MBR Vs. Demon Tale Development (Patreon)
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In response to a question from comments, although I figured it would make an interesting post for some:
Monster Beater Reki is probably the most complex game I've completed to date, though not necessarily the most complex I've worked on, mainly due to the amount of animation necessary to complete the game. For that game, I wanted to make a retro looking, colorful, stylized, and light hearted hentai game. Almost the kind of game I would have wished for before I was able to do any of this stuff. The hardest part was getting through the 100+ animations for the different characters of course, and as with any long and drawn out project, sticking with it to completion is a challenge. I'm proud of how the game turned out though, and glad I was able to complete it.
Mechanically speaking, MBR is very simple despite the somewhat extensive animation. You move from left to right, and beat up the enemies. The controls aren't that extensive or hard to learn. There's some story, and several branches which I want to say took quite some brainstorming, and admittedly I'm no writer. It was still super fun though.
Demon Tale so far is different from Monster Beater in several ways, despite also being a beat em up game. If you've played the alpha, then you're already aware of the more in depth control scheme for the game, as well as the 2.5D movement, vs Monster Beater's 2D movement. So functionally, this puts Demon Tale a tier above MBR at face value, and from a programming point of view. The number of entities that are allowed to be active at any one time in Demon Tale, as well as the fact that characters can be recruited means resource management will play a much bigger role in all conceivable ways for this game. Also for this game, I'm using a "swapped parts" layout for handling a lot of the animation, meaning that characters will quite obviously be sharing different animations as well as different parts for animations. This can make some things easier and more efficient, but can also prove challenging when creating more dynamic looking animations. For the kind of game this will be, I feel it works well though.
Story-wise, I'm once again brainstorming. How serious do I want the tone of the game to be? What will the overall relationship between the the main characters be like? Do I want to introduce more important characters? How many different types of enemies do I want to include? What are their powers? Weaknesses? Hentai animations? This is of course going to be another big one, but I'm sure we'll get there.
Anyway, thanks for the query. Of course, if anybody has questions, always feel free to ask. If it's something I've got an answer for, I'll be sure to tell you.