We are continuing our series of posts about the roadmap, where we explain in detail what each checkpoint in our development roadmap entails.
This time we’re talking about the “Character customization” system.
You can read the previous roadmap post about the “NPC schedule” system here.
Character customization is one of the most requested features from you and the one that’s being talked about the most.
Character customization in Deluded
It’s a system that’ll allow you to change different aspects of Alisa’s appearance. Before continuing with the topic I wanna make something very clear: there is a difference between “character customization” and “character creation”. Deluded will have the first but not the second. Deluded is Alisa’s personal story, so you’ll be able to shape Alisa’s appearance only through gameplay mechanics, quests and interactions, not create the character from scratch or edit her with sliders.
I’m sure someone was expecting the character creation to be implemented, but it is how it is and it’s not subject to change.
Features
So, which aspects of the character will actually be customizable?
Make-up (for eyes and cheeks) and lipstick. It's already in the game, but we’ll of course add more patterns totaling to about 20-30 make-up styles in the complete game.
Nails. In one of the boxes you can find a make-up kit bag, which will contain nail appliances among other things in the future. Use it to change nails’ shape and color.
Brows that you can color at home and have shaped by a brow artist.
Tattoos and piercing — for some reason, the most requested features from you guys 😀. Tattoos and piercing can be done by local artists, and those skills probably won’t be able to be acquired by Alisa herself. Piercing and tattoos will have predetermined slots, that you’ll be able to fill using the dialogue or some other system.
Hairstyle. Some easy hairstyles (buns, ponytails…) can be done at home, while for more complex ones (haircuts and hair dyes) you have to go to the hair salons in the open world.
Fatness and muscle tone. Overeating leads to fat gain, while training helps reduce fat and build muscle. Easy. Different workout stations have different progression levels. Currently, you can use the basement home gym to increase your strength up to a maximum of 30 points. If you want more, you need to seek something better in the open world.
Beauty augmentations like lips, butt, chest and maybe a face shape. Will probably be done through visiting the cosmetologist in the open world or by taking special pills.
Pubic hairstyle. At the moment, there’s only 1 pubic hairstyle in the game. In total, there’ll be 8 styles, including a full shave and a full bush.
Tan and skin whitening. Temporarily darkens (with the sun or a tanning bed) or whitens (with special lotions) your skin. The effect should last for about 2 in-game weeks. I hope we’ll be able to implement the tan marks system as well.
Aging. If you play long enough, you’ll see Alisa’s face slowly developing wrinkles. Btw, you can already test the visuals in the cheats version.
Progression
Of course, not all character customization options will be available immediately. E.g. applying certain make-up patterns already requires some make-up skill in 0.3.5.1. Other customizations that require skill will include: lipstick, hairstyle, pubic hairstyle, brows and nails.
Skills can leveled up by simple practice or by reading special journals, with 4 journals for each skill scattered across the open world.
It works the other way too, like make-up increasing the S***ness level.
Certain customizations will be tied to attributes. E.g you can’t have “dominant” tattoos if your Dominance is not high enough.
Also, the customizations will be tied to certain areas and NPCs.
When will it be implemented?
The game already partially has the code and features for character customization, but the 0.5 build will have the whole functionality.
Of course, most of the customization features will be available in the open world, but we’ll make sure to add more ways to test this mechanic in 0.5, like: asking mom to do Alisa’s hair, using mirror, etc…
Anything else I didn’t mention you wanna learn about? Let me know in the comments! 😉
Hey! We've noticed quite a few questions popping up from your feedback, such as: Will we be able to customize the character? Why are all NPCs idle? Why can’t I go to the town? And the most popular: When is the Steam release?
Those questions mean that you really want to see this project flourish and we appreciate them! However, we couldn’t understand where these questions come from, given that the roadmap containing those milestones has been available since the very first release (do you guys not read the About section before pledging to creators? 🤔). Anyway…
In order to make a statement that it does exist and to develop the subject further, we’re starting a series of posts covering the roadmap in detail so that everyone can learn more.
