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Bimbie is nearing a 1.0 state, which will effectively mean that the game is considered mechanically complete. The original completion date for Bimbie was formerly the end of March; now I am for it to be in 1.0 by the end of May.

The last remaining goals before the 1.0 release are:

- Adding in the two new Bimbie characters. I just sent the money to the artist this morning, so anticipate seeing their artwork uploaded here in the coming weeks.

- Adding in some comic pages currently being drawn by Vjeol. These are a bit experimental and will appear in the introduction for the first level of the Agent campaign.

- Difficulty adjustments, particularly in the Agent campaign.

- Level graphic updates, including more decorations in the levels that are a bit bare.

- Tiles that are collide-able will receive darker edge lines for greater contrast between open terrain

- Campaign time completion high scores at the end of a campaign (and perhaps for each level as well)

- (Maybe) a standalone Agent level where the goal is simply to collect as many re-spawning samples / activate broadcast towers before succumbing to the infection

- Remove all the cheat hotkeys, or perhaps as with Exile, reserve them for special Patreon backer cheat/debug builds.

As with Exile, new Agent and Bimbie characters can continue to be added into the game post 1.0, particularly as I'd like to include characters with more varied special abilities.

Once 1.0 is released, we will be shifting our focus to the next game, currently nicknamed "Transformation Tycoon" which will be a more UI-heavy, simulation/business tycoon/management style game where you run a clinic fulfilling clients' transformation fantasies for fun and profit! Similarly to how Bimbie was meant to be a learning project on Unity basics, the tilemap system, pathfinding, and basic AI, TFTycoon is meant to help me learn how to create better user interfaces and hopefully better code organizations and better practices, More on this in the future.