Essay: the Plan Ahead (Patreon)
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I understand team battles may not be everyone's thing, but it really does open up possibilities. For starters, group orgies wouldn't make sense without first allowing there to be more than one active opponents at once. But what's really exciting is that it allows the game to be free of the "wrestling match" constraint. For example, a side view beat-em-up mode or a third person dungeon crawler mode where the player can move from area to area encountering enemies along the way.
Back to the new girl. The plan is to release her in 3 patches.
The futa version will come first. The goal is to finish her hair, outfit and along with 8 new additional holds. Her combat abilities will be a copy of Wolfie's. In addition, there should be enough futa moves now to start generating randomized futa girls if the futa toggle is on. My aim to to get this patch out by the end of this week or early next week.
The second patch will implement her own stance and combat abilities. I have some ambitious plans.
The third patch will implement her non-futa version and wrap up any loose ends. This should take us to around mid March.
After that, there are 2 path we can take.
The first is the conservative path to start working on the "story mode." The "story mode" setup is going to be very similar to 赤首の闘技場 (one of the better RPGMaker games, eng translation available). You will play as a MC and the game will have "turns." Each "turn" the player can choose from several actions such as "boss fight", "practice fight", "talk" or "training", etc (I suppose "prostitute yourself" is always a possibility too...). It is going to be more RPG-like than fighting game-like in the sense that you will be able to level up your character and do "quests" and "side-quests." These may affect the "ending" and may make "boss fights" easier or more difficult. Probably not going to implement walking around in "town" as that takes a lot of work to setup in 3D.
The "story mode" is very important to the game because it will finally give the game a sense of "purpose" and a much needed "core-gameplay-loop." The game currently feels more like a "sandbox" rather than a game. So it will be implemented no matter what. The question is whether or not to take a leap of faith and implement "adventure mode" in Heroine Rumble.
"Adventure mode" is what I described earlier with the dungeon-crawler/beat-em-up concept. No longer will we be confined to a wrestling match and we will be able to move from one area to the next. Instead of always facing opponents who are equally strong as us, there will be mobs of the "Minion" class.
The "Minion" class is interesting because unlike the "Heroine" class, "Minions" do not perform holds on each other. Practically, this means that the "Minions" are not bound to use the "standard heroine skeleton" and can take any shape or form. So yes, that means tentacles, slime, dogs, non-humanoid, etc will all be possible.
"Adventure Mode" just seems like a natural extension of the engine and too juicy to be ignored. Whats unclear at the moment is whether to implement such a mode in Heroine Rumble or reserve it for a future title.
Anyways that is long enough of an essay so thats it for now.