XaiJu
Dungeon Pug
Dungeon Pug

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Fur Quests Update delay

Hello Dungeoneers!

As you may have noticed, there was no update for the game this week.

It's no secret that developing a game takes a lot of time and effort, and at our current level of funding, we can only work on Fur Quests during our free time. So between writing, studying, 3d modeling, and drawing, there are a lot of things to do and not a lot of time to do them.

Still, we always try to update once every other week, even if it just concerns correcting typos, balancing, or minor tweaks in the system.

Sadly even that wasn't possible this week.

Thanks to last month's disciple poll, we determined it was high time to focus more on the female party members of the game. To do that, we began working on their individual stories and dating sim elements in the game.

Mainly, we tried adding a working day and night cycle in the game, which is something we've been teasing since the launch of our alpha build.

Depending on the time of day, there would be different activities available to Septim, and you could only spend so long on any one character before you would have to go off and do something else. It was a pretty basic system that we hoped would encourage people to explore different daily activities rather than grind a specific one.

We got this system working pretty well, except for one part. The night didn't quite work out the way we wanted it to. Which is a pretty critical part of a day and night cycle.

In most RPG maker games, people tint the screen dark blue to indicate that night has arrived, which we did. But night is about a lot more than darkness. Lights, no matter how rare and fleeting, add a lot of contrast and atmosphere to any night scene, which is what we wanted.


We had worked on a camping mechanic that would allow you to light bonfires (which would also work as quick travel) and you would finally be able to confront the demons we've teased for months now. Who would only show up in the middle of the night, their bodies aglow with ethereal energy.

But sadly, that just wasn't happening. We tried multiple tricks and plugins, and we couldn't get the night to look and feel how we wanted it to.

So we scrapped the night cycle for now. Which sadly meant the entire system we had worked on throughout the week didn't fit in the game anymore.

But this is fine; we just need to restructure some of our plans and features that tie into the day and night cycles.

Until we've done that, we feared releasing a new build of the game would cause more bugs than it would fix, thus the delay.

But while the night system may be a bust in the current build of RPGmaker, rest assured we have plenty of other things in store in the days to come.   But until then, we would like to thank you all for your patience and support.


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