May objectives and our new project! (Patreon)
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Hey friends!
I hope you are having a wonderful start of the month!
I took the day off yesterday to rest a bit, because the launch of Solas City Heroes was…intense! (I sent over 1k keys and 300+ mails) I definitely need a way to automate key distribution for the next games!
And I wanna thank all of you because it was a success!!!!!
But let’s go to the news!
First I wanna thank all of you who supported the launch of Solas City Heroes! Especially those that took a minute to write a review! Thank you!
And I also wanna thank all of you who are supporting me today, even though I haven’t said or shown almost anything about what is next!
So let’s get to that!
During the next few months I will be focusing on developing Kinky Fight Club 2!
It will be similar, yet with some changes compared to the first one.
The biggest change so far is that at the beginning it will be turn-based. This may be a drastic change compared to the original game being real-time. But here is the kicker. Later in development I will add the real-time mode. Sounds confusing, I know, but there is a method in the madness!
Basically you will be able to either choose to play as a turn based game, or as a real time game. Aside from that the general gameplay will follow the same ideas. For those of you who are new or haven’t played Kinky Fight Club ( you should try it, as always there is a free demo) the game revolves around the concept of competitive sexfights. Whoever makes their opponent cum first (or three times) wins!
While the game is centered around one vs one matches, during development I plan to add some way to have threesomes, maybe tag team matches, or something similar.
I’m really a bit behind in development, since I had to spend a bit extra time on Solas City Heroes due to some pre-release-random-bugs, as it usually happens. (At least I managed to fix most of them and the game is playable at release, unlike some AAA games that I tried lately…)
So the first demo will be around the 17th - 21th and will include the versus mode and the character creation.
In Kinky Fight Club 2 the character customization will be way deeper than in the original. I also changed the name for the attributes to make it more “common”.
The attributes now are:
- Strength
- Dexterity
- Constitution
- Intelligence
- Passion (previously called charm, as you can see in the picture below)
You will also be able to select up to 6 abilities to use, and have 3 passives!
Some of the systems will be added later on, like the traits system, which will allow characters to earn some traits (with both bonuses and penalties) based on what happens during sexfights!
As you can see in the screenshots, the game is in a pre-alpha state currently, there are no backgrounds and there is a lot of missing stuff. The core gameplay loop is done, now I have to make it be presentable to the player, and finish connecting systems.
There is also the “affiliation” selection, which has no impact on gameplay per se, later on I will introduce all 4 big teams that will be competing in the story. But that feature is mostly for roleplay reasons, so don’t worry about it.
One of the most complex features that I added is the possibility to have infinite custom characters. There is not a hard limit for how many characters you can have!
Kinky Fight Club 2 is being designed based on a lot of the feedback that I got from the first game, all the good and the bad!
So if you would like to see, or not to see something in the game, this is the post to let me know about it!
And yes, this time the story will be more centered on the adult gameplay and the competition!
As always with the first demo of a game it is a tough spot, since you guys come from experiencing a full game and now you will be getting a barebones skeleton of a game, keep in mind, due to the additive-development method I developed, KYFC2 will have a lot of content for a first demo, heck more content than other games have after years of development, but it still will be very unpolished and may have a bunch of bugs.
For this reason your support now is super important! (Especially because I’m starting to look for a new programmer/unity dev) So we can keep this project growing.
The upside of this is that, the feedback that I get from players helps me improve the game, so being some of the early supporters, your feedback can help the game turn into something that you could enjoy more.
How long will this project take to complete?
Considering that I have a good chunk of the core gameplay done, and I’m using some techniques that I learned during Solas City Heroes development, I expect the development cycle for this game to be less than a year for the Arcade mode, and maybe up to 18 months for the final product.
The story mode that I want to make for Kinky Fight Club 2 will be nothing like the one I used for KYFC. I want it to be more focused on the competition and interaction with characters. I don’t want to talk much about it because stuff may change, but I want to include romance options, free roam, making friends, making enemies, and stuff like that.
I will be able to put up a Roadmap next month, I need to get the first demo out and evaluate some stuff before planning more. But overall the development will be divided on 2 parts, and each of those parts will include:
Arcade:
- Versus mode
- Towers mode (aka the mortal kombat mode)
- Survival mode
- Tournament mode
- League mode
- Something something BDSM mode
- Gallery
- Character customization
Story:
- A long campaign the play
- Free roam mode (while not in a match)
- Talking and making friends (dating sim maybe?)
- A whole league of progression
- Joining a team (or not)
- Leveling up
- Different endings (affected by your score and choices)
Those are the main bullet points, and I just realized how long this post is, so I will just end it here.
TLDR: Kinky FIght Club 2 is coming, is like Kinky Fight Club 1, but better!
Support the development, get the demos, and on release get the game as usual!
Have a great week friends, and I will be back soon with more news!
Cheers!