Posted March 07, 2025 by Mado
The mainland will send requests for special monstergirls your way. Completing these will grant goodwill, which can be traded for a consistent trickle of resources.
Trading serves as a sort of end game goal and reason to breed special genes into your monstergirls and think carefully about equipping them to reach stat thresholds.
Unlike in Ero Dungeons, where the kneeling puppet only used the main puppet's head, it now also reuses all limbs. The puppet can also seamlessly transition between kneeling and standing (in the same way the small overworld sprite transitions between left, up, down, right). Addionally, all rotation points for the skeleton are the same (though moved around a bit around the torso).
A huge problem with Kneeling in Ero Dungeons was that it significantly restricted the possible moves of the kneeler. Since each move had its own animation, using a non-kneeling move would just break the game. Ero Hunters uses Animation Sets for that. These are overrides for all animation groups, to serve as fallbacks (here, in case you breed the pet role into a human).
https://x.com/i/status/1897634770596581534
Another problem in Ero Dungeons was that skeletons were very hardcoded. Changing layers or bones would break all created animations, making it impossible to change puppets during development. In Ero Hunters, this is no longer the case. Here, I had to change the tail to its own layer where it used to be part of the crotch. On the one hand, it was needed to animate the tail, but it also ensures that I don't need to make multiple tail textures. Some may remember that tails would sometimes clip through the ground, and behave in other weird ways, in Ero Dungeons.
Anyway, this animation switching stuff is surprisingly difficult. The whole overhaul of animation tooling during very early development existed to make this possible, so it's nice to see it working.
The overworld is now mechanically in a good place, so it's time to shift attention to the dungeons. This means I need to make some foundational tools for creating curios and other custom dungeon rooms, as well as a mechanic to make dungeons worthwhile.
At the same time, there are still some unfinished odds and ends in the overworld. For example the breeding texture for wolfgirls, as well as some QoL stuff, and of course a bunch of bugs. Next release will probably be mostly bugfixes and completing those unfinished parts, while I'm working on the tools to make changes to dungeons.
It will also be nice to have a public release that's actually stable one day.
Major:
Minor:
Bugfixes:
If you want access to the preview with these changes (and a debug console), support me here: