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Hello! Another month, another release and another dev.plan. So, let’s see what’s coming up next in Yorna: Monster Girl’s Secret.

The “Next Monster Girl“ poll is already alive and you can vote for your favorite girl here. This time you have “mountains and snow” pack to choose from. Aside from the usual stuff, I want to create a small public feedback poll about the gallery further into the month.

Yay, now I have an additional artist to support the game. While I want to give a break to the initial art mage, the game will receive at least 2 scenes and a pack of new frames for the coach maid scenes. New frames will include clothed version, a proper outer ending and extra emotions for Ada. She’ll get some new dresses too.

As a cherry on top, I plan to make the third scene with a classy musical instrument. Yet I’m not sure about my business-trip schedule to properly implement it in September. But I’ll do my best.

I will continue to make new cutscenes in Ada’s castle and the surrounding grounds. Sometimes they will be for pure fun, sometimes these meetings will give an opportunity to increases Ada’s stats. I will base some of these events in the same location and begin as the player leaves and re-enters the zone.

Yorna will receive a new mechanic for lowering Ada’s slut level via rituals and potions. Sand Town looks like a suitable location - I heard Mio’s herbal tea works wonders. Be warned though - leveling lewd level after this will be harder.

Some players also requested a way to increase Ada’s slut level via non-sex means. Guess potions can take care of this too yet I must think about implementing this. As you know, slut level increases enemy’s damage from lewd attacks which can become a problem.

This will be a more tech rather than gameplay point. Some players reported problems with Yorna’s performance and memory usage. I already contacted RPG Maker’s support about this issue yet their previous answer took 7 months to arrive. So, yeah… While I’ll try to tune the code and perhaps prune plugins, there’s a huge chance the issue lies deeper. 

No, I didn’t forget about strange MacOS problems with saving the progress/option choices. In fact, I tested it with various inputs on the virtual machine and they passed with flying colors. Looks like I need to get real hardware for the test.

Also, I’m thinking about upgrading to the last version 1.6.1 in hope they fixed it. Last time I tried it, the editor crashed every 5-10 minutes, events lost their code and scripts and graphics refused to stick to their origin. Let‘s hope devs did their homework after a year.

Auto map-building for ”endless” dungeons will have to wait its turn for the feature goal. The foxhole went further than anticipated. At their current state, it’s a rather dull grind for exp and money yet demanding for time on support and testing.

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