What's planned for the next release (June 10th)
Added 2021-05-20 21:42:24 +0000 UTCHello all! I hope you're doing well. I just wanted to let you know what I'm planning for the next release. I may not be able to get all of this in, but I'm going to try! The order of this list is the order in which I'm going to work on these things. Meaning, the higher something is, the more likely it will be in the release.
- A dream sequence where the MC transforms into Eva. This will be two scenes. In the first, you will transform into Eva. In the second, you'll be able to do fun things as Eva. You know what I mean by fun things, right? Both of these will be available in the demo.
- A random exploration scene where you run into a Doe Girl. This is a lewd scene from another author! The Doe Girl has a taur body (human torso attached to a deer body). I'm undecided about whether this will be available in the demo. I may limit it to a location you can only access in the full game.
- Either adding care activity cooldowns OR adding complexity to the harvesting minigame.
I am aware of the biggest issue with the encounter system: once you discover the most effective care activity, you can just spam it without thinking. The simplest solution is to provide cooldowns for care activities so you can't use them over and over again.
I haven't fleshed this out completely, and I'm concerned I could make the game less fun by adding this feature. It can't be as simple as, "You can't use the same care activity two times in a row." That wouldn't really solve the problem: you'd just spam the same care activity every other turn instead of every turn. But if you start with only two care activities, how could I do anything other than "You can't use the same care activity two times in a row."? e.g., If I make one care activity have a 2 turn cooldown, you'll get stuck (until you learn a third)!
I've considered making items the solution. Imagine if using an item decrements each cooldown. Therefore, if you can't use any more care activities because they all have cooldowns, eat some carrots until you can. If you run out of items, the only thing you can do is leave. On one hand, I like the idea that this would discourage hoarders. On the other hand, my gut tells me this wouldn't be fun. Does anybody reading this have any of their own ideas or opinions on this? I could really use some help.
The other feature I could add is a more complex harvesting minigame. You could have more than one field (probably by digging new ones), and instead of randomly getting carrots or cabbages when you harvest, you could discover seeds in the world and plant them.
Which of these two features would you rather I work on first? In other words, which one sounds more fun? Select both if you don't have an opinion. I may not choose the winner, but I will be influenced by the winner.
Comments
He who shall not be named.
Bawdy Ink Slinger
2021-05-20 23:50:25 +0000 UTCHere I am like, "wait who is this?"
Troqu
2021-05-20 21:44:38 +0000 UTC