XaiJu
sometimescozy
sometimescozy

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The Moo-Moo Manor Roadmap (Devlog #1)

welcome to the first dev-log for moo-moo manor!  normally, this would be reserved for $10 patrons, but i figured i'd make this one public to show what these are going to normally be like.  i'd like to use this as an opportunity to lay out the design philosophy that has driven moo-moo manor so far, and the plans i have for it in the future.

so, what is moo-moo manor?

at its core, moo-moo manor is somewhere between a management game, and a simulation game.  the end goal for this game was somewhere between a farming game and a life simulator, but as it is now, it's probably a lot closer to pet simulators like tamagotchi and its ilk, mostly being about managing meters and keeping the cows content more so than the feeling of self expression and cultivating a living, breathing farm.  i'm content with releasing the 0.1 in this state because i think it serves its purpose well enough as a surface-level showcase of the kind of game i'm making, but it's still pretty far from the final product i've envisioned for it.

at the end of the day, i want to make the kink game that i've always wanted to play myself.  a game that immerses you in its everchanging world, and introduces you to a variety of simple, likable characters that let the kink portion of the game feel earned.

it's going to take a whole lot of love, and a whole lot of effort, but i think this goal is totally achievable!  here's my current plan to get there:

1. more content (characters, rooms, furniture, etc)

2. a more robust emote system (more expressive character animations)

3. a dialog system

3. the event system

the first three are pretty simple, but the fourth plan requires a bit more explanation.  the event system, as i like to call it, would introduce a number of semi-random events that would affect the player's farm and potentially add a lot of personality to the characters.  each one would be triggered by the player's farm meets certain progress-related requirements, so the events would get more and more complex as the game goes on.

it's not super easy to explain, so here's a mockup of what this might look like:

pretty neat, huh?

with the way that the game's notification system currently works, it would be relatively simple to implement, and could breathe a lot of life into characters that are currently defined almost entirely by their design alone.

i hope you're as excited about the future of this game as i am!  i have a lot more i could say about my future plans for this game, but it'd be remiss of me to take up any more of your time than is needed.  if you have any questions, or comments about what i've laid out here, please feel free to leave a comment, or message me on your social media of choice.  i'm open to questions!

thank you for reading, and please continue to support moo-moo manor!

-cozy

Comments

the member posts section is fine! i'll likely have a channel for something like this in a future discord server too

sometimescozy

where would be a good place to leave comments or suggestions for future ideas for the game?

Martyarty236


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