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Hey guys just a quick development update. Aside from some bug fixes, I have been slowly updating the visuals. Atm, the base / church is 90% complete, so here's some previews:

Some important rooms is moved to a 2nd floor. In the future, any npc or prisoner you have max romance with will be sleeping in your room.


Here's one of the basic rooms. I plan to put bathrooms in every maiden's room that will have a peeking mini-game.


The prison is also updated, you will also get to mine some of the crystals that germinates the island. You'll need it for some upgrades and sometimes npc's like them as gifts. The prison will be governed by the Warden Sister and you will be able to see her in the update coming soon. (yes, she can be yours but you'll need to up your prisoner game)


Finally, the cockpit. Yes, it is a strange amalgam, but that will have to be suggestive in the lore. There will be another sister stationed here you'll meet and is also another way for you to transition back to the world map.


SPEAKING OF THE WORLD MAP

I am sure you are aware it is fugly at the moment. But it will require planning to improve it visually. It will also be procedural after the first boss, so yeah more code and planning so please understand how it looks for now.


ANIMATION

The Shroomaiden lines are finished but i will be experimenting with it for a bit. I'm not sure if it will make it this next update but if the experimental process works on her scene, it will be used on the rest and it's gonna speed up production with some sacrifices, which i'll explain once it is also ready.

A new enemy lewd scene is also in the drafts, so stay tuned for that as well. 


PRISONER SYSTEM

I've already started coding the prisoner system and a basic loop for it will be available in this next update. I wasn't able to finish it because I had to learn the dialogue system addon. I was able to incorporate it in the game engine successfully tho but it took about a thousand hair strands off my top. It was a stressful week, but I think it is worth it for the way the dialogues will be branching. 


AI

For the initial test for the dialogue branching, I will try to use ai for the script. Never used one before so if I hate it, I'll scrap the idea. But who knows, maybe it could just assist. If anyone of you guys have experience with it, send your recommendations.


Anyway, I can't wait to crack it and finish it soon as I'll badly need player feedback for it. Thanks for the support as always!

-kReig out!


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