Alpha Devlog 5: After the Tech Demo


So the tech demo was a success. I think there were about 80 or so bugs, which are all fixed by now. Unfortunately the game is much too unstable right now to make a release, so you'll be stuck with the buggy version for now. But the least I can do is keep you up-to-date with the game's progress, since I've done more than just bugfixing these last two weeks.

Encounters, Bosses, and Areas:

I first started writing down the data for all enemies, enemy encounters and boss encounters. These are the Excel sheets which contain the details of each enemy and their moves, as well as the different encounters (groups of four enemies) you can get in the different areas. It might just be data, and completely lacking any textures or programming, but it's important to set out the scope early on. I'll provide more detail on the enemies and bosses once I actually implement them into the game though.

After that I worked on all the sprites for the overworld enemies. These are quite simple since it's just a front facing idle animation, so I did all of them at the same time. I had to implement some stuff to make animated textures as skeleton parts work, as well as different races (what decides haircolor/hairstyle/skincolor) in the same animation, but in general it was mostly drawing textures.

Here's a still from an animation I made about it.


The sprites move, and I redraw them a couple times to show you different colour variants and stuff. So watch the moving version on Twitter: https://twitter.com/madodev18/status/1680883922010349569.

Below is a view of different missions in different areas and the boss elimination list. It's important to note that the data and sprites is all there is currently. So the actual combat puppets - the hardest part - and move visuals - the second hardest part - don't exist yet.


Guild Texturing:

With the data and sprites done, I'm now working on the guild textures. First the different buildings, and then the images for the different facilities. These replace the placeholder Mamis, and grow lewder the further you upgrade the building. As tends to happen, drawing these takes quite some time, while not adding any length to the game. But they do look nice.


And here are the two series of lewdering images I already finished:



Timings:

It will take a while until I upload the next playable version. It will probably be around early September. Since everything is interconnected, it's hard to make playable snippets, unlike in Ero Witches where I could just release each dungeon separately. But I'll keep you posted on the progress in devlogs like this.

Get Ero Dungeons [Old Version]

Comments

Log in with itch.io to leave a comment.

(1 edit)

Here is a suggestion about an item set. When you replied to my comment about the change to the collar of captivity. I started to think how to expand on an item effect that will equip additional cursed item to the character. This is what I came up with. I‘m not sure where it would fit the best, but the cowgirl level seems the most appropriate.

The living item set (cow girl level ???):

These times are a parasitic live form that clenches tightly onto its host. They use the hosts body heat and feet on its fluids with a multitude of tentacles. These are constantly teasing the hosts skin and can vary greatly in their size. Also the living items try to rip apart all foreign materials from the host, like clothing or weapons and feed on those to quicken their grows. Also the parasite will modify the physiology of its host to increase the production of its most favored and nutritious food, breast milk. To better control its host, the parasite will grow smaller and more specialized versions of itself and attaches these to the host.

Living collar of milking (Type: Accessories collar):

Common; Durability: 40 ; At turn start: 20% to add exhaustion or distraction (weak), 15% change to destroy a normal item, then equip living gag of milking, or upgrade Living collar of milking to living top of milking if a gag is already equipped; Uncurse: ???

The living item parasite will try to attach itself around the neck of a potential host as long as it is small and weak. From there it will try to spread over its host until it complete covers it.


Living top of milking (Type: Suite):

Rare; Durability: 60 ; At turn start: 50% to add exhaustion or distraction, 10% to increase breast size and induce lactation, 15% change to destroy a non living item, then equip another living item that is still not equipped, or upgrade living top of milking to living bodysuit of milking if there are no free slots for living items anymore; Uncurse: ???

The parasite now covers the whole upper body of its host. Reinforced areas around the neck, chest and waist keep a very firm grip on the host. In addition several small needle like tentacles pierce the host breast and inject hormones to stimulate milk production. Another larger tentacle enters the host vagina and keeps her entertained.


Living body suit of milking (Type: Suite):

Rare; Durability: 90 ; At turn start: 60% to add exhaustion and distraction, 15% change to destroy a non living item, then equip another living item that is still not equipped; Uncurse: ???

The now fully grown parasite has encased its host completely and is nearly impossible to remove. At this stage the tentacle in the hosts vagina will fill out the womb and creates an hollow sphere, the perfect breeding ground for new parasites. To nourish itself and its offspring the suit will now suck strongly on the host breast to milk her. By this time the host breast should have swollen considerable and are producing constantly large amounts of milk.


