commands.

"Basic cheats" are included of course, like spawning items, give exp, kill command, fully heal self and so on. You can also use it to spawn units of your choice,  place them on different teams, and watch the ensuring battle/orgy.

In the past, there were a lot of interesting ideas and suggestions that were deemed too imbalanced or unsuitable for the regular game. I am pretty open to those ideas when it's a toggle after enabling cheats. So you can expect some wacky modes and experimental stuff in here as well.

Anyhow, as mentioned before, this is gonna be the reward for the new $10 Patreon tier. Information on how to use these cheats will be in a future post to come.

The second feature is playable males.

I thought for a long time that playable male feature isn't that important because you can come very close with futa + body sliders. But then I took a look at the number of moves available, and it turns out that there are far more male/futa-female moves than female-female moves. And this creates a big disconnect in game as there are far more female enemies. So if a player doesn't like futa content, then it's very possible they will be missing a big chunk of content.

Hence, I think playable males is a very important feature as well and I want to get it working before the end of January. However, please keep in mind that I am not going to create a male and a female version for every armor set - simply don't have the resources. So expect much fewer outfit choices for males, especially at the start.

The third feature is a major revamp in dungeon random generation.

Right now, the game generates empty rooms and hallways and then connect them together to form a dungeon. It works, but it's not very interesting or detailed. So I want to move onto a better system.

Essentially, this new system will allow the user to create premade rooms (by hand), and then the generator will randomly select a couple of these premade rooms, and sew them together to form the dungeon. This technique is used in lots of games, such as Warframe, Binding Of Isaac, and Enter the Gungeon, etc. This allows for a much greater level of detail and variation than empty rooms.

I don't have much other to add because, well, I havn't started on it yet. But there is one thing I want to say: After much feedback and testing, I don't think the maze aspect adds much to the game. Backtracking isn't fun, getting lost isn't fun, having to track down the AI because they got lost isn't fun. So what I want to do is to make the new generated dungeons more linear. Have a clearer path from start to end, less dead ends, less mindless running around.

These aren't the only features of course, they are the only ones I consider "significant." Again, thanks to everyone who supported / is supporting me and I look forward to finally pushing the game out of the tech demo stage.

P.S. The game name is probably going to be "Heroine Rescue Team." (With quotations around "Rescue" :wink:.)

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