XaiJu
AcademyOfFetishes
AcademyOfFetishes

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What I've been up to

Hello all!  I've been very, very active in our discord.  So active, in fact, that I sometimes forget to make posts on here.  Sorry about that :(  But if you want to know what I'm thinking about for the game next, that's the best place to go.  It really helps to bounce ideas off of people before I implement them.  A lot of helpful folks have steered the game's direction and next steps.  

I've implemented a lot of new features in the game, and I wanted to share that list here.  This isn't a list of everything the game has, just what I've done since I last posted a feature list. If any of these features don't make sense but you're interested in what it means, let me know and I'll elaborate.  

Hope you're all doing great!

Latest features:

Screen shake when you press the wrong button

Keys should flicker on all keypresses

Backfill a test to check that the screen shakes if you press an incorrect key

Keys should flicker red on mistakes

Kira's 'I'm Hungry' text is confusing

Positive/negative sound effect when you close the dialog

Positive/negative sound effect when the woman is happy/sad

Put cost in NeedData and get rid of the UpgradeData class (technical details, blah)

Use a plain Action for LoopFinished on Woman (technical details, blah) 

There should be a clock that informs you of when a level is going to end

The clock should blink when the level is about to end

BUG: When you open and close the dialog without pressing anything, it does not play a sound

Refactor the woman class.  Maybe it's possible to just have one StateChanged event

There should be needs where you can hold a button down

Render that a button needs to be held

Visual text should say, 'Hold until green' when you're supposed to hold the button down

Keypress buttons should stay colored until you release

Later upgrades should be more challenging than earlier ones

NeedDataTest should check that if HoldDuration is active, from/to should have non-0 values  (technical details, blah) 

Upgrade analytics to send duration information

Have a sound when a need pops up

Replace the UpsetSound with a better one

Test holding down one key while pressing others

Have a sound for when you change selection

Make sure everything is visible in all aspect ratios

Put each woman's upgrades in their own dialog

Clear the upgrade panels when you visit another character's upgrades so that you don't see the wrong character/duplicates

You start with three characters

Add Olivia to the upgrades panel

Bevel the upgrade buttons

The order of needs should be random

Regression: The countdown should disappear when a need is being addressed

Only the text of the upgrade button should be a button

Stylize the upgrade panel a bit

Bug: When you get the green win screen you can keep playing and making money

When you make a mistake, gray out all the buttons so you know you messed up permanently

There is text that tells you about mortgage

When you go to the next level, the mortgage text tells you you have one less day to pay off the bank

Funds are subtracted from your total when the week ends

On non-mortgage days, your mortgage is not subtracted

If you don't have enough money on mortgage day. You lose.

Add random events that can happen after a level

Funds should be stored in the repository, not the FundsRenderer

All HUD details should be stored in a HUDRenderer

Rename MortgageRenderer to LevelFinishedRenderer

Dynamically generate women in the Level scene instead of hardcoding them

Dynamically generate women in the Upgrades scene instead of hardcoding them

You get Jessie from a random event

Jessie shows up at your doorstop.

You can only see the Jessie event once

Give Jessie some needs

Test jessie

Bug: In the 'Found A Coin' random event, the button can be hidden so you can't proceed.

Use the new Mia artwork

Use Mia/Kira faces in upgrades screen

Less time between needs

Rename the game

Use a Directed Acyclic Graph for storing upgrade information

You can have a list of active needs

Remove GetActiveNeed (singular) as it's possible to have multiple, now

Render the upgrade tree

Draw lines between upgrades

The lines between upgrades should have an arrow tip.

if there were a skill tree that had 2 branches, I could make it so that each unlocked skill on each branch is active.

UpgradePanel text too close to the button

There is a deselect button that deselects an active need

If you have two active needs, you can't activate a third

When you're missing an active need, red text informs you of this

You can't click the back button if you don't have all active needs set

Write a test that checks that all canvases are in 'Scale With Screen Size'

Fix bug in NeedLoader.OwnedNeedsAsList if two children refer to one parent

Create needs with variations

Default need data should have variations and leverage the tree

Price the needs appropriately

Add Olivia art to the game

Use custom buttons everywhere

Random events can only occur once

Test that no two variation descriptions are exactly the same

Show stats at the end of the level



Comments

Well, that part isn't implemented yet, but it's probably going to happen. And yeah, I appreciate all ideas :) It's fun to brainstorm on this stuff.

Bawdy Ink Slinger

Great to see my idea of them finding and giving you things is making its way into the game in some form (unless you had already thought of or added before and great minds just think alike :) ), guess i'll have to try and think of another possible concept to add now.

Hognus


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