Saturday, November 18, 2017

A new update is out!

I am still alive and well, and I bring you another update. Links are as always on my patreon page.

I am sure there will be bugs, so I am not going to hope for a bugfree release this time around (just please, make it so that they are easy to fix >_<).

Tuesday, November 14, 2017

Shackles of freedom

This week, like planned, I finished the second slave's scenes, and I worked more on the combat revamp and the new quest. The quest is coming along nicely. You can get it from Kira in the Bazaar. Originally I was thinking of involving the League of Merchants directly, but then I figured we'd need some build up to them, and at least one "official" quest before we get into the juicy stuff, like the conflict between them and the Zante family.
 
Since this quest will involve a fight, I decided to make a push toward completing this first round of improvements for the combat. As I mentionend, you'll get a new summon early on, so that I can balance the combat with that in mind.
 
I also included some really minor changes to the tileset and the map of Rahib, to accomodate for the slave market. Once the update is out, let me know if you find any oddities (or if you have suggestions for the map).
 
I'll try to wrap things up in 2-3 days, hopefully that's enough to get everything into shape for a release. This is mdqp, signing out. ^_^

Monday, November 06, 2017

Slave sales so sexy

So, our first slave is more or less done for now: you get some conversations with him, you can give him 3 different orders everyday, and do some naughty stuff with him at night. You'll get 2 options with him for the sexy stuff (either you dominate him, or you allow him to turn the tables on you, and who knows where that might lead... :p), or you can be "professional" with him, and just keep him as your helper. You'll have eventually the option to free him too, but that will have to wait another time. The plan is to have a similar setup for the girl slave as well, but without the dom/sub dualism (I think she'll be more straightforward, and just be a sub).

I did spend some time this week on figuring out an alternative to the mouse targetting, and I finally found one! It's an odd mixture of my own script, another script and normal eventing, but it seems to work as intended. If this goes well, I'll ditch the mouse (which doesn't always play nice with scripts and certain UI elements) and we'll be able to play using keyboard or gamepad only. I won't release this in the current update, because I'd like to run some internal testing first (since it's a pretty big deal, I want to get it right before releasing it to the public). I will also need some time to re-write the tutorial, if that happens.

I also did some work on the combat. This will need you to restart the game (although there aren't that many fights, so you wouldn't miss much if just kept playing with an old save, but any encounter would likely be harder without updating). At first when I started I wanted the combat to be quick; I hate games where you get longwinded fights with cannon fodders for hours, but then I realized that my game doesn't have a lot of fights and doesn't use random encounters, so it's fine to have cool, longer fights. So I have started by doubling the protagonist's HP (and I also doubled any HP increase in the game, like with the heart amulets), and now I'll aim for 5-8 turns per fight with low-level enemies, perhaps even longer. This will allow players to experiment more easily, and will make combos between spells more useful, easier to try out and so on. I will also get players a summon early on, so you'll get used to playing with 2 people in the party, and the balancing will be easier for me since I'll always assume that from now on. I might aim to make the game slightly easier for the low-level stuff, especially since the new balance will need some fine-tuning at first. There might be other changes (I found some nice scripts to show summons in menu, so you can keep track of their status after the fights, for example), but those might have to wait until the content is more fleshed out.

Finally, I did some work on the League of merchants in Rahib. I might try to squeeze in a new quest, so we can finally get to see the other side, as you fight against the Zanti family (or if you are already a cowgirl, we'll just see you sabotage your own mission, and lie to the League, instead).

I think this is about it (sorry if this was a little on the long-side). If you have any questions, let me know, otherwise see you next week! ^_^

Monday, October 30, 2017

Another week bites the dust

So, I spent this week working on the slave market. The map is done, dialogues with the NPCs are done (I am considering adding more NPCs, though, right now it's a bit empty, but then again, it's just two screens), and I did some work on the slaves (picking the sprites, writing their background, etc). I should probably have 2 to pick from for the next update (1 male, 1 female), although at one point I was considering more (but we can always get back to this later on). I figure I should have each of them provide a different bonus of some sort (although they won't join you in battle and stay back home, so the bonus won't be directly combat-related). Maybe some crafting ability (like getting a free potion everyday)? I don't know exactly yet, we'll see.
 
I also need to write the scenes for when they get back home, as well as figure out what kind of interactions I want for them once they are there, it's important stuff to think about, since it will be what makes having them around worth it or not.
 
I have also done a good chunk of work on small details here and there. Stuff like having a different cup size affecting the wizard's first reaction on the cowgirl's path or having the exhibitionist trait and getting different text with the guard at the bazaar (as well as having the opportunity to complain with the one in charge), to name a couple. It's kind of a pity that you couldn't experience those on your first playthrough, as I think they lose a bit of impact when you replay the game (you might even miss the changes), but the game needs a lot of polish, so when someone points it out, I try to iron these issues out.
 
Since I also fixed a coupe of nasty bugs, I'll probably release a hotfix, so you'll get to enjoy all these changes, if you are interested (the slave market isn't connected to the map, so you won't get to see it unfinished).
 
Anyway, this should be everything for now, do let me know if I am forgetting something (also, if you notice any of my pages with NSFW material being public, let me know, so I can set them to patrons only).
See you guys soon! ^_^

Friday, October 27, 2017

Just a heads up

I set all my Patreon posts containing NSFW images to "Patreon only", because someone made me aware of a change in Patreon's policies regarding such content. Maybe I'll make them available directly here on the blog, in the future, but for a while it might be impossible to see them, sorry everyone for the inconvenience.

Thursday, October 19, 2017

October update is out!

October is finally here for Caliross as well, so we get a new public version as well. All links are in my patreon page.

Have fun, and let me know if there are any problems! ^_^ (people already found a new bug >_<)

Monday, October 16, 2017

We need more polish!

So, I finished the mini-quest and a new scene, but I got an unexpected bug report (thanks to silentwatcher for being so helpful!), and I have been working through it (I fixed about 10+ important bugs, a lot of text issues, and I am not done yet). I have decided to take an extra day or two to see if I can fix all the remaining important issues, as well as do some basic testing for the new content, maybe add something if I find the spare time.
 
I don't have much else to say, so look forward to the imminent new release! ^_^