XaiJu
AcademyOfFetishes
AcademyOfFetishes

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Weekly devlog! Diablo-style wardrobe drops

Hiya! This week was all about creating diablo-style wardrobe drops. Let me back up and assume you haven't played the game yet. The game has a wardrobe system. By playing, you unlock new accessories that you can equip on the characters to dress them up however you want. Here's how that system looks:

The way it used to work is, "to unlock Kira's bottomless accessory, you need to successfully complete her last upgrade X times."

Back when it worked this way, you would buy upgrades and upgrades would give you needs, and then you chose which needs were active. You could have two needs active at a time.

But, this UI was pretty clunky, and I also wanted (and did) add a catalog to automate needs. Both of these nudged me in the direction of removing the concept of active/inactive needs. Now, when you buy an upgrade, that need is automatically active and there's no way to deactivate it. You own five needs? Well then each time a character has a need pop up, it's going to be one of those five that you have to do. Does that make sense so far? I feel like I'm being a bit convoluted.

Anyway, with all needs active, the old way of unlocking clothing accessories became ridiculously grindy. If you owned five needs and there were five characters on screen and you wanted to unlock Kira's "bottomless" accessory, you'd have to be lucky enough that Kira was picked and lucky enough that the need that unlocks "bottomless" was picked. Probability wise, that's like 6/90 odds (This may be inaccurate. I'm not a mathematician.) Point is, it's not fun!

So now you unlock clothing completely differently. Every time you complete a need, regardless of which need it is, there's a chance that you'll unlock a new wardrobe item for that character. I call this Diablo-style, because it's like every time you kill an enemy, there's a chance some loot will drop.

Part of getting this to work is giving the player some feedback when they've unlocked a wardrobe item. I decided to go with a bouncing hanger icon that Yo recently created for me. Here's the progression of the animation. The gif on the left is the earliest stage and the one on the right is the way it currently looks in the game. I can probably "juice this up," way better, but for now, I think it's good enough and improving other things would be higher priority.

Hopefully the one on the far right looks the best.

OK, now for the devlog:

That's it for now! Next, I'm going to have wardrobe rarity. It's possible to unlock "topless" as your very first wardrobe drop, but I want to make that a "legendary" drop instead. In other words, unlocking a common bracelet should occur more often than unlocking the ability to see the character's boobs.

Also, I've got a massive backlog of ways to polish the game that I really should attend to. For example, I've got a new UI/BG from Yo, and I should incorporate that sooner than later.

Hope you're all having a great week!


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