Posted March 08, 2024 by madodev
An uncensor patch is out! Go apply it, put it directly next to the .exe file and don't change the name.
As always after a public, there are a bunch of bugfixes. I'll cherrypick them and upload bugfree public version (without bosses) next week.
The custom dungeons use the same room based system as the procedurally generated dungeons. It's a surprisingly good way of creating dungeons too, it keeps you from spreading dungeons too thin and having too much empty walking space. The first game that I saw do this was Odyssey of Gianna, which is a great game.
The first dungeon was made fully by hand, painstakingly creating custom scenes by hand, naming them, and making them fit together. It works fine for a small prototype, but if I'm making 7 more of them, I need some better tools. Fortunately, Godot allows tool scripts inside its editor, which allow you to change things in editor as you would in the game.
So first I make a layout. A tilemap with layers. Each tile is a room, each layer is a floor.
After I click the magic button it generates a full floorplan with all individual rooms. Those still need to be filled in manually of course, but that also has some tricks. There are buttons to generate the visuals, ensure that the sides match with the surrounding rooms, the minimap tile is correct, and all content inside is set correctly.
I have the big plan for the dungeon set up by now, and then just have to fill in the individual rooms with content. This is a lot less work than designing the whole dungeon. It's also why many RPGMaker dungeons look extremely lifeless and empty, as a creator you are automatically going to try zooming out and make things to large. Staying restricted to rooms really helps here.
Anyway, a partially filled in second boss dungeon is shown below.
The gimmick behind the second dungeon is latex. Parts of the dungeon are covered in sticky latex which slows down your adventurers and can turn into cursed latex gear. As in the previous boss dungeon, there's a straightforward dangerous path, and a safe longer path. Don't be a coward, take the plunge.
Even the enemies are latex. There's slimes and less fortunate adventurers, the latter only appear in this dungeon.
The dungeon also contains some new curios, for a (mostly) permanent latex transformation. I promise that it won't kill anyone like another loved curio. It's more a reward for the brave adventurers that survived the latex dungeon, yes, indeed.
And there's a boss as well. I won't spoil it, so you get the pleasure of seeing it for yourself. Though I can say that it took heavy inspiration from the Alarune from Black Reliquary.
The idea behind the content phase of the game is to take each aspect of the game and add a bunch more content. In this case it means 10 more slimes.
They all use the same slime puppet, so are relatively new to make. They just need some custom coloring, hair, equipment and moves, and they are ready for action. I also reworked the slime encounters to include the new ones of course.
A boss dungeon per week isn't really feasible. Even now I haven't been able to fix all bugs from the public version. I'll spend next week doing QoL fixes and start working on the final gear updates (because I desperately need more latex gear) and rebalancing.
Major:
Minor:
Bugfixes:
If you want early access to these changes (and the previous boss dungeon as well), support me here: