Alpha Devlog 6: Progress Report


I just returned from a long hiatus playing Baldur's Gate 3, which prevented me from doing any work on the game. I wanted to release a devlog before then, knowing that it would block development for a while, but didn't get around to it. I'm in this phase of development where there aren't any clear finishlines, so I'm tempted to just do one more thing before creating a devlog. But no more of that, I'll give a short (very short) update on everything that has changed since the previous devlog (in my dev version, the Itch download is still the same one as for the tech demo).


All ratkin puppets (haircolor/eyecolor/skincolor are dynamic) are in.


All enemy human puppets are in (haircolor/eyecolor/skincolor/length/boobsize are dynamic). The dog is a human in an animal suit btw.


Their moves are also in, excluding some very specific grapple mechanics (in combat restraint) and some cut-ins for specific moves.


Full animation on X (I like how the new name sounds like a porn site).

Hypnosis is in, as well as a basis for a sensitivities panel (but I won't have time to finish the latter before the next update).


Rescue missions are in (missions now also have extra effects for more diversity).


The prisoner class, with 12 moves is in.


Which went surprisingly fast, since I had most of the textures from other parts of the game already. Here's how it looks in the data.


I'm currently working on switching classes and set bonusses. After which I'll continue towards more levelup goals and tutorials. After that I'll add a bunch of equipment since I have quite some ideas laying around (see below). I'll get another tech-demo-like release out in early September.


Comments

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Nice to see that the game is developing well. Thank your for the progress report, the new content looks good and interesting. Especially the armbinder of excessive violence made me laugh. Can't wait to see that in the game :-)

However there is one thing that's disappointing. In the equipment list you show, there are no bondage boots or other leg restrains listed. In my opinion, that is close to a criminal offense to the idea of any kinky game. I hope that this flaw will be corrected. As an punishment you have to read some suggestions for bondage items again.

Cursed ballet heels of the dancing queen: reduces speed by 2 and dexterity by 10%. At turn start: 15% chance to activate the dance skill and skip your normal action. A dancing character give the strong inspiration buff to her allies. (High inspiration: increase intelligence and Will by 10%)

Ponyboots of kicking: reduces speed by 1 and dexterity by 15%. At turn start 30% to back kick and move one position to the front. (Deal damage to the character standing behind you)

Platform boots of arousing pain: reduces dexterity and fortitude by 10%. At turn start 20% chance to deal damage to self and increase lust by 2. (These boots have a needle in their heel and when pressure is applied to the heel a mechanism shoots the needle into the feet of the wearer. The needle is coated with an aphrodisiac)

I'm curious if some of my suggestions will make it into the game. Have fun and a good time.

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The whole black goop (changed to a latex set) is based on your idea of an equipment that adds more of its type and spreads itself to allies. Four of the prisoner attacks are also based on your post about that. It's never a one to one conversion of course, but please keep your ideas coming.

I do have some heels though they aren't shown there. Ponyboots (hobbles the wearer but increases carry capacity), cursed boots of speed (SPD increase, but start your first turn stunned), maid heels (minor hobble effect but cleans yourself of negative tokens), and latex heels (part of the latex set).


Anyway, by coincidence I was just busy putting all the equipment in their proper Excel format, so I also added your last two ideas (slightly adapted). There's now also support for item flavor text btw. (Open the images in a new tab to read them.)


I'll keep the first one for once I add a dancer/buffer class (and corresponding moves).

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Thank you for the quick reply. I am glad I could be helpful. Now we just need to hope, that my suggestions are actually good for the game ;-) As soon as I come up with some new ideas I will let you know. Until then have a nice time and happy brewing.

Kinda wondering if there's going to be any transformation stuff in this. 

hey. Wow. 

Ah please tell me there will be a option to disable the dick getting attached in the dog suit, and just in general. Futa or dicks getting attached to women is just plain uncomfortable to me, enough so I generally pass on games with futa transformation, as that suddenly the girl you have been fapping to isnt a girl anymore just kills it for me even if its only temporary. Strapons are tolerable but still not pleasing when just passively worn, in sex scenes my mind just pays no mind to them in the same way as it would the guy in a male on female scene. I know many love futa and its great to give something for them, but at the same time the game is very much female only focused, so those who only want to see girls are also a major portion of the players, if I wanted to see character with dicks I would play a game with focus on male or futa characters, and equipment like that is very randomly attached and gets locked on for quite a while. In a lot of ways this is a forced transformation game, and generally those include options to disable certain content. The dog suit itself is also post just bdsm and into the territory of bestiality and probably should have a option to be turned off for that as well.  

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Don't worry, I plan to make all those aspects of the game toggleable, so you can remove enemies and equipment types you don't like. But won't be for the September release, since I need some more content to see how it would work best.

Oh that is good to hear. 

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Also, in case of a misunderstanding about the content of the devlog. Those are the human enemies (or the enemies under the human tab in my excel), your adventurers won't turn into a literal dog (or a pile of scrap). That would be silly.

oh yeah thought those were player characters, also on the topic of unclear, it kind of sounded like you put in a few things to the current download that had been easy, I know the download says how long ago it updated, but during the tec demo that how long ago didn't update, So however you put in the new file it didn't detect it. 

Ah, I clarified that. There's no new downloadable version, I'm just describing the changes I made in my dev version which is still highly unstable.