Living gag of milking (Type: Accessories gag):

Uncommon; Durability: 30 ; At turn start: add silenced, 15% change to be upgraded to living mask of milking; Uncurse: ???

This parasite main purpose is to silence the host, so that she can‘t ask others for help. Its small limps are probing the face and head for additional openings and cover the skin which a sticky fluid to prepare for its next evolution step.


Living Mask of milking (Type: Accessories mask): 

Rare; Durability: 50 ; At turn start: add silenced and blind, 10% to increase breast size; Uncurse: ???

When the living gag has grown in size sufficiently, it will spear over the head of its host, sealing it complete in. Specialized tentacles will extend themselves into the nostrils and start to control the host breathing, while a sweet perfume makes the host more docile. The largest tentacle grows deep inside the host digestive system filling its stomach and goes all the way through until its exits the anus. At its end it develops an phallus shaped head and starts penetrating the host vagina trying to fertilize her with parasite eggs. The middle section of this tentacle secretes a slurry and keeps the host well fed. In addition this food will stimulate the grows of the host breast and stimulates lactation.


Living cuffs of milking (Type: Accessories cuffs):

Uncommon; Durability: 20 ; At turn start: Add bound (weak: reduce strength by 15%), 15% change to be upgraded to living armbinder of milking; Uncurse: ???

This parasite is very simple in its nature and just reduces the self defense abilities of the host while the other parasite parts keep growing.


Living Armbinder of milking (Type: Accessories cuffs):

Rare; Durability: 60 ; At turn start: Add bound (strong: reduce strength by 30%, can‘t use weapons); Uncurse: ???

A much stronger version of the living cuffs. This renders the arms of the host complete useless.


Living boots of milking (Type: Accessories boots):

Rare; Durability: 60 ; At turn start: Add hobbled; Uncurse: ???

This parasite reduces the mobility of the host, by encasing the legs in a stiff shell. It also forces the feet of the host in an en pointe position and a long hard spike reaches out of the heel. This spike has a sharp edge and is covered in a paralyzing poison. Acting like a defensive tool to fend of other predators.

You already wrote about character skills changing according to how much that character is bound or transformed. When I got it right this is based on the class a character gets from being bound. This is a nice idea and I‘m looking forward to see it in action. I‘m not fully sure how the class change mechanism works. Do characters get experience while fighting bound or does it just depend on how many items a character has equipped?

Perhaps there is a way to expand a bit on this idea. It should be very difficult to swing a sword while your arms are bound in an armbinder or kick while your legs are tied. So it would make sense, if certain skills would be replaced by a weaker version depending on the bondage items the character is wearing. For example the slash skill of a warrior could be replaced by a tackle skill. Once the character has sufficient experience being bound, she could then become a specific bondage class with better skills.

As an example the warrior class could become the ero tank class, with little offensive power but strong damage absorbing and preventing abilities.

This could be a skill set for this class:

Bump: Run into an enemy and deal little damage. Has a small change to unbalance the enemy. Physical: 2-3 damage; Physical: 000x||xx00; adds distraction 20% chance

Moan of courage: Moan loudly and buff your allies. Increases the damage of your allies. Targets all allies: xxxx||xxxx; adds strength (weaker version of the current buff)

Meat shield: Place yourself between the enemy and your team to protect them from attack. Target one ally and one enemy in the first position: 00xx||xxxx; Taunts one enemy, adds guarded to one ally, adds block to self

Masochism: The next time you receive damage, you are healed by twice the amount, but your lust also increases. Target self: 0xxx

Here are two links for example images as inspiration.

https://www.deviantart.com/uberis/art/The-TANK-924929622

https://www.deviantart.com/lurkx/art/Orchid-The-Witch-s-Assistant-Explained-950199915


Hopefully I found something you have not seen before, even though I think that is a bit unlikely.

The way it will work is that once an adventurer gets three cursed items of a specific set, her class changes. With the bondage items, the class changes to prisoner. Each class has its own weapon(s) and attacks, since the prisoner doesn't have her hands free, none of her attacks require her hands (in fact, none of her attacks exist yet, so I'll be taking your ideas into account for the moveset). Of course, she'll still get experience in that class using development goals which gives her better skills. And the idea of the class is also to be a tank as you mentioned.

Hopefully I found something you have not seen before, even though I think that is a bit unlikely.

It indeed unlikely, I'm a big fan of cursed equipment. The problem is that many of the images are hard to implement in a game without making it unplayable, buffing and tanking being the main exception.

