Future Additions/Changes (Patreon)
Content
As with anything, this list will change over time to add even more things, but we figured you'd wanna see what's coming up so far;
ADDITIONS TO THE GAME (currently planned, we'll be adding more over time):
- Add interactive, playable tutorial to beginning of game; will be set in the year 1000, before Talia/Faye go to the year 3000, where the King teaches the player the basics of the game
- Add an opening cinematic in the year 1000 that covers the basics of the game's storyline & shows the girls teleporting to the year 3000
- Add save pad animation
- Add crouching shot for Talia
- Add extra language support (Spanish, Japanese, more languages coming)
- Add in-game menu with running tallies of what you have/haven’t done
- Add many more cutscenes per level that will flesh out the story (some with hentai, some without)
- Add more cutscene differences based on what databanks you've read and what other cutscenes you've seen (different lines of dialogue/parts of the storyline revealed, essentially)
- Add more of the ongoing mystery within the databanks and game’s storyline the player will have to solve (we already have a bit of it in the Fire Level demo databanks, but of course this is a very bare bones thing, it'll be much more fleshed out and in-depth for the final version of the game)
- Add background parallax scrolling (multiple layers)
- Add dynamic lighting (projectiles and light sources will light up the environment around them in real time, with less light on the background layers from parallax)
- Add dynamic music composed by CheshireCat (for an example of what dynamic music sounds like; https://www.youtube.com/watch?v=19Njdd2TKhg go to about 50 seconds in, the music changes there when the battle starts; we'd be employing this to have the music change in real time when enemies get within range, or if you have a boss nearly dead, or if YOU'RE the one at low life, etc.)
- Add 3D sound (so you can tell where enemies and effects are at by the sound alone)
- Add game over screen for if the player quits (and game over CGs if we meet the stretch goal on Patreon to hire CG artists!)
- Add extra mechanics for the vents in the Fire Level to accommodate more complex puzzles for them
- Add options menu with re-configurable controls, audio options, and more
- Add cutscenes where Talia reacts to databanks with a short, spoken out loud, one or two sentence summary regarding her personal opinion on what she's just read
- Add between-level sex animations that you'll be able to see if you get all the databanks in a level; how this fits in the game's lore will be shown in the actual game with cutscenes and actions, as it's rather long to explain here
- Add a visual indicator to show “mana recharging” for Talia’s abilities she gets from each of the level bosses
- Add “skip cutscene” button to instantly skip past cutscenes you've seen once before
- Add a cutscene editor that Patrons will get also if they're at the Editor tier levels, allowing them to make their own cutscenes
- Add a gallery that lets you watch all available animations + cutscenes with original step by step dialogue or just straight up animation loops
- Add a sound test to listen to the music in the game
- Add visual filters/polish for certain events
- Add camera zooming in/out for certain events
- And of course, adding all the stuff we already said we'd add, like 4 enemies and a boss to each level after the Fire level (so 25+ enemies across the game), with two sex animations each (so 50+ sex animations across the game), and five total levels, all that good stuff
CHANGES TO PRE-EXISTING CONTENT (currently planned, we'll be altering other things as we go and see fit):
- Change Talia's charge shot to have two levels, with the first level being a shot that goes through all enemies but does a small amount of damage (equal to a normal shot), and the second level only hits one enemy, but does a ton of damage (equal to the current charge shot's damage)
- Change health system for normal difficulty mode (easy mode is staying unchanged); team is currently discussing how best to rework this, currently leaning on removal of "health regen without doing anything for it" and adding in incentives to kill enemies to keep your health up somehow, but this is up in the air for now
- Change the design of the text boxes and fonts to custom designs/fonts
- Change Fire Level maps to accommodate all the changes in the engine/gameplay as time goes on
- Change game's engine to C++ (currently, it's in GameMaker, but 90% of the code is already in C++, but doing this will make the game run much faster on most people's computers, as well as allowing us to make many of the aesthetic and gameplay improvements we've got on this list)
- Change databank aesthetics to have different colors/visual effects to differentiate the “type” of storyline they have within them (core storyline, useful tutorial-esque info, or just regular databanks)
- Change the Fire Level boss fight mechanics/gimmicks to be more complex and action-based, while removing the current RNG in said battle and making things a lot more fair (but still challenging!)
- Change enemy death animations to be more “satisfying”
- Change the hitboxes for all enemies to be more accurate to their sprites
- Change the level editor to be much more fluid/easy to use
Finally, we'll be re-tuning all maps for all levels, upon finishing each level, to better fit whatever additions have been made to the game’s engine, gameplay, aesthetics, so on.