XaiJu
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Jan 2022 through June 2022 goals

Heyas, 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.


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