Home Artists Posts Import Register

Content

SO... that 2 months happened... Going from RPG maker to Unity took way more time and waaaaaaaay more effort than I thought. Thank you all for being so patient. Even having studied and following lessons and tutorials on Unity ahead of time, getting everything to work together and building the infrastructure of the game was incredibly time consuming. 

Improving the sprites was surprisingly not that hard, only about 2-3 hours per page. What took the most time, and likely will continue to, is writing C# script. I'm learning as I'm going with it, and not naturally all that good at coding but you have to wear many hats in order to achieve the game I want to achieve. 


SO, now that the base game is rebuilt in Unity, what comes next? 

This next build (which should be coming on time on the first of October on time) will have the entirety of the first city of Breeg in it, all of Little Freedom. Expanded from the RPG maker game, and ALL the patreon sprites and characters from the last year are being added to the initial city as improved and cleaned up sprites. After this next update, I'll be returning to 2 patreon sprite NPCS and one boss addition. I plan to add 7-10 additional game maps per build to the world, something much more achievable in this system without bogging down file size. An inventory system, a magic bar, and of course saving and loading come next. Then a stats system.

The game will catch up with where the RPG maker version was at quite quickly, but as originally intended, will deviate from the RPG maker story in some pretty important places. The RPG maker game is the roadmap, but the final Unity game has already and will go in new directions that deviate from what you've all experienced so far.

Gameplay is still mid implementation, as that was the whole reason for the upgrade alongside the visual upgrade. Unlike the RPG maker game, Gameplay is an early focus of mine in the Unity build. Once I get quick dodging/dashing working, Stray and each of the three main characters will have unique attack combinations that lead to special attacks, and the gameplay will be a mix of frenetic button mashing, dodging, and character and spell switching. 

A 'Bondage mechanic' will be implemented as well, and can be escaped playing a simple minigame. Actually had the minigame semi-working in the build you all played, but it was disabled and removed for later implementation to be better balanced against the stat system. But once its done and in, you can play through bound, or you can struggle for freedom. Once the magic/kink meter is added, you'll gain benefits from playing bound, or not! 


Overall, the intended goal is closer than ever to achieve. A quality, fun to play, heartfelt and full of lovable characters kinky themed Rpg. Looking forward to seeing this journey through with ya'll.

Comments

Stryth

Will there be controller support? Cause button mashing on a keyboard & mouse sounds like a great way to accidentally discover some new windows hotkey combos.