Devlog: New skills and stuff (Patreon)
Content
Hello again everyone!
I wanted to release a small version update of MKM about now, but gave it some thought and decided to do the normal release instead (closer to the end of the month), because I want to add more stuff and make the content more meaty, in a manner of speaking.
The tentacle enemy is completed and it's design is that of a sinister dead tree which hosts an unknown creature inside. The ero scene became one among my personal favorites so I hope you'll enjoy it as well; I think that fans of tentacle and/or ryona might enjoy this one ;-)
As far as its skills goes, being a static enemy it had to have some tools to try and reach or hamper Maya in any way, so I gave it both a close range attack and a "ranged" one. You may find this enemy to be kinda tricky to deal with, specially when there's more than one of them nearby.
And on the topic of tricky enemies, there's been more and more challenging enemies added for Maya to deal with so she's been needing some new tools to deal with them, and so I will be adding new skills that will come in handy.
The general concept for them is as follows:
- A powerful slash projectile from Maya's sword, forward moving to hit distant enemies for big damage (also passing through and ignoring terrain).
- An invincibility shield will protect Maya from all harm and will be useful for players who might be having trouble with certain bosses or enemies.
- An upwards moving flaming sword attack (Shoryuken style) that can be used to reach and deal huge damage to those hard to hit flying enemies, as well as a means of reaching additional height for Maya; useful as a sort of "double-jump" to better nail down certain platforming sections or reach tall platforms.
As you can see, the idea is for each of those new skills to fill in gaps in Maya's toolset. That said, I'm still brainstorming some of the details on these 3 skills. For instance, wheter the shield will cost a flat amount of mana and have a set timer, or if it can be toggled on and off at will but drain mana while active instead. For the forward slash, I'm toying with the idea of it being "homing" or at least having an upgrade that makes it become homing, automatically targeting nearby enemies.
Oh yeah, one of the thing I plan on implementing is upgrades for the skills that player's can mix and match. For example you can choose to increase the dash speed, or reduce its mana cost per activation, etc.
In other news, the coming version will also contain the next stage, a new enemy and a lot of bugfixes that have been reported to me, as well as some additional stuff: an advanced option to make all vore be "final" (along with alternative versions of internal views), water-bodies now become transparent when Maya is inside allowing her to see the enemies that were hidden before, the struggle bar now indicates whether an ero scene may lead into an insta game-over or not, to name a few.
Alright, now I'll be diving in back to work because those line of codes won't write themselves and the pixels won't put themselves in place like falling tetris LOL so it is as that old Chinese philosopher once said: "the pixels must flow!"