XaiJu
Cursed_Atelier
Cursed_Atelier

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Progress Report #31: August, 2022

"Oh of-course I have a dragon in my love dungeon honey. Would you like to ride it?" - Caly, unsure if they were talking about the same D&D

Hi folks o/

Foremost, we'd like to extend a quick Thank You to all of you for the valuable feedback/opinions we have been receiving regarding the recent VoidBound updates. It's extremely informative and we truly appreciate understanding the mindset of our community as it helps tailor content accordingly. So, thank you and please, keep it coming.

Now, on to the progress.

As usual, we start from the artist's table. Doppel switched gears to focus once more on in-game assets. Specifically, sprites and objects needed for the newer(heist/auction house) and upcoming planned quests. We should also mention here that some older assets have also been marked for updates with some getting more than one variations make them usable according to different scenarios. But that is a project for the long haul. Back to this week,- though Doppel was having fun dotting colors into pixels, he just couldn't keep away from the naughty stuff because the writers requested him to retrain focus onto some femdom scenes. Needless to say, he was more than happy to oblige.

The pen masters, in their quest to fine tune VoidBound's smut factor, have now started concepting new scenarios from scratch. Their intention- to incorporate player feedback into the equation and create an experience that hits the balance of length and substance, just right. To that effect, a new event focused around female domination was revisited to bring it in line with this new approach. As mentioned above, the revision was extensive enough to warrant reeling in the artist to make significant CG updates as well. Similar changes in combination with branch introduction and dialogue revamping are also being trialed with existing content, and if they pass quality evaluation, expect a somewhat fresh experience if you ever decide to replay the game again down the line. 

Finally, and this is something we're fairly excited about, randomized battlefields! One of the key things that was a no brainer to us when it came to deciding VoidBound's core combat system was its free movement turn based strategy system. However, much of the development cycle went into taming the basics, like map style, size, placement, weapon range, balancing factors etc. At long last though, we feel that adequate strides have been made in constructing a concrete foundation and it's time to start building more advance features upon it. Enter, dynamic battle maps. We're now experimenting with a system that'll allow players to experience each battle with a randomized start and character positioning making encounters not only fresh but also interestingly challenging by eliminating repetitive setups. To make things even more interesting, new hurdle type objects are in play as well. Rocks, barricades, traps and a few more are now being concepted with unique battle affecting traits. Will they be a nuisance to Caly? Or an opportunity to smartly tackle the enemy? That's something only you, the player, will get to decide.

And that, is all we have for you this week. We must now be off to work on the new content, so we bid you farewell till the next one! 

Take care and thank you for your time.

Kind Regards,

Cursed-Atelier Team

Progress Report #31: August, 2022

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