Hello friends,
I know it's been quiet for a while, but I've been still working on my project. It will not continue under the current name though.
In the past two years I've worked on some more coding and tried out a few different things to make progress, it was slower than hoped due to also working in a busy start up and bigger changes in private life, so I apologize for the quietness.
At the moment I'm working on putting together a new prototype that will hopefully turn into a game. My plan is to have the bare minimum of mechanics to work and put together. Story wise it will be independent from the previous prototype, but there isn't much to build on. I just didn't know how to make the story of that game turn interesting, lots of ideas for the opening, but none for the end arc. So I experimented a bit with pure story writing and came up with an idea inspired by other games I enjoyed, but I'm not sure if it will be put together into a complete game yet.
The working title for that is Medieval Survival, sorry, I'm bad at coming up with names, so it's likely not final either. It will play in a medieval fantasy setting, so some game play with fighting monsters will be involved. The story is outlined as a young man in a small village. The parents went on a journey concerning some family matter and should return at the start of the story. The ship is running late and so with the money draining short the player has to find ways to earn money and get food and survive. He is also taking care of his twin sister. There will be additional challenges over the course of the game.
It will be an adult game, so focus is on romance and erotic encounters, but it will also have some RPG elements, stats and story will have an influence on the gameplay. Survival means earning money to buy food and gear, no base building or something like that is planned. The scope should be a very small open world, a small village, forest, cave and maybe dungeon and beaches. In the prototype most of it will be empty except a handful of key locations and characters.
At the moment I'm creating the assets needed, most of them are self made, but I'm also relying on a couple of CC0 and CC-BY assets, this concerns mostly textures, sound and 3D models. For characters I'm using the Make Human For Blender 2 plugin which works nice.
The most difficulat part in the asset creating is clothes, my skills at skinning got better, but are far away from good, exporting them to the game engine I'm using (Godot) has proven difficult since Blender and Godot have different handling of Vertex weights, meaning the meshes deform different with the skeletons.
It's not so bad that it will be good enough for now, but I'll try to keep better. Small stuff like that has the tendency to hold me up much too long.
The good thing is, that the clothing system seems to work, clothes can be changed for characters.
The last prototype focused on dialogs and animation, this one will be much more gameplay oriented but incorporate those elements too, of course.
There will probably one type of enemy (the classic slime), two characters (sister and coast officer), a bit of dialog, one quest and a two or three points of interest (the cottage where the player lives with his sister, the harbor where he inquires about the ship and his parents and the place where he can fight the slimes to progress level and earn money). Very minimal, but extendable, I have written down the story to and end which would make it a short game, but as a first one that's good enough.
I'm working on the small world, it's just about a square kilometer. It probably won't get much bigger, but more filled with details if I build on it and continue. The fight mechanic and basic AI will be included.
I want full day and night cycle with daily routines for the NPCs, but that won't be included in the prototype most likely, As soon as Godot 4 drops I'll switch over, that will make implementing these features much more easily and doing it now would just be wasting valuable time.
No promises, I'll try to give updates more often here, but there is a lot of work left to be done, but progress has been good in the past few months.
I've building a few more prototypes, but didn't release them. One was in a modern setting, an apartment with furniture and interactions with the environment. The gameplay would have been a much more open dating sim, but would have taken much longer finish too. The code and assets are still part and I will probably continue them on a later stage, but story wise there was not much in my mind except sandboxy gameplay (not bad, imho, but too broad for a first game).
The environment is interactive and it a good base. Light switches, doors and cabinets all work as expected. The logic is the same for the current project, but in a different setting.
I've also worked on story writing, more coding and experimenting with different techniques and modelling, but finally wanting to get back on actual progress on the game project.
It's not much, but a start.
If there is some interest, I'll definitely build on it and expand it. The reason why I chose to go with 3D is to have a more meaningful story. In 2D games the impact of the players choices are limited by the asset variety, adding another set of clothes or pregnancy to the game let's the need for assets explode. In 3D it can be handled a bit easier, but the overall effort is higher.
In the prototype just a few vanilla sex animations and dialogs, similar to the last prototype, but I want to add pregnancy related content to the game, which means risk of pregnancy, impregnation and growing belly, nothing extreme. But those will be optional. Other kinks will be incest related. The other content is regular dating and vanilla options for now.
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