June 2024 DevLog


(I don't ever post on itch but I will start. Most of my posts are on Patreon or Discord)

June 2024 Devlog

(New game assets in Patreon Mega drive.)

After a computer crash, an attempt at Ubuntu OS, and dealing with Adobe issues, we finally hit our stride in the last two weeks of this month.

Past:

Previously, we were working in Unity, but after their controversial terms and conditions changes (which have since been redacted), we considered switching to Godot 4. This month, we took the plunge and started developing full-time in Godot. It wasn't an easy decision, given the amount of work already invested in Unity. However, the transition has been smoother than expected. In just two weeks, we've managed to get our game to nearly the same state as the functionality test demo we released a few months ago. This rapid progress is welcome since we have hit a few setbacks in the past year and Godot has proven to be much easier to work with. We’re excited to explore its full potential as we move forward, adding more complex features and refining the gameplay experience.

Present:

Since switching to Godot, we've made significant strides in expanding our game's content. We’ve added new features such as unlockable gallery images, outfits, virtual pet spaces, and music—elements we couldn't include in the initial functionality test. These additions are designed to enhance the player's immersion and engagement with the game. The gallery will feature a collection of images that players can unlock through gameplay achievements, adding a layer of reward and motivation. Outfits will provide customization options for characters, allowing players to personalize their experience.
We've overhauled the rhythm game component of the strip tease mini game. Originally, the scoring was based on crowd excitement and energy levels due to inconsistencies in the dynamic rhythm generator. These inconsistencies meant that the same song could have varying numbers of notes in different play sessions, which made traditional scoring methods impractical. Now, we’ve decided to keep the excitement and energy systems but shift to a more traditional rhythm game model. In this new system, the score is determined by the accuracy of notes hit, with crowd excitement and energy acting as multipliers. This change ensures a fairer and more consistent scoring system while retaining the dynamic elements that keep gameplay exciting.

Future:

Looking ahead, we have ambitious plans to further enrich the gaming experience. We will be integrating the currency and bills system into the demo, recognizing its crucial role in the game's narrative and mechanics. This system introduces a layer of strategy and urgency, as players must manage their time and resources effectively to pay their bills. A day counter will be displayed on screen, counting down to when your bills are due. In the demo, this will involve just one bill, but it will still provide a taste of the financial management challenges players will face in the full game. You'll need to work to earn money to pay these bills; if you can't, there will be alternative ways to settle your debts, adding an element of moral choice and consequence to the gameplay.

Beyond just paying bills, any leftover money can be spent on improving your character's life. This includes options like upgrading to a bigger apartment, purchasing new outfits, and decorating your living space. These improvements not only enhance your character’s happiness and satisfaction but also provide goals for players to achieve. Not all of these features will be available in the demo, but it will offer a clear glimpse of the direction we're heading in and the types of experiences players can expect in the full game.

Thank you for your continued support and patience. We’re thrilled with our progress and can't wait to share more updates with you next month! Stay tuned for more exciting developments as we continue to build and refine our game.

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