Devlogs
Dwarfing Dreams Alpha Roadmap
Update 0.2.0a – Combat Finalizing
- Beef up the player shop with a bigger card pool (aiming for more than 15 cards, focusing on cards with size delta limitations).
- Fully implement Slimantha’s stances (Pin, Vore, Paizuri, Enveloped, Facefuck) with juicy visuals and unique mechanics.
- Add audio (music tracks, sound effects for card plays, size shifts, etc.).
- Visualize enemy turns (no more instant skips, make enemies moves feel alive, like they're actually doing the card's effects).
Update 0.3.0a – Random Enemy Implementation
- Add a second enemy, with their own unique stances and deck style.
- Replace the placeholder "win" scene with a system that randomly generates a new fight.
- Implement the "Mirror" functionality to see you and your opponent in reference to the environment mid-fight.
Update 0.4.0a – Starting The Roguelike Implementation
- Add in-between fight scenes, where you can manipulate your shop pool for future fights.
- Finalize the card compendium, with filtering by size delta ranges, resource types, and costs.
- Add "Events", non-combat linear choices to effect your run (much like Slay The Spire)
Update 0.5.0a-0.8.0a – Fleshing Out
- These updates will focus on fleshing out the enemy and card pools.
- Ideally, I want around 10 enemies before moving on to 0.9.0a
- Start filling out the "packs" in the shop implemented in 0.4.0a, small sets of cards to be added to your shop's card pool.
Update 0.9.0a – The Roguelike Transition
- Implement relics, for permanent in-combat buffs for runs.
- Add an achievement-based unlock system.
- Begin implementing a rematch system, where enemy's remember you fought them prior, and increase in difficulty.
Update 1.0b – Into Beta
- Polish the full roguelike loop with procedural runs, balancing enemy scaling and event variety.
- Introduce per run analytics, and a score system.
- Implement endings based off run length.