A Roadmap


And a playable version is out. Mind yourself that the current version is just a tech demo, and not early access or anything, so don't expect much content. For context, when I released the first five dungeons of Ero Witches, that game was in development for four months, while this game has only been in development for two months. So it's important to keep your expectations in check.

Anyway, I thought it might be useful to list all the things that I'm planning to add to the game. In no real order, these are:

Whatever comes from the Tech Demo

I'll first fix any bugs or QoL requests coming from the tech demo. Or whatever else I can do based on the feedback I'll get. Feel free to report any bugs in a comment under this devlog.

More Ratkin

There are quite some additional ratkin enemies planned. In fact, the textures for those are already made, only the movement animations are missing. Of course it also needs balancing, which is more complex once you get to the longer and more difficult dungeons.


Classes

Obviously there will be more than four classes. You may have noticed that some cursed equipment references a prisoner class. The idea is that the adventurers can switch classes (unless forced into a specific one) with some classes not occuring for adventurers in the stagecoach. Once you reach level 5 in a class you get a permanent bonus that persists even if you change classes. I'll probably go for 8 baseclasses and 4 special classes, one for each area type.

Sets

Different items should be able to be part of sets, granting bonusses if you wear enough of them. The idea is to give the prisoner equipment a set bonus that turns the user into the prisoner class so you can "easily" do the mission to unequip them.

UI and Textures

No the guild buildings will not stay as buttons with text. No the UI will not stay black transparent boxes. No Mami doesn't manage all facilities in the guild.

Kidnapping

Currently adventurers die when they are killed. I'll replace this with a kidnapping system. Once kidnapped you'll get a mission to rescue your unfortunate comrade. When you succeed you get her back, though she will carry some interesting and unique "gifts" depending on where she was captured.

Other Enemies

The ratkin are only one of the many different enemies. They serve the role of the bandits in Darkest Dungeon, where they can pop up everywhere. The remaining enemies are mostly confined to specific areas. Most of their stats and moves are already designed, but texturing everything will take some time (though some have some rough drafts already). I'll go area per area, so you'll notice when they are finished.


Other Areas

The idea is to have four different areas, each corresponding to a quadrant from your guild, of which the current forest is one. The others are a cave (spiders/bats), a swap (vines/slimes/alraunes), and an actual dungeon (machines/orcs/goblins). Each requires some different tiles and curios, but that doesn't take that much time. And as said before, the data for the enemies is mostly done already.


Bosses

Rather than the bosses happening at the end of a dungeon, I'm thinking of just making them a dungeon themselves, as in just a single room with the boss. The trek to the boss doesn't really add a lot, so I might as well streamline that. I have some ideas for bosses thought out already, but normal enemies take precedence now.

I also want some minibosses. These are like bosses but smaller and occuring during a dungeon run. Something like a kraken attacking in case of some interactions with the lake curio.

Curio Rework

Currently curio interactions depend on provisions, just like in Darkest Dungeon 1. This has some problems, firstly it limits the amount of provisions I can create, since all of them need some interaction with curios or you're left with a lot of dead weight. Additionally it only works once, if you know the effects you just make sure you have the right provisions for the area. I guess it works better in DD1 where there's a heavy focus on provisioning (though it becomes irrelevant once you have enough money).

Instead I'd like to investigate making the curio results depend on the adventurer that interacts with it and her quirks and personality. But for now, the curio system works.

Hypnosis/Parasites/Piercings

There's still some empty slots on the equipment bar. These are meant for hypnotic suggestions and parasites, both applied by enemies. Parasites grow slowly if you nurture them correctly and give both drawbacks and bonusses. Hypnotic suggestions on the other hand weaken over time. Piercings are piercings. I don't know how I'll show these, since limiting them to a couple slots may be too limiting.

The idea is that in the endgame you can make a full death machine by using all these parts together.


Animation Rework

You may note that the animations are a bit wonky and stilted. While not by design, it's a consequence of creation them unhindered by any knowledge of how animating works (as well as changing animation position and length several times during development). I hope to get better at it as I animate more stuff, and then do a second pass through the current animations.

Analytics

Darkest Dungeon 1 is balanced based on player analytics. Just knowing how much a move or class is used helps massively in balancing stuff. Moreover, it's just fun to know. I think there's a way to set this up with Godot, but I'm not actually sure. In any way it's of lesser priority than the other ones.

Personalities

This is the big one. I'd like each adventurer to have a personality like in Going Deeper. This would then impact the quirks they get/lose, the growth of their crests, curio interactions, and more. Unfortunately, it would be a system with quite a deep impact, so I prefer making a larger part of the game before implementing it. But once implemented it will give an extra dimension to your adventurers and force you to live with or "correct" their personalities.

Anyway, that's what's planned. I'll keep you posted in future devlogs.

Comments

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Riposte is broken, it gives the counter attack and dodge to the enemy not the rogue. As is its just stab stat wise but also buffs the enemy.

You seem to have a trend going with riposte giving you trouble. 

So after playing for a bit a few thoughts and a bug, when you bring up the character page the equipment on the far left(underwear and body slot doesn't pop up descriptions like the rest of the gear. 

Now I would also include a page listing status effects and what symbols mean. You can see them by hovering in battle, but it would be nice to have them in one place. 

Also  a few things in the UI are very confusing, I cant make heads or tales of how the quirks are gained, or lost. Like what is the [] locked thing mean, Does the locked mean that that quick is stays and wont be lost? The personal development goals seem to be tied to them but some are just not possible, like cleric deal heal damage. Or if a cursed item occupies the slot. The kill enemies personal goal also seems to not work, cant get it to go up at all with killing blows or anything. 

You can rob gear off the recruits without recruiting them, great source of red underwear and lets you check their appearance, but does feel wrong to just let you keep that gear.  

And this is just my opinion but I think the rats sway should be toned down just a little, it seems to be a variable as there are differences in how much, it looks fine in the milder case, but when the torso rotates about 45 degrees it looks rather goofy  

Are you playing on the latest version? That fixes the hedge blocking mouse movement and adds a glossary of all symbols in the guild (bottom right), though I'll want to add subtooltips eventually.

Heal damage is bugged. Kill enemies shouldn't be. Progressing personal goals will halt if the dungeon is too easy though. I'll have to see how to deal with the exhibitionist ones that become impossible to complete though.

Good catch about robbing the recruits. I'll disallow that. Same with the tooltips in the far left, it's a layering issue that I'll fix

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The kill enemies was do to me being in to easy dungeons and it pausing progress. I though I was on latest, ill redownload. 

also on stopping robbing recruits, maybe take  red underwear off their spawn table, as you can still recruit, stirp dismiss. Also maybe put chest size as a stat or let players see them naked without recruiting, for those who want to look at them first. 

When I was defeated in the last room of a dungeon I still got mission complete.

I assume that when adventurers get kidnapped, they will still take up a spot in the barracks. Hopefully if you get low on adventurers, some of the weeker ones will escape so you can still field a full party.


Anyway, looking good so far.

Three things I can come up with off the bat,

1. Hotkeys for main skills like in DD: I can make the combat a lot more snappy in DD because pressing 1, 2, 3, etc selects the skills in the active character's slot 1, 2, 3, etc respectively and lets me keep my mouse towards the enemy.

2. Expanded zones for walking to the next area via clicking: Not having the first mentioned feature I started to control exclusively with the mouse, but sometimes when I would click I ended up just before the area transition in complete darkness confused for a bit. It's not hard to fix, just have to manually move up with the keyboard or feel around for just above where my character is, but it might be a bit nicer if you put a continuing strip of land behind the loading zone so people who just click can be automatically pathed into the load.

3. Can't deploy without a max size party: This just seems like a useful given considering the nature of the game, at the start I wanted to leave my only member with lust at the bar to heal up, but you have only four at that point meaning everyone must go to the next area. Given the game starts with the two initial party members it seems odd you can't naturally choose to have two ever again.

Very cool though, can't wait to see the game develop more as time goes on.

Noted. All three things will be added.

on the click to move problem, in the area with the hedge that blocks the way, when its cleared you still cant click to move through it  and have to manually move with wasd. 

Looks like my day has been planned for me

gonna wait for an update to the demo before i give it a try but i just wanted to say i have very high hopes after playing Ero witches. particularly liked the Futa chastity stuff and im looking foward to seeing all the kinks meld togther in this one.

Oh man I do hope that if futa is added its disableable in options. If there is just a random cursed item that turns them futa it would really kill the game for me. Even the pony dungeon having the horse cock dildo forced on really killed that dungeon for me, and pony play is one of my fav kinks. Futa is one of those ether you do or dont like it kinks that needs to be optional and not forced if the game isnt focused on it. The number of games were the true end or what not is locked behind all routes and there is just the one futa or trap among all the girls, I just wont finish them. 

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well ill respect your opinion but i really want it. and to be fair you were allowed to skip content you didn't like. probably gonna be an option to turn off stuff you don't like in the future

Yeah the ability to skip was very appreciated, but also locked you out of the stat buffs from challenges, which was a bit annoying. But yeah Im not saying the game shouldn't have the content, but that it should be optional, and that cases like the horse cock getting attached in the ponyplay dungeon can be repelling to those who don't like futa as well. That it was just static attached and not part of a scene which lets you chose whether to focus on it or on a girl makes it visually not really any different than just turning a character futa by transformation.  

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Yay, playable tech demo!
Bugs encountered so far:
* Trying to start a mission with decent provisions put me into an "overencumbered" state, though this seemed broken: Even using or dropping the entire inventory did not clear the state, neither did leaving and re-entering the dungeon, only restarting fixed it. The flag not getting cleared/recomputed properly?
* The training field slots show "right click for details" but if you right click them while there's no minion in the slot yet, it tries to show character details of a null minion, causing the game to crash into "not responding"

Thanks for the detailed descriptions. It helped me fix both of them right away. Though I couldn't replicate the freeze with the overencumberance, I made it so you can no longer start the dungeon overencumbered. I plan to allow you to upgrade the encumberance limit (and have certain classes (e.g. ponygirl) increase it as well) in case you want to take "decent" provisions with you (i.e., buying up more than half the shop).

lost my hero in the 2nd dungon, went on a new mission and got overlapping enemies. looks ridiculus, but somehow its an adoreable animation.

like is as a tech demo so far, high potential, and the nice music is back :D interface was a bit tricky to get used to, if against your before done game.

Fixed now as well. Was a problem with the game not resetting combat after you retreat or wipe.

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this looks really interesting :)