Monday 29 July 2013

Not Dead

Next update is still in progress, I've not had a ton of free time and it needs some extensive internal testing.

There's one more feature to add but it needs a significant amount of writing so I am not sure how to manage it.

 Also, I am accepting Interaction Writing submissions. Currently not every creature has them, and that's how it will be released if I receive none.
 The Interactions are large paragraphs, generally being sexytimes or sexy mischief (The Tiny Witch interacts with a bunch of transformations, because she's kind of a jerk).
 The are displayed when the player, while fully transformed, walks past a applicable creature.
 For example (spoilers), when the player is a Chicken, and walks past the Tiny Witch, she causes them to lay a  bunch of pink eggs at once.

 I'd love to have some of these submitted so there is more to the new system.
 If I get more than one for a combo, that is fine too and I will simply make it display a random of the two (or more).

 PS: Considering changing the sword to a whip, and rewriting most of the combat text. Good idea? Leave a comment or send a mail.

Tuesday 23 July 2013

Need Graphics!

If anyone is available to do some more graphics for the game, send an email to hodsubmission@gmail.com!

I don't want to spoil too much of what I need here, so I will fill anyone interested in via email.
I will say that they should be able to draw humanish figures.

Saturday 20 July 2013

Plan is a go!


 The previously posted plan is now on my "To Do" list!
The votes were almost entirely for "Yes!". The only bad part is that it was a very small number of total votes. Guess not many of your read this, eh? All well, I'll keep trying maybe I'll hit something good and get a big fan base later.

 I have a ton of other neat things planned as well so the next update will be a long time away, but will be worth the wait I hope.

Thursday 18 July 2013

New 'Game Over' mock-up.


 I've heard quite a few comments on how Game Overs are handled being somewhat bland in regards to the games fetish aspect. Balancing good gameplay and fetish content is much harder then I expected going into the game, however thanks to a few good suggestions I have an idea on how to handle Game Overs in what should be a more fun aspect.

 The new rules are:
1) When fully transformed, Hunger, Exp, and Life bars vanish, and instead a 'Sanity' or 'Humanity' bar appears. The Player can still move.
2) The bar has a set value, not effected by stats.
3) It drains each turn.
4) Each time you walk over a valid enemy, you get a message. Enemies without messages will have to exist for the workload to be viable.
5) Restoratives now only reset Sanity/Humanity, unless it's already full (so need two to fully turn back if fully transformed). Still removes all partial transformations.
6) There are 'Shrines' or alike spawned in the rooms of the dungeon. These would return you to fully human, and then break and not be able to be used again. Only a couple of these would spawn on each floor.
7) Traps, Chests, and Gold can't be interacted with when fully transformed.

This has not be implimented, and is only a concept at this stage, however I know how to do every aspect of it.
 I wish to know if it is something the community would enjoy before I put the time into it, however, so please vote in this poll!

 Vote here: http://strawpoll.me/251056

 I'd love comments as well, but I know that many fans are too lazy to sign up.

Monday 15 July 2013

Making Combat Sexier.


 I noticed something missing from the game.
 Something that made encounters more dull, and not fitting of a fetish-centered game.

 That 'something' was the lack of text during combat.

 Next update I will be adding messages for encountering each enemy type, defeating each enemy type, and a bunch of messages for attacks and blocks. This allows the creatures to engage in minor sexytime activities mid combat (for you to read after).

 I am also making sure to not have the player murdering the poor creatures of the halls. They will retreat when they run short of courage. I didn't want to imply that the player would be stuck in the Halls only until a new adventurer comes along and murders them.

 Hopefully this makes the game more interesting and gets some content submitted!
 Various other changes are coming as well next version.

Sunday 14 July 2013

Ideas and such.

 There are two things I've wanted to add to the game:
A) Bag limits and a way of extending them.
B) A way to collect gold without selling items.

 As for Bag limits, I was thinking of having a 20 item limit, that can be increased with an item an unlimited number of times. The item would either be a Flux item, or (and I am leaning twords this) only sold by Milryth.
 One possible issue, is that with a full bag you'd be unable to loot chests, and thus unable to get the bag extending item. Milryth could be coded to make you automatically use the item if it's purchased with a full bag.

 Gold I wanted to have appear around each floor much the same way chests do. The only worry in that regard is that creating more objects will tax the floor generation more when the game already struggles.
 I do not want to make enemies drop gold, as there are no enemies in that game that would be holding gold, and that is always a silly trope.

 Leave any feedback on either of these issues in the comments, and I will be sure to read them and take them all into consideration.

Thursday 11 July 2013

MicroUpdate

 A few people sent in new artwork for a few assets, so I incorporated them and posted as update.

 There's only a tiny but of code change, it's mostly about the graphics this time.

Tuesday 2 July 2013

Update posted!

Posted an update, check the Downloads page for the full patch notes.