Jan 2022 through June 2022 goals
Added 2022-01-11 00:37:20 +0000 UTCHeyas, here's what I have planned for Slime Dungeon, at the very least I expect to have a part 2 done, hopefully part 3 done by the end of this 6 month period, this means PARTS -each- with an equivalent or greater amount of content than part 1.
What that means is...
+1 character & sprites
+1 type of enemy sprite
+10ish new battles
Lotta new items as needed
More rooms and interactable things. Think of part 1 as two wings with each wing having 10 or 20 rooms worth of content, more or less. So hopefully I can have an equivalent amount of meaningful new content.
Assembled below are my goals for what gets into parts 2 and 3
Wishlist for the whole game in no particular order:
Need more gear
Need text for new battles
Need post battle debuff removal for Ally1
Need Diana idle and Diana bow attack
Need different equip options for Diana (No shields, bows instead)
Cock vore scene
More tfs/bad ends in general
Blackbird stuff / tame quest line
Ghost Slime battle/mechanics
Gargoyle fight
Fuck-Vase TF
Rainbow Slime Bad End
Splitting animations into pieces
Smart AI (Reacts based on last action taken by player)
Fix slime sprite placement
Hit sounds
Better/less abrasive music/music system
1 or 2 new chars
The Super Secret, Super Rare Path, Where Everything's Gravy, And Nobody Ever Died, But Nobody Ever Lived Either (TSSSRPWEGANEDBNELE)
Text for Diana interacting/reacting with rooms.
New game rooms/areas
Height gain/loss
Pooltoy stuff
Perma bimbo
Enhancing player-led vore
Clothesless sprite / Item damage/destruction
More interactions with specific tf effects (cock tongue / ctf etc.)
Now, to establish what gets into part 2, bare minimum:
Diana (Done)
10 or 15 new fights
-Mimic
-Mystery Slime
-Ghost Slime
-Gargoyle
-Mini Boss (Literally)
& more to be added
Blackbird quest line
Plot (As in, while I need to think on it, there will be a plot thread linking doppelganger -> rainbow slime -> Diana -> so on, as cohesively as I can manage, because things get interesting. Not a HUGE amount of plot, but there is a story that develops beyond just exploring rooms, hopefully)
But I need to really think on that plot stuff
And new rooms.
Many tricks and surprises, cruel ones for sure. I anticipate removing the 'kiddy gloves' so to speak, since at the end of part 1 the player should understand how things work. New things you'll see:
Insta kills. Before these were sparing since if you got 1-shot & didnt have access to the immunity to said one-shot, that's not fair. But by now there are certain immunities available and there are 2 chars, so expect the full RPG experience ;')
AOE attacks.
Disables and charm/confuse/etc... Previously these were a little useless as they're just 'lose a turn' but with an ally to potentially tk/be tk'd by, these are relevant now!
Things I really want to add in order to increase the professionalism/experience of the game, with the expectation that each of these will take a few hours of irritating wrestling around with code:
Hit sounds
Proper sprite alignment to the background irrespective of screen size (this is remarkably painful for a variety of reasons)
Splitting animations into pieces (instead of GIFS, a series of frames will play. This means the correct duration of the animation will always play)
Better/less grating music or a larger soundtrack
All of the stuff in this category are considered things necessary, but annoying to deal with, so I can't imagine tackling more than 1 of these in a week lest I rip my hair out. But HOPEFULLY these can be done before part 2 is released. I am explaining these up front, because these 4 things might take a whole day to unpack and test, so I only want to tackle these when I have enough time
What I'll be doing this month: Wrapping up these Diana-related loose ends with regards to the anims and prototyping some more battles.