Dev Log — April 2023
Added 2023-04-04 17:39:35 +0000 UTCHi everyone!
Last month was a busy one, what with the finishing up of the latest update but also because I've had a few design breakthroughs in preparation of the Steam release!
With the latest update out of the way, I'd like to take a moment to talk about some of the things to be added in the immediate future!
Sex Toys
We've been working on sex toys for a while now, and we have a great assortment of toys planned, including dildos, vibrators, fleshlights, anal beads, and more butt plugs!

These weren't included in the game with the latest update, because we would like more time to implement interesting ways for sex toys to be used for masturbation and sex.
Some sex toy appearances are also themed around inanimate transformation and are more directly based around the nature of the turned character, which the game doesn't currently support.

Vibrators and sex dolls won't be introduced until further into the future, even though we already have some graphics ready for vibrators. That's because vibrators will be part of the crafting system that involves repurposing eletronics found around campus into useful weapons, tools, and toys.
We started working on dolls, but learned they would have to take up a lot os space in the inventory in order to fit with the relative scale of other items. A realistic silicone doll would take up 3x5 slots, and an inflatable doll would take up 5x5 (2x2 if deflated).
This simply won't do until we have a stash for storing items, and even then, they would take up a lot of space in the stash as well. So in addition we started thinking about how players might be able to customize their room in the future with different furniture and decorations, which could have a designated spot for a doll, love pillow, or similar on their bed, without it taking up a huge amount of space. By then, I would like to introduce other furniture and stationary inanimate forms that players can use to decorate their room, and which takes up a huge amount of space when you carrying them with you.
Player Trading, Stash, and Vendor
The next feature I'll be working on are player trading, a stash for storing items, and a vendor where you can sell, buy, and trade items. With the new improvements to the server code this should be a lot easier to implement that it would have been in the past and I'm really looking forward to getting started on it!
PvE Overhaul — Chambers & Encounters
The new PvE sytem is made up of two parts: Chambers/encounters and challenges, and I'd like to share the design document for the first part with you.
https://docs.google.com/spreadsheets/d/1QfqKo3fm_eswME7E5rAOz1VrLPsjTjRyjjZB25gMngw/edit?usp=sharing
In short, when players go to a location and explores in the future, they will leave the common area and begin exploring the school. Students are encouraged to explore and the school has prepared numerous challenges for them that they can encounter during their run. Players are rewarded for the length of their run and how well they overcome challenges, and between each chamber they have a few options for where to go next, which affects the nature of their run and its rewards.
You can read more about the exact details of this new system from the extensive design document above!
After entering a chamber, the player will be faced with an encounter that they have two options for overcoming: a sexual and non-sexual. After selecting their approach to a challenge, they will have to perform in a minigame that will determine the outcome, which I will share more on in the next Dev Log!
Thank you again for all your support and I hope you're looking forward to trading and the PvE overhaul! ❤️
Cheers,
Tinon
Comments
I might be a bit too early to go into the details of encounters in the next dev log, but I imagine I will share some ideas for themes and how they might play out! I expect there to be few effects that are NPC exclusive and instead the appeal of PvE is that every outcome will have a fleshed out description with it, where for PvP, the players are expected to play it out with one another. You will be completely at their mercy for the 15 min, and wont be able to control how another player interacts with you. It would be a lot of work to make that possible. Filter tags can be uses to control the nature of most outcomes, however which already makes PvE outcomes quite expensive to plan and write
Tinon
2023-04-30 14:45:08 +0000 UTCThe PvE overhaul sounds super-exciting, can't wait to learn more about it! Are you planning on sharing info on the unique enemies and bosses with the defeat states they inflict in a future update? It would be really exciting to see what exactly you have planned for those ^^ I have two more questions, if you don't mind me asking: 1. Can the status conditions from losing to a boss/unique enemy only be inflicted by that enemy? Or will it be possible to learn those as exclusive spells to be used in PvP encounters as well? 2. When you are downed and someone comes along, are you completely at their mercy? Don't get me wrong, I love the prospect of being taken away by them to become a decoration in their room, but what if I do want to stay in the exploration area? Will I be able to regulate how vulnerable I am in a downed state?
gliese581cwwdraa
2023-04-29 20:58:41 +0000 UTC