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Love Inn
A downloadable game for Windows and Linux

I'm really bad at spacing these updates.

First of all, hello! It's been a while, time passes so fast.

Before the update, I'd love to know your opinion about this: I'm planning to launch a Steam page really soon, so the game can gather wishlists while I keep developing it. The problem is, there's three different ways of doing so in an adult game.

    1. All the adult content is included in the base game in Steam. This gives me two problems:

        - People in Germany and China wouldn't be able to play it.

        - Risk of Steam banning the game forever, with no undoing.

    2. The base game in Steam, but the erotic part of the game is a free DLC. People in those countries would be able to play the game, but not the DLC (which I'm guessing, would be easy to find online). In case of banning, I'm unsure if Steam would ban the DLC only, or DLC+ Base Game.

    3. Release the base game on Steam, with no adult content. Then, SOMEONE, would upload a +18 patch to the internet. Main problem of this I see is, I'm guessing a lot of people wouldn't realize there's a +18 patch.

Adult games are allowed in Steam, but sometimes some games are banned for questionable reasons. I really dislike the idea of having the game out there, and somehow a year after release it gets banned, or me having to heavily watch out what I include in the game for fear of the banhammer. Please, let me know your thoughts!

After all that, let me update you on what I've been doing in the game since resuming development.

Instead of static encounters with characters, I wanted characters to move around the ryokan so it felt more lively. Since that didn't make sense with static times like morning / noon, I started developing a real time system.
After that, the big thing was navigation of NPCs. Moving a character from one position to another is easy, but making them go between scenarios that are not loaded to the player, proved to be a pain. But after a lot of prototyping, things went well.

In the back garden, I wanted weeds to grow ala Animal Crossing. That meant delimiting a "correct" space for placing objects. Then, when things are placed, the game remembers that, and won't allow other objects to be placed in the same tile. So here is that.

Here's the system a bit more "full". Chiharu and Aya are sharing the exact same schedule in this clip because of copy-pasting, don't mind them.

I finally also developed the inventory system, with pick up objects, merging, subtract when placing objects...

On the graphical side, during my break from Love Inn, I did a bunch of studies about pixel art, and tried mimicking the superb style of Metal Slug. Here's 6 sprites I did for something I was doing with my friend lewdlinuxgamer.

That lead to me learning and enjoying some things in pixel art, like separating parts with outlines, more contrast... Before, I rawdogged the proportions which caused some weird things (chiharu's head was way bigger than Kenta's), so a redraw was a nice thing.

Also, finally, I'm using Godot's compatibility for localization, so translation of the game is way easier now. Now I just have files containing texts, separating each language into a different column, so it's easier to translate and send those files. 

Big overhaul in how the menu looks.

Also, with the Steam page up really soon, I'm doing a bunch of extra art that didn't think of, but it's required. Since now everything is pixel art, I changed the logo to be consistent.

There's more things and changes, and some things I'm still prototyping, which I'm excited to share in the future :)

As always, thank you for your patience and comments. I've grown a bit anxious about the attention, since I'm more critical now of my own work, but I guess it's part of the process and I'll get used to it. But truly, thank all of you. See you soon!!

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