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Hello everyone! Progress this week has been slower than I would've liked, which I mostly attribute to burnout and some external factors. That said, I did mange to get some work done and also started planning ahead for new enemy and stalker designs.

First off, let's cover what's been done. This week, my focus was on dungeon progression. I've introduced a new item - an orb - found on the top floor of the generated dungeon. These orbs act as keys and you'll need to collect at least two to unlock the dungeon's boss door. A new one spawns per dungeon generation.

The idea behind needing multiple orbs is to encourage players to experience all the dungeon has to offer by running through at least twice before facing the stalker in a boss fight. As I've mentioned in previous posts, the goal with the stalkers is to have you fight them in order to progress the game. Due to the unique nature of each boss, I'll likely use a simple placeholder for the time being, though I don't plan on making the fights that hard or complicated. You will be able to continue running dungeons after the stalker's defeat in order to get more money by selling off surplus orbs.

Aside from that, I also completed two sex purification animations that I had started last week for the monsters currently roaming the first dungeon. These took priority so that I could test the overall game-flow and adjust numbers. I'm quite happy with how everything is feeling currently though I may need adjust again with more testing. I also introduced a new clothing system for enemies that will help with swapping outfits with exposed versions during sex sequences. I may use this system to also create some additional variety in the enemies. More on that next time.

With progression in place and boss fight placeholders coming soon, I'll be shifting focus back to enemy designs, environmental tilesets for new dungeons, and the story. There is a basic plan for the story but there are still some key events and character introductions that need to be solidified. I plan on writing dialogue as I go, using the systems I've created in-engine. Thanks to spending time on the dialogue system and event (story) tracker, writing in new dialogue that is reactionary to the player's actions is quite simple. Characters will be able to comment on things such as how often you "purify" monsters as well as track relationships similar to what you might see in a "dating sim".

Regarding the new designs, I have a few ideas on what I'll be working on this week. One of the ideas has progressed quite well and I'll be revealing it next week. Fans of doll-joints will hopefully be pleased.

So, to sum up: More Enemies, More Dungeons and Story Planning are on the horizon. See you all next week and, until then, take care!

Comments

King

That’s amazing!!! Im excited to see more of sin spire. Hope you are well rested and take pauses to better your health. Anyways great work :)

Blue Keanu

"Fans of doll-joints will hopefully be pleased." 😍😍😍

Nux98

More monster beauties? relationships tracker? doll joints? You know very well how to treat us! keep up the amazing work! so exited!