Progress on the development of Malevolent Planet - 17th August 2020
Added 2020-08-16 18:25:20 +0000 UTC
Today has been spent on finishing the second iteration of the combat system, on drawing some assets, and on writing some small dialogues. More details below:
- Finished the implementation of the Tease action. Every outfit, including the "naked outfit", has its range of possible values, randomizing the damage from a range of minimum and maximum damage from the currently equipped outfit, for damage of type Tease that can be dealt to the enemy. Once we have humanoid enemies, in v0.1.2 (next will be v0.1.1), I plan on writing tease descriptions for every outfit, eliminating the placeholder text and creating more immersion.
- Finished the implementation of the Rest action. It will only be shown if the player's energy levels are below 80, because the maximum energy that can be restored is 20, with a minimum value of 10. Currently, no actions cost energy, but they will soon enough. (at least the melee attack)
- Added an Immunity stat to enemies. It is applied to Tentacles and Corrupted Plants in the context of immunity to Tease Damage. Sentient beings will, of course, not have this immunity unless they're very disciplined unique enemies.
- Added a portrait function for the enemy class, and a currentPortrait property for every enemy type. The purpose of this is that, if the enemy uses a special attack, for greater immersion the portrait will change to reflect some effects of the attack. If the enemy uses a normal attack again, the portrait defaults to the normal one. As an example, if the Corrupted Plant uses a Lust Attack, then the portrait changes to one that has pheromone smokes behind. (first GIF).
- Fixed the UI a bit, so that the Fight button will appear where it should. The buttons' text font is now bigger too, for easier readability.
- Wrote more dialogues in my spare time. When I get back to finishing the writing checklists, I will curate them and I will try to add as many to the game (for v0.1.1, the next release). Many of them are repeatable dialogues, meant to increase the player character's friendliness with the NPC she is currently talking with.
- Drew a new map for Ship Level 2, to be used hopefully in v0.1.2 if we'll have enough money to give Alberto so that he will upgrade all rooms of the ship. This is an expanding feature, since with the ship's facilities being fixed and upgraded, the player's character can take the ship to main city hub on this planet and after we have enough content for everything from this planet, she can take the ship to another planet. (second image, reduced its quality by a lot to prevent someone from copying it before you can see it in the game in full resolution).
One of the latest things I want to do on the coding part for the next release, excluding the sex scene widgets which are easy to implement, is editing the interface to highlight quest locations in a special color and to give the players pointers in a different passage or on hover text at what time of the day the player's character should be there to advance the quest or start it.
Regarding the public release for all $1 patrons and the public of the v0.1.0 Initial Release version, I'm trying to find a backup that has everything up to that release so that I can add the way I'm currently developing to easily see where the quest is as described above.
Also, with this occasion I can say that the Fight System poll you may have voted on is a real system now with the option that had most of the votes. https://www.patreon.com/posts/fight-system-39197384