XaiJu
SilverEarsEntertainment
SilverEarsEntertainment

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Devlog No.031

Good day! As of the current time I'm just working on the next area. I fixed a couple of small things involving some animations and their timing. Most everything though can wait to be added as a new build. The next build I'm planning to take a shorter time than the last since I won't be programming any new mechanics this time around. I'm just going to focus on building some fun levels involving everything I built out up until now. And the next build will come out after the next area.

Speaking of plans, I'm going to create an updated roadmap (as a separate post) and pin that so anyone who is curious can easily see what is left. I'll try to update it as I go too. If you've been around a while, you may remember that I do have an old rough roadmap I posted very early on. That's way back though. The plan for the game in terms of that roadmap hasn't changed too much and only in the positive I can say.

Anyway, the immediate plan though will be 1 new candy island area (next), then will be a beach area. After the beach area there will be something of brief field > forest > dark forest area. Though it will likely be significantly shorter than other areas before it leads into an intermission area. More so meant as some story elements similar to how the beach > candy island boat scene went. But after that part will be the first official Dark forest area. After that dark forest area will be the second boss.

So to summarize that, it will be another candy island area, then a beach area, then a field/forest/dark forest story segment area, then a dark forest area, then the second boss.

What I plan to do:
1. Complete the next Candy Island area
2. Upload a new build with that area.
3. Complete the next Beach area.
4. Upload a new build with that area.
5. Complete the story segment/area.
6. Complete the dark forest area.
7. Complete the boss.
8. Upload new build.

And at step 8 the game will move into version 0.6.0.0.

I'll discuss how many versions I believe are left in the roadmap I post after this.


How about info on the last build?

Well I had said I would detail it more here so lets do that.

Firstly, I added in some new story. Some gently annoyed Milan from Aria's less than logical story and then follow it up by introducing Milan interfering in the story. And I'll only say that you can look forward to more of Milan's interference later!

I also added in some new NPCs. The non-expandable NPCs are more so meant to build the world out a little more. Some information you get from NPCs will pertain to world Illaria and Milan live in and sometimes it will pertain only to Illaria's written version of it. Occasionally NPCs will give you hints to get upgrade items or find hidden areas too. I certainly intend to add more of these static npcs. I will also make it so that the transformable npcs 'expand' upon the world as well with their dialogue, though they will definitely be focused on the fun of making them puff up into their respective sexy shapes ;D.

I think it's obvious, but I also added in the candy island and it's many mechanics. Crumbling platforms, crumbling blocks, transparent gel, bouncy jelly, hot cocoa which harms you, factory-like structures, exploding and inflation barrels, and walls which require those barrels to break.

While I do like to always have as 'unique' of areas as I can get into the game, I think in this case that I packed a ton of features into too small an area. So going a couple areas with no completely new mechanics should work out. It will heavily rely on my ability to design levels in a fun and interesting fashion though!

I also added in Aria's new 'blimp' form which is meant to be mostly detrimental to the player. You lose your ability to attack and uncontrollably ascend at a slow pace. During this time, if you take damage, you will pop like a balloon and take additional damage, but return to normal after. You may find ways to use this blimp form to your advantage later, but it will be an extremely niche situation. Most of the time this form will be bad for you and if you're not careful you'll find yourself running out of energy quickly.



I am also planning to add the ability for enemies to force this form on you in some fashion. My most immediate plan for this will likely come with the next boss, but after that, there will be at least one enemy type who can inflate you if you're not careful.

Next I added in semi-new enemy types. While I have been recoloring mushrooms from the start, the newest one has the mechanic of throwing his cap like a boomerang. Considering that I was trying to design a hazard heavy level with the candy islands, I think the cap toss adds a good bit. (Though I have nerfed the damage by a fair amount)

 

Then I added in a chocolate bunny gobbo. She's still as aggressive as your normal throwing gobbo, but doesn't always throw a harmful soda. Instead, she'll fairly often throw candy or mana potions. As I had said, I wanted to focus on the levels being hazardous, so I made her a little less of a threat than other gobbos since sometimes she might throw a helpful item instead. (In the next patch, she may also throw a super rare, valuable item too...)

 

And the third enemy I added is a variant on the filimuri. Though this is quite the variant as she's more of a gummy snek than a fish gal now. It seems staying around such a high concentration of candy can mutate you. This version varies by retaliating faster and having a higher HP total, but her weapon can block less damage overall. So if you want to rid her of her weapon, you'll need to back up after attacking her. She'll also throw a bundle of poisonous candy chunks. These candy chunks are unique in that they will not break the bubble shield, nor will they stun Aria at all. (But the poison makes up for that) She is also unsquishable by Aria's blueberry form, so you'll need to keep that in mind in case she's waiting for you across a gap!

 


Last, but probably the most favorable, is the jelly girl enemy! I based this enemy on a suggestion from a supporter for an enemy who could only be defeated by inflating them. This sexy giant thay'valay requires you to hit her with three inflation spells/barrels to defeat. (Hitting her with regular attacks will just make her jiggle) But that may be quite difficult to do since the barrels are hard to juggle while she blows you flirtatious kisses which wobble up and down. In addition to being a big jelly wall of a lady, after you've hit her with three inflation attacks, she'll blimp up. You can burst her by hitting her again (don't worry, she'll be left happy and dazed afterward) or you can jump on top of her to bounce off of her bulk to reach higher areas. (Of course, in the current version of the game the only one of her you will encounter is blocking a doorway so you'll have to keep your eyes out for a lady who is in the open to take advantage of this) 

 

And those are the new enemies!

As far as extra, there is one new secret area that holds a couple of special items in it and there are several more upgrade items to find and buy. I also made it so that you will get a special upgrade item if you beat an overcharged golem. In the next build I'll be adding extra mana to the starting area where one of the golems reside just in case you want to try again after losing to them. Of course, doing so without your powerups could still be difficult to do. It might be ideal to wait until you've gained more upgrades being going back to defeat them.

The last thing I can think of that I modified was the outline on dangerous things. So if you see a red outline then be sure not to touch!

This is about all I can really think of that was added in this new version. Aside from a lot of under the hood things which I discussed previously. (I also made some undocumented changes that were just small fixes like having Aria's blimp form face the proper direction when she pops.) Look forward to my more refined roadmap as soon as I can write it up!

Devlog No.031

Comments

I don't want to spoil it, but there might be a snek npc in game at some point, though she doesn't inflate. Maybe I'll have to let the player find a secret that makes her chest size increase significantly or add an appearance option to the NPC of the month that includes snek girl.

Brandon Cater

sounds like a good plan over all with lots of fun stuff :3 For me the most interesting and biased thing is the gummy snek, just, yes for me! to the point of wanting to ask you to make an npc out of one because I love that design and can't wait to cause them snek gals to grow!

AlextricBunyip


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