Injustice Build Update (Patreon)
Content
I've redone the heist system just slightly. Before I tried to have a little counter to calculate the percentage of success of a heist right up front but it was just a lot more trouble than it was worth. So now once you go to confirm your heist it'll give you a little notice on the % chance of success of the combination. Calculating it on the fly would have just became too much of a tear down and I didn't want to waste that much time on it. It will always go by 10% increments and that will be the actual roll out of ten. Before each villain just had a number and if you combo you choose added up to be the amount needed or higher you succeeded and if it didn't you'd fail. Now it adds more difficulty to the chances because getting a 100% chance requires higher level villains. I've always wanted the heist system to be a side gamble and not just a money powerhouse. It's still overpowered without the Threat system in place but at least now you can gauge if you want to gamble on a certain percentage chance. Also Mercy and Tala as a combo will always get 0% so you can't just roll them over and over. I'll probably replace Tala with someone else eventually just so you always start with Mercy but you don't have two free characters to use endlessly.
- Stargirl -
Stargirl and her sprites are in now. She has a dance and two stripping ones. You can get to unlock her much in the same way as Vixen and Zatanna. For the last three heroines for now I want to make some more involved lines of events to be able to capture them. Probably collecting certain items to build something or completing a couple errands for someone to get some other stuff. Definitely more involved than the other girls and they are much more difficult to capture.
- Capture -
I'll put a little pop-up to display the chance of success for the villain to capture just like the heists. There is always a 10% chance of losing your device on a failure too. I don't know if this will make it into the build coming out this week.
- Glamour Slam -
I might change the lap dancing to something else just because it's pretty limited in that's there's only really two poses. I might change it to them playing with toys or some other tease thing but something that just has more options in what's happening.
- Events -
Some more progression with Tala, Lois, Roulette, and some other girls. Most of them will all follow a similar style of unlocking more options. The options and the way they react will depend on the characters and how high your relationship with them is. Also once you get further in you have chances at damaging the relationships, you can always recover though. Each one will just have different levels of difficulty. Tala is pretty much a free one since she is a slave to whoever is in charge of her anyways, so she'll rarely refuse anything you ask of her. The Lois' events set up a system that isn't in the game yet but I'd like to put it in there eventually. The relationships with the hired villainesses will be pretty linear and the more you hire them, the more options will unlock.
- Meta-Bordello -
I'll probably turn MB off again just because it's still in pieces and serves no real purpose right now. It is a much larger than Glamour Slam and has a lot of options but everything is just dead ends or insert scene here placeholders anyways. I think of GS as kind of the tease and MB is where all the action actually takes place with the heroines anyways. I'm just balancing which options I want in for now and which will be left open for the future. Again without the art it's kind of hollow anyways. I'd like it to be turned on when there's at least a good chunk of the content for it completed and you can get and idea of what it'll be like.
Overall I was going to wait till the end of the month for this release so cutting back that week I'm not sure what will be turned on and off. Usually there is a lot more progress than can be seen in the builds because areas and events are there but not complete or connected into the game yet so Unity cuts them out. I just want to minimize the amount of dead ends since I know how annoying they can be when you try it out. There's still going to be a lot of bugs, I find a few every time I play around with it for testing. I'm not going to go too far into mass bug fixing until more of the content is complete.
At least there is getting to be a bit of content but it always seems like an uphill battle even with the little things. Usually I start off doing something then end up on another thing, look up at the clock and it's 7am or something retarded lol! The progress is just hard to track in a real meaningful way but for the vast size of the game I think everything is still going really good.
Thanks to everyone who is supporting though! Now that I can work full time on drawing and the game, I can make some real progress. I don't think December will be realistic for the first stage but we'll see. That was a random time frame I picked way back anyways. I won't make a solid release date until the game is complete and I'm just fixing bugs.
Most of the voting for the game content will start next month but this is future content. Characters, scenes, items, powers, that will be voted on in coming months and then put in the next stage of the game. There's no real point in bonus characters and things when the basic game is still incomplete. The next build release will be the longest stretch because I want to schedule it for the end of November. This will just give me the maximum amount of time to work to add in as much as possible as well.