Overall, the current roadmap is focused on the house quests and events, We took this opportunity to focus on the small playable area, where it is convenient to test all the game mechanics. Yeah, mechanics. This roadmap is mostly focused on the technical part of the game. Of course, that doesn’t mean we will sacrifice the content part, mechanics and content are being worked on by different people. But developing and refining mechanics will be our priority for now. As they say, without the base, there can be no superstructure.
So, let’s talk about the nearest roadmap milestone - the 0.4 update!
v0.4 - NPC Schedule
The next big update will focus on adding the NPC scheduling functionality. The NPCs will be able to walk between locations, sleep, work, eat, change clothes, etc. Though, no advanced AI or anything. Since Deluded doesn’t have enemies and combat mechanics, we think it’s unnecessary.
Each NPC will have its main and side activities. The main activity is when an NPC is the most available for your interaction. Sometimes they switch to a side activity, but not for a long time (30 mins of in-game time).
Here’re the rough schedules we have for our existing NPCs.
Mother
Willa Ginart, being a busy bee, will be working in the kitchen - washing dishes or cooking as her main activity. Her side activities would include: reading in bed, bathing and ironing.
Father
Jeff Ginart, on the other side, is a couch potato. He will occasionally read the newspaper trying to find a job and his other side activities will include: chugging beer, bathing, watching TV.
You’ll also be able to join him for a drink (don’t be jealous, US players 🙈).
Brother
Stuart’s main activity will remain sitting on a porch as it is now. Side activities are: playing on the console, returning from hustle-work.
Mr. Alan
Mr. Alan will be staying in the shelter (church) and coming every day to stand by the tree. From there you can continue dialogues and quests with him.
In the evening the whole family will dine together at the table. You’ll have the choice to either join or pass.
Dialogues
The current activity and location of the NPC will also influence the interactions. NPCs will talk about things differently when they’re not engaged in their main activity. For example, mom will get angry if you enter the bathroom while she’s bathing.
Reactions
Ever been confused about why is Alisa walking naked so freely in front of the family? Not anymore. Well… sort of. You’ll see the full-fledged version of it when we introduce the 0.7 update, but we’ll get to that. With the 0.4 NPCs will be able to react to different states of Alisa and her appearance. We’ve modeled 13 universal reaction types for each NPC, which include reactions to 8 various types of nakedness (in cursive). That being:
In Restraints (eg. ropes, cuffs)
Naked in Restraints
Fully Naked
Visible Genitals + Nipples
Visible Genitals
Visible Nipples
Dirty
Visible Panties
Visible Bra
C*m on face
Drunk
Sexy
Aroused
The Sexy parameter is measured by the sexiness and beauty of Alisa’s outfit combined with the character’s attribute ‘Sexiness’.
Since NPCs are unique, they will react to these states differently. For example, one NPC may find Alisa being naked as sexy, another will say she’s a whore. In the cases when an NPC is not unique -we’re talking about NPC fractions - those fractions will also have their own reaction pattern (we’ll talk more about fractions in the post about v0.9).
New NPCs
There’s a list of other NPCs that we plan to add in the prologue (not necessarily in 0.4):
Stuart’s girlfriend
Stuart’s best friend
Alisa’s friends
A homeless man with a shopping cart
Some of them are quest- or event-related and not all of them will have a schedule.
Other
A minor rework due to the introduction of NPC schedule system would be that the “Dirty girl” quest will only activate if Stuart is present in his room.
And, of course, not forgetting the Spring Mansion location. All the family members will receive their unique schedules on the camping day.
And that’s about it!
I don’t think I’ve covered all the features that’ll be present in 0.4, or some features are not fully confirmed. For example, we’re not sure yet if the type and order of activities will change from day to day. We’re currently focused on the next content update which will be 0.3.5. But that’s a topic for another post.
Do you have any questions regarding NPC schedule?
Please, leave them in the comments below!
We’ve decided to start these devlogs to talk about more about the game besides what’s currently being worked on. And we would like to ask you: what can we cover in these posts? Is there any game aspect you would like to know more about? Suggest your topics in the comments as well!
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