Thank you for the explanation. Yes I agree combining bondage with fighting characters is quite tricky. However it fits nicely with all kind of magic, since this is purely fictional and you are free to create the rules for magic as you like. It is your choice if bondage makes magic harder, easier or doesn't effect it at all.

And one more suggestion, this time about a specific item the collar of captivity.

Collar of captivity (Type: Accessories Collar):

Uncommon; Durability: 20 (change to: 70); Damage –10% (change to: 5% chance to destroy a normal item or equip a new cursed item; if all slots have cursed items: transform into spiked collar of captivity); Uncurse: Reach level 3 of prisoner 

The collar looks like the most sturdy cursed item so far and should have an higher durability (if that has any effect?). The damage reduction effect does fit a collar particularly well. So my idea was, how about the collar being an item to accelerate the prisoner curse. That would also give the player an incentive to prioritizeremoving the collar. If removing cursed item before the curse is completed is a game mechanic at all. What do you think, would such an effect fit into the game?

Durability protects against item destruction by enemies. Enemies cannot equip an item before the current equipment part is destroyed (or the slot is empty). Of course, enemies also don't destroy equipment from their "region set", so the prisoner set for the Ratkin. So it would have the effect of making the item harder to destroy (and potentially replace) in other regions. But yeah, higher durability would make sense.

I like the concept of the item having a chance of destroying items, or equipping other ones. Although I'll need to do some testing whether it's balanced. It's certainly possible to implement. And damage reduction is always a safe, albeit boring, thing to put on cursed equipment.

Currently there's no mechanic for removing cursed equipment early, since the curse (in this case, reach level 3 of prisoner) applies immediately. But it might be a fun mechanic, where you have to hope the curse doesn't set in before you can uncurse the equipment at the guild.

Thank you for the answer. I think a way to escape cursed items would be really nice. Mostly because I like to see damsels to struggle in their restrains. It looks so cute and sexy.

(2 edits)

Here comes my next attempt to make a suggestion for EroDungeons. So far it seems, that all bondage items are equipped permanently. That seems a bit too restrictive and doesn't fit all the items presented in the demo. For example the blindfold seems to be very easy to remove, while the collar and the ankle cuffs are very solid. How about different escape difficulties for bondage items. One option would be to go for 3 different levels.

Level 1, easy to escape items. The adventures can try to struggle out of these items during combat and are automatically removed at the end of a fight.

Level 2, hard to remove items. It is impossible to escape these items during a fight, but with the help of consumables the party can try to remove them during a mission outside of combat. Fitting consumable would be bold cutters, pick locks or glue remover. Once a mission is over these item can be remove when you have the right building and for a little fee of course.

Level 3, impossible to remove items. Once equipped you better learn to life with this stuff. However there could be a very rare curio in some dungeons that give you a chance to escape. But if you fail, then more bondage items will be attached to the character or the whole group. Curios which can help with these item could be a statue of a goddess or an ancient sarcophagus.

Thinking about the interaction of curios, I guess it would be nice if some curios in general have a chance of equipping bondage item on the heroes. Or if traps would be implemented in EroDungeons, like they are in Darkest Dungeon. I have not seen this in the demo so far.

I wonder if others would like to see this concept implemented in our game as well? What do you think about this idea?


Edit: Upon closer inspection it seems you already have some mechanism planned to remove bondage items. However I don't understand the mechanism behind durability and the uncurse mechanism. At least it seems that this is not a part of the game yet. Can you explain a bit more about these features?

After the bug search is done perhaps it is time for some wishes and suggestions on the game development. After playing the tech demo my first thought was to ask for more item slots, so more different bondage items could be equipped. Currently the game has six item slots per character, that seems a bit few. Here I show a list of 12 item slots with suggestions about which bondage items could fit into these slots. Feet: Ballet heels

Legs: Ankle cuffs

Hips: Chastity belt

Waist: Corset

Breast: Chastity bra

Body: Catsuit

Hands: Bondage mittens

Arms: Armbinder

Neck: Collar

Mouth: Gag

Eyes: Blindfold

Head: Bondage hood

I guess it will be difficult to implement this change, since a larger part of the UI needed to be redesigned. Still I would be glad to see an extensive bondage system in this game and think this could make the missions more interesting. What do you think about this concept?

I've actually made a conscious decision to limit the equipment slots this time (outfit + underwear + three free slots). All equipment items should be destroyable and replaceable by enemies during combat so they can fully fit you in specific class gear during the dungeon run. With twelve slots the enemy would spend too much time just equipping stuff without engaging with any of the other aspects of the game. It also reduces the chance of combinations of items ruining the game, where each turn is half a minute of seeing tokens/actions from all your equipment passing by. I also opted not to use specific slots since you often get overlaps (e.g., armbinder and bondage mittens).

