Hello everyone o/ This is probably going to be one of the last post before the game's release. And before starting anything I'd like to say that what you see is WIP, so some elements aren't finished (and maybe won't even be for the release ^^') So, I'll start with NOT the main pic, but the mini-map as it was something I teased in the last post. As I said, people could easily get lost in the village (or maybe anywhere else in the game.) So we integrated a Mini-map! It's not perfect, for now it'll do the trick ^^' The first thing about the mini-map is that you'll be able to toggle 3 versions by just pressing "m": Normal mode (first pic), Big mode (second pic) and invisible (last pic). This way you'll be able to use it the way you like :D Customization-wise there are TWO more things that you can set for the mini-map: the difficulty. Do you remember how I said the game was meant to have different levels of difficulty showing (or not) important things to do? Well, it has influence on what the mini-map will show. The only thing that can't be changed are the heads you're currently seeing on the village map. It's a very special case that will only occur in the village. Considering the amount of houses and inhabitants, we're showing where people live to avoid you searching the right house for too long. Be careful, though. This shows people's home, not where they are on the map (NPCs will be shown as yellow dots on the map.) The other thing you can change about the mini-map is its opacity. In the option you'll have the choice to set the Alpha between 255 (Full opacity) and 0 (completely transparent.) This way, the mini-map will become a real customizable asset allowing players to play the way they want :) Now, let's move to the status screen. That's probably another big reveal about the game. First of all, contains your hype: Some of those things are NOT meant to be used for the first version. It's just that we couldn't afford to make half of a menu so we designed it all. As such, the stats part is useless for now as there won't be fights in that first version. But you'll be able to see it there. Compared to the first game where skills were doing more or less the same damage, here, Kaya will gain strength (Ability), defense (resistance) and speed by leveling up, making her skills more efficients like in a real RPG (and also to avoid unbalancing of skills with late-game skills being TOO overpowered, even if they'll be stronger.) There's also the current outfit. When Kaya will be able to change outfit, it'll be shown on the menu AND here. Tokens are something I keep secret for the next update :x Materials are exactly what they sound like. In an effort to make something much more coherent than what I started with the first game, you'll be able to gather 15 different materials for different purposes. For this first update you'll barely use that part too, it'll become essential in the 2nd update. Howevever the first column is essential right at the beginning of the game. In a sort of logical evolution of what I was doing with SoV2, I wanted to make things a bit more different. Instead of stats that would improve a bit randomly, now, you'll have those 15 elements that can be improved through H scenes. Let me take a basic example. Imagine that Kaya goes out at night naked, falls on a guy, jerks him off and then fucks him. Well, at the end of the scene she'd win experience in exhibition, hands, pussy and cum (and maybe submission depending on how the scene occurs.) It's as simple as that. Each element has 6 Levels. From 0 (Lowest) to 5 (Highest). You gain experience points through H scenes. When the XP you gained in an element reached a certain level (it's the same for all elements: 5XP = Lvl1, 15XP = Lvl2, 30XP = Lvl3, 50XP = Lvl4, 100XP = Lvl5) the element levels up. This way, some scenes will be locked behind constraints that will require to have a certain level in one or several elements. And it will already be the case in that first update through a very simple progression so that you can get to know how it works easily. Chances are high that those value will also determine your ability to unlock sexual skills in fights later in the game. If you feel it'll be complicated, don't worry, there will be nice tutorials inside the game. I'm a bit sad that I have to spoil it but yeah at some point there will also be Futanari and pregnancy content in the game. It's just not on the priority list. Anyway, that was a big part of revelation. If anything turns out fine, I should have two more posts to show you (one of them will be locked in the 100 Yens tier as it includes smutty previews.) However considering the speed of things, I probably won't be able to deliver the game in time for the 31st. I'll probably need a few extra days to finish it all. The ratio game time/development time will probably look strange to you (this first version won't last very long), but that's because there's sooooooo much to do for THAT version I won't have to redo after (typically, one thing that takes ages but once it's done it's done: creating all the dialogues about items in the background. I'm in the middle of doing it and it's long as fuck. But that's something that will last for the whole game.) Thankfully I've finished EVERYTHING graphic-wise. All the pics have been rendered (both H and non-H), some have even been photoshoped to add more complexitu to it (that'll be what the 100 Yen content post will be about.) So now, it's mainly writting everything missing. Hopefully I'll be done at the end of April's 1st week at the latest. See ya o/
Ark_Thompson
2020-04-02 11:34:38 +0000 UTC