What seems more plausible is to make equipment "upgradeable", so the enemy could replace a blindfold with a bondage hood, which is more heavily cursed and has worse penalties + allowing you to swap out cursed equipment for more severely cursed equipment (which is already a thing in Ero Witches). When things don't fit in the five slots, I'll just merge them together (chastity belt + chastity bra), (blinders + bitgag + pony ears) is what I'll most likely do.

On another note, I'm always open to item suggestions (item + effect). I'm going to need quite some items to populate the game, and it isn't always easy to find good combinations between items and interesting item effects.

(1 edit)

I get your point and this approach has its benefits as well. Still it was worth a try, it could come up in the next game :-)

If you need some inspiration on bondage items in a game, I can recommend Kinky Dungeon by Ada. Here is a link, it is for free:

https://ada18980.github.io/KinkiestDungeon/?test=true

But don't spend all day playing this, I am still looking forward to see the next version of EroDungeons.

As additional inspiration for bondage equipment, I will post two links to images that are nice examples for cursed equipment:

https://www.pixiv.net/en/artworks/106238787

https://www.deviantart.com/wossarem/art/April-2020-1st-Place-Zelda-859921098

To make specific suggestions on items + effect, I need to spend some more time on learning the game mechanics. Before I do that I would like to post one or two more general ideas about game mechanics. But more about that later. Have a nice day and keep up the good work.

Nothing I haven't seen or played before unfortunately :)

Is kinkiestdungeon browser only? Or is there a downloaded version. 

I see my flaw in posting a link to another game here. As far as I know it is a browser only game.

Yeah I dug in and look around about it, eventually asking on its discord, its currently browser only, but sounds like is planned to evenually have a download version for supporters. A total deal breaker for me, but fine for many. 

Nice to see the game is progressing. The lewd images look nice and the enemies interesting. One suggestion, it would be nice, if you could change the position of the adventurers in your team during a mission, but outside of combat. Also a combat log would be nice. Some message during combat pop up too quickly and it is difficult to see what is happening in detail. Keep up the good work.

Glad you like it!

it would be nice, if you could change the position of the adventurers in your team during a mission

You can actually do that, by dragging them around in the topright (but dragging the bars not their image). Needless to say I made it more clear since then.

Unrelated to the game; Madodev do you have a community discord??? I would love to join in and be able to shoot ideas your way. happy to help out in anyway possible 

(1 edit)

I don't, but I'll make one for the next release. Feel free to shoot ideas here though.

Any chance for the building icons to get lewder, like for the stagecoach to go from a normal one, to more of like a slave cage (why else would better talent show up upon a guild getting less reputable)

I do have plans for that actually. Although with ponygirls for the stagecoach.

I have no good ideas for the other buildings yet though, so those are welcome.

I mean we do have a farm in game.... ;)

Character ideas first as I initially misread your post. Tavern could go cow theme, Training I would do a amazon with skimpy or bikini armor that becomes chastity and bondage gear. I would put the ponygirls on the farm and put a stagecoach driver with a riding crop that gets swapped to dom gear and a whip at the stagecoach. 

As for buildings themselves, the tavern or barracks could gain red lights and curtains shifting to look more brothel like (its it feels like it would look better on the barracks icon than the tavern) In front of tavern put a waitress with sign as a sign girl, her replaced with a bunny girl or dancer with a alt sign. The Mental word could swap the star for a womb tattoo crest and add some pinkish lights in the windows, as well as turn the building form white to light grey to be less pure and clean. Similarly swap the symbol of the guildhall and and swap the flower bed for pink red and purple flowers, again tweaking the lighting and colors of the buildings, try to make the two side doors windows with girls in them, stripper poles or somthing. For the farm maybe start with horses in a stable and swap to girls or other such livestock swapped for livestock play. For the training field swap the targets equipment for wooden horses and other sm equipment, the tents becoming cages. 

Of the other icons one seems church based, start with a outdoor podium and seating, like in a church but outside (similar to a outside wedding) swapping the podium eventually to a pillory.

If I knew what the other two icons will be called it would make it easier to give ideas. 

The farm (provision changes), nursery (parasite changes), and psychiatrist (personality changes) aren't implemented yet and probably won't be implemented for a while.

I like the building ideas, and I'll take them into account. The characters are chosen already though. Tavern for example goes with a bunny theme: