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Displaying posts with tag Roadmap.Reset Filter
Gaweb Studio Adult
Public post

Glassix - Final Roadmap

Hey everybody!
After checking what's left to do, I've organized the final goal into 2 different tables which better seen on the following page:
The first table which is the same as the image above show the missing minimum required content for each girl. Green is completed, Red is missing and Grey is unneeded. So we're basically missing some possession events, some pimping events and girlfriend commands.
On the link above, the second table shows the list of outfits images used for the daily sex commands and toilets event. Since sexy outfits were introduced during the middle of the development of the game, we initially created the sex images only for the normal outfits. When we introduced the sexy outfits, we started to add the sexy images variations but we're still missing many since it's a lot of work. For this part, I planned to add what's missing but I'm wondering if it's really worth the days of grunt work so I'll release a poll soon for you guys to decide if we should proceed with this image production or just skip it so I can focus faster on Glassix 2, since right now, I'm juggling between the two games which is quite inefficient.

Besides those two tables, we also have a few more extra events to complete too, such as the remaining dating options, the remaining alternatives options for low level sex commands (this is basically an update for low level commands which adds new options to lead to a higher level command to make them more interesting in later game), some sextoys scenes and some follow up events to the "Just an ordinary day" events to make them repeatable. Plus any VIP requests we might get during the remaining development.
All in all, there should still be a few more versions required for Glassix before we reach v1.0 unlike my way to optimistic vision of last year :x This page will be updated with each version so you get a clear vision of how close we are to v1.0. This should be clearer this way.
That's about it for the final roadmap then, thanks again for your support and hope you still enjoy the game even if it's close to completion!
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Gaweb Studio Adult
Public post

Glassix 2 - Roots editor and Entities introductions + Short term roadmap

Hi guys!
Time for some update about where I'm going with Glassix 2!
The Roots editor is under development, which will implement important features of the game and allow me to organize them better than if I had started directly with the gameplay, which is the main reason I started with editors. This is a good time to give you some insight about how all that will work with what I've done so far. Please, note that many things detailed here are FAR FAR future features in the game but necessary to introduce now so you get a better idea of what you're supporting with your hard earned money.
First, let's start with the Roots editor which will also introduce the notion of entities I'm planning to use for several aspects of the game.
The Roots editor
This editor purpose will be to define who the character is using several steps which you should be familiar with if you've played others games such as The Sims or most RPG games. Yeah, I'm going to mix several ideas from different genre of games to make Glassix 2 unique and hopefully, it won't end up as a mess :D 
The first step when creating a new Root card (which I'll name as "character" to make it easier to understand) using the Roots editor will be to choose its body, created with the Body editor. Then select the character's age. Pretty straightforward. Using body cards this way, despite adding an extra layer of complexity, makes it easier to handle shared appearances, such as twins or daughters who should look like their mother after growing up as well as easier to update body cards which will dynamically update all related Roots card.
The second step will be to select the relationships with other characters. If you've played The Sims before, it'll be a familiar experience. For the initial version, I'll simply go with direct family ties: spouse, parents, siblings, children. Once the game is up and running, I might add more complex relationships like exes, lovers and such. When adding a relationship, you'll need to select another character (so another Root card) and when saving, all concerned Root cards will be updated to reflect the selection. Also, since I want to avoid troubles while publishing the game on new platforms later on (like Steam, though Glassix was refused due to the "School" settings. We'll see.), I'll have to set a limit of 19 years of age difference between parents and child (18 years old for first legal sexual relation + 9~10 months rounded up !) and I won't be legally held responsible if players tweak the game files to change this setting :D
The third step will start to use a system I'm calling "Entities" which basically is a skeleton used by the game code to know how to generate stuff, how stuff interacts with each other, the values to use during calculations and so on... The idea is to make a simple and clear skeleton listing all possible entities with their property and values which modders will be able to expand by adding their own data to each available entities.
All entities described will come in the form of XML data files. Simply configuring the XML file and dropping it in your mod folder will add this entity data to the list in game, making it really easy to add new stuff in game.
So back to third step which will introduce the first entity.
Attributes
We'll go the usual RPG way and set up the basic attributes of the characters: 
  • Strength: How strong you are
  • Endurance: How much stamina you have
  • Intelligence: How easily you understand things (Cucumber is a fruit!)
  • Wisdom: How wise you are at taking the right decisions in the corresponding situation (You don't put cucumbers in a fruit salad :D)
  • Dexterity: How good you are with your hands
  • Agility: How nimble you are with your feet. Loosely projected to Speed checks too to reduce the number of attributes
  • Charisma: How eloquent you can be (Not related to the body appearance. So even an ugly character can be charismatic!)
  • Luck: Let's play lotto right away! :D
So 8 attributes to define a character, average character being 5, min is 0 and max is 10. This will translate most of the time to percentage in calculations with the average score of 5 giving no bonus/malus. 
Attributes will be static during each playthrough and won't change except through the use of spells or items either temporarily or permanently. For example, alcohol could make you dumber but stronger, some drugs could make you smarter but tire more easily etc... The general shape of the body could also impact attributes such as fat people having less endurance. But the idea is to make attributes really important by fixing their initial value and limiting the means to increase them. Nothing too new at the moment if you're already a RPG player. 
In the Roots editor, you'll be able to freely select the attributes without cap. So you could create the perfect human with 10 everywhere, maxing your chance of success or go for the average unlucky guy with 5 everywhere except 0 luck... But the best idea would be to match the attributes to the story you plan for your character.
Skills
Another entity and familiar one, you'll have a list of skills you'll be able to increase during playthrough, through personal time or by working and will be used to check the result in different situations.  Ranging from level 0 to 100 this time to give a wider percentage accuracy. Each level will require some related experience point, getting more and more difficult to increase. Initial value is 0. 
Skills will be linked to Attributes to determine how skillful the character can be in this skill. This means that all characters will be able to increase all skills to 100, but the final efficiency of the skill will be limited by the chosen attributes. So let's take an example and create a cooking skill. Lets loosely link cooking to 30% Intelligence, 20% Wisdom and 50% Dexterity (Total will always be 100% no matter how many attributes you link to the skill). Now, let's have a special event "Cooking competition" with a required score of 20/100 (max score will always be 100 here too) to win the competition (yeah, a beginner cooking contest :D) You should now get an idea of where I'm going with this. Multiply each attribute ratios by the attribute value, then multiply the result by the skill level! Easy peasy! Let's go with the perfect human with perfect cooking skill: 
  • 30% of 10 intelligence = 3
  • 20% of 10 wisdom = 2
  • 50% of 10 dexterity = 5
  • This makes a perfect 10 score which we transform into percentage by simply multiplying by 10 => (3+2+5) * 10 = 100 (Surprised Pikachu!) This formula will always give number between 0 and 100 making it useful for skill testing!
  • Now apply this result to the skill to get your current score => 100 cooking * 100% = 100
  • So the result of this event is a perfect 100 score (Surprised Pikachu face bis!)
  • Congratulation! You won the beginner cooking competition! You'll earn some quick cash plus potentially some cooking skill increase (Wait, you're already max level :x)
Now let's go with average unlucky guy with cooking skill of 30:
  • (30% * 5 + 20% * 5 + 50% * 5) * 10 * 30 / 100
  • (1.5 + 1 + 2.5) * 10 * 30 / 100
  • 5 * 10 * 30 / 100
  • 50 * 30 / 100
  • 1500 / 100
  • 15
  • Almost there but you fail!
Now you might wonder why the f*** am I making this so complicated!? Why use attributes!? Just compare skill level with the event score and be done! The answer is "To add some RNG to the game" and some "Min/Maxing" feature. If all characters can reach the max score in all skills, it ends up with a blend experience where you don't really care about the character itself. But throw the attributes limitation there and you'll have to be careful about who you recruit or compete with. More about this point after I introduce the other entities.
In the Roots editor, you'll be able to select the skills of characters with no limits, only limited by your own ideas!
Jobs
Another entity. Similar to Glassix, characters will have jobs. Jobs will require different skills and working those jobs will increase the related skills little by little. And of course, a specific paycheck. The difference from Glassix is that the player and NPCs will be able to change jobs during playthrough.
In the Roots editor, you'll be able to select the preferred jobs of the character which will be used when generating new cities.
Business
Another entity which should bring something a bit fresher!
A business defines the available jobs, the promotion system, the required infrastructure to function properly, the services it offers and possible actions per jobs.
It'll be easier to understand with an example. Let's go for a University business! Behold my marvelous GIMP skills!
 
This image shows which jobs are accessible in a University business and each path for promotion. Each job also has different actions it can take in the business and different skill requirements. So you might start as a PE teacher with a basic salary and low skills requirement but if you want to get promoted to Senior PE teacher, you'll need to increase your fitness or swimming skills to pass a certain score (which also depend on your attribute) but also suck up to the headmaster who will be the one with the action to give promotions! Lots of sexual bribery in sight here ahah :D
The service offered by a University would be "Education" which allow "customers" (students) to increase their skills by paying a monthly or yearly fee. Teachers will teach the students using a teaching skill and increase the students related skills (fitness, cooking, academic, etc...) while side jobs such as cooks or janitors would increase the reputation or efficiency of the business in different ways. This also leads to many potential events between or in each branches giving more variety to the game, increasing replayability. (Most of you should already be familiar with the overused "Hypnotist Counselor" setting. Well, let's overuse it in games too! ;D)
Businesses will either have a unique owner or several shareholders each holding a certain percentage of the company who will split the expenses and income from this business. If no owner, then the city (AKA, unlimited money manager) will be responsible for the business. This means in Glassix 2, you'll be able to purchase businesses or invest in them and earn money from those.
Businesses will also need a specific infrastructure (explained just after this) and by specifying the requirements, the city generator will be able to place businesses through town and fill it with characters, being randomly generated or from the players custom characters.
In the Roots editor, you'll be able to select businesses owned by the character and when generating the city or launching a scenario, if an adequate business is found, this character will become its owner. No limitation here either. You can fulfill your dream to be a millionaire right of the bat :D
Infrastructures
Another entity and I will shamelessly steal ideas once more, this time from Sim City and Cities Skyline and split infrastructures in different categories such as residential, commercial, office, primary/secondary industries. Adding some more such as leisure, education, healthcare...
Infrastructures will have a low poly 3D model in game used for the city map and will be defined by a number of buildings and locations, each building having a number of floors, each floor having its own location. So basically, what you have in Glassix already.
So if we create a university infrastructure similar to what we have in Glassix, we'd go with 2 buildings and 1 outdoor field. First building would have 3 floors, the first 2 floors having 7 locations (1 corridor/hall + 4 classrooms + 2 bathrooms) and the 3rd floor having 2 locations (Stairs + Roof). Second would be gymnasium and you can guess its set up. The outdoor field could also be split into multiple locations.
In game, when you click the university, you'll have a menu to navigate the infrastructure easily, with possible related character trackers if enabled, like you have in Glassix. Then when changing location, you will move from the city map to the location itself and see the characters inside. Similar to Glassix. The infrastructure files will also contains the necessary pathfinding.
The limit will be the 3D model to be used. I'll see if adding 3D models to mods is possible (should be).
Locations
Another entity. Each location will have its own 3D model and filled with furniture and decors, similar to Lust Complex. I guess I'll start with plain 2D backgrounds like Glassix at first instead of 3D models to fill the city more easily in the early versions of the game then transition to proper 3D models later on.
Items
Another entity already existing in Glassix but it'll be more complex in Glassix 2. An item is something you can either produce, process, craft, purchase, sell or use during a playthrough. Items will have a specific category which will define its use, such as Furniture, Outfit, Food, Gift... as well as define if this item will use a 2D icon or a 3D model in game. Furniture and Outfits do need 3D models but the other ones don't really need one.
In the Roots editor, it'll be possible to select owned items by the character as well as specify some preferences. (Outfit style, food taste and so on)
Traits
Another entity which exists in Lust Complex. I'll merge it with the personality system in Lust Complex too since those two notions were actually quite similar. Traits will affect a character in a wide variety of different ways (unlike in Lust Complex), could be positive or negative, cosmetic or impactful. It could affect attributes, skills, efficiency at work, location preferences or even requirements for some events...
Spells
Another known entity work which will work about the same as in Glassix and even better with new spells affecting even more aspects of the game.
Events
Another entity used in Glassix. Events are triggered using conditions coming from other any entities and will give life to the game. A large variety of actions will be made available to make events as impactful as possible, like increasing decreasing the value of other entities (skills for example), showing specific characters during the event and have them play specific animation during a specific sentence and so on...
And... done! I think...
That's about it at the moment. The scale of what I'm detailing here might surprise you but I have actually already implemented most of the stuff detailed here in my previous games, such as Glassix or Lust Complex (Actually, only the attributes and business entities are something not done in my other games, all other entities already exists in my other games even if not in public knowledge. Also, the attributes entity is something only affecting calculations so easy to implement) so I have no doubt I'll be able to deliver what I'm talking about. The only restriction is the time necessary to implement everything I've talked about which will take months. So I'll have to organize myself to deliver something playable as soon as possible which leads to the final point of this post, the short term roadmap!
Roadmap
I'm already working on the Roots editor which will focus on the minimum requirements to have a working and meaningful character so I'll only implement the relationship, attributes and skill steps in the initial version. With this, it should be enough to feed the game with those characters and fill cities. With such a goal, I should be able to deliver the Roots editor around early/mid next month.
Once the Roots editor, it'll be time to give you something to play!
Here again, let's focus on the essentials only. No city generator at first, I'll go with a predefined city layout filled with predefined infrastructure. Only the citizens will be populated randomly using you own characters first than randomly generating the rest.
Then, among the necessary entities to make the game work, we'll go for events, infrastructures, locations, jobs and businesses. Items, traits and spells can wait a little.
It might be a bit out of order, remember the story is supposed to be about Lily abducting you as a soul and pushing you into virtual worlds. But if I went in order, I guess it'll delay the gameplay too much to my taste. Once the game is more stable, I'll add the proper introduction and cover all the missing stuff.
That's it for now. I hope this gives you a better sight of what you are supporting me for and I hope you'll look forward to it!
Thanks again for your time and support!
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Gaweb Studio Adult
Public post

Lust Complex Roadmap

Hi guys,
The last Lust Complex Roadmap dates back from December 12, 2020 and is quite outdated now so here comes an update. I'll use the same points has before to detail the progress and change. I'm planning to cancel some points since I'd like to move on to the next game asap but since you guys are the one supporting me based on what I had planned before, I've opened a poll to let you decide if I should really cancel this stuff.
Better interactions with the tenants
  • Tenant visibility in the room interface: Canceled? - I'm planning to cancel this part since its implementation is trickier than planned and the front wall can now be toggled with window zoom which should be enough to get a good view of the tenant.
  • Front wall togglable: Done
  • New interaction events: Canceled? - I'm also planning to skip this part. The reason is because after some thinking, such feature would require dozens of unique events with their own animations to not feel repetitive which would be a huge workload. Such feature would be a much better match for my future games which will focus on community content and bring you much more content than I could ever create on my own.

Complete the missing features
  • Tenants finder: Done
  • Free mode: Todo

More customization elements and animations
  • More hair style and outfits: Done (9 of each)
  • More sex positions: 3 or 4 more planned for a total of 10-11 positions

Visual improvements
  • As of v0.7, visuals feel acceptable to me for a final release though lighting could still be improved. I'll still be checking how to make it better but it won't be a priority. 

Better save system
  • Done

Game difficulty
  • Hard mode: Todo
  • Fear/blackmail overhaul: Canceled? - I still couldn't find a better way to handle it so I might leave it as is in the end.

Bug fix
  • Never ending ;)

To be determined
  • Extra content: Canceled? - This part would be canceled too since such feature would be a better match for my next games.

With this current roadmap, I'm expecting 1 or 2 months to complete it if all canceled points I mentioned stay canceled and a few more months if voters decide to not cancel stuff. Up to you ;)

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Gaweb Studio Adult
Public post

Glassix Roadmap

Hi guys,
The last Glassix roadmap dates back from April 9, 2019, and is quiiiiiiite outdated :D (It's a Patreon link since my Subscribestar campaign started later) Though Glassix 1.0 was already announced around the end of the year in my previous posts, I wanted to make it more official with a proper roadmap post.
Regarding the points mentioned in the last roadmap, almost all of them have been completed so I'll just skip to what's remaining:
  • Emika, Romita and Tokie level 4
  • Sexy outfits sex images: Some girls are still missing their sexy outfits images during certain commands which should be fixed before 1.0
  • A few more bonus events and choices
  • And of course, more bug fix

I might forget some stuff here and will update if more come to mind but with overall, Glassix v1.0 should be out before the end of this year.
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Gaweb Studio Adult
Public post

Future games tools introduction

Hi everybody,
With the announcements of my future games projects, you will have noticed that they share many similarities while still offering something different. My aim here is to create some tools allowing me and players who wishes so to create content for my games, with those tools being useable for all my games. There are two key tools planned for such endeavor and I'll try to properly explain them here.
First key tool: The World Generators
My future games will be played either in cities or whole worlds and the easy way to generate those is to use a grid to manage those. Most of you must be familiar with this idea since I guess most H game players are also regular players. Games like Civilization or any 4x strategy games already use such a concept, nothing new here.
The point of this tool will be 2 folds:
  • Create procedurally generated cities or worlds for my game so that each playthrough is different. 
  • Create an interface so creators can create their own cities or worlds for my games.

It will be modified for each game to fit the need but since the core logic behind world generation will be quite similar between my games, once created for the first game, it'll be easily updated and modified for the next games needs.
This first tool should bring something fresh with each playthrough by giving either random or carefully crafted worlds. 
Second key tool: The Story Teller
This one is a bit more complex and is actually a group of several sub tools. 
When creating the game worlds, we'll obviously need to populate it with people. My vision of this is quite simple. Split NPCs in two groups: the generic group and the unique group. The difference is what you can guess from the name, the generic group will have all the necessary interactions to feel complete but will have similar content while the unique group will have unique events carefully crafted by their creators.
Now here are the details about how it'll work. It will be divided in 3 sub tools:
First sub tool: Appearance customizer (The body)
If you played Lust Complex latest version, you might have already experienced an early version of this tool: an interface which will allow creators to fully customize the appearance of girls. However the final one will have many more customization options and allow you to complete shape the face and body of the girl, part by part. Glassix actually uses the SBPR Studio made by Illusion which does exactly that and I intend to reproduce this for my game using Daz3D models since it's a really powerful tool which will give a lot of potential to my games. Minor modifications should be needed between games for this tool to work.
Second sub tool: The NPC roots (The soul)
By using the bodies previously shaped, creators will be able to choose an initial set up for this body in the game setting. For example, in Glassix 2, creators will be able to choose the job, the house type or sexual preferences of the body but in Vampire Revenge Rebirth, they'll choose which role they'll have in the enemy army, their race, their rank and so on. This tool might need more modification between games but overall, the interface will stay easy to use as much as possible.
Third sub tool: The event creator (The destiny)
This tool will allow creators to add new events to each games with their own trigger conditions. A large variety of conditions will be available such as the time, day, which npc, npc attributes, cloth, weather, location and so on. Coupled with a variety of different hooks to trigger event at different moment of the game (changing location, after or while sleeping, after a certain action has been completed and so on...) and of course, the ability to add difference choices and branches during events and storing flags to further improve the possibilities, it'll give a robust way for my games to get new content not only from me, but any player with ideas and motivation. I'll make the interface easy to use but hard to master. If you tinkered with Glassix xml data files, you might already have an idea of how it'll work.
Community focus
Those tools will be used to easily create and add both generic and unique content, be it worlds or NPCs and by mixing all of those together, my final wish is to increase the replayability value of my games and have new content easily added and shared so that my games don't feel stale too fast. I'll be using those tools myself to create content for my future games but I already know some players have far better stories to tell than mine. Their motivation is often cut short by not having the skill or being afraid of the load of work. Those tools will be available to all easily and content created will be fully given credit for and controlled by their creators. Worlds, bodies, souls and destinies will each have their own interfaces for players to search for new entries and easily download and play them right away and creators will be able to share their creations or make them private for their own use if they wish so.
End word
I'm aware all of this might feel like a huge work load and it is but this is stuff I've done already for the last 10 years+ now. Web dev work and game development actually share a lot of similar logic and I have now doubt I'll be able to deliver what I'm detailing. It will take form slowly though with features being released little by little as more feedback is coming.
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Gaweb Studio Adult
Public post

Lust Complex Roadmap

Hi guys,




Time to share my plans for Lust Complex with you all! 
I'll start by repeating what I said before but my goal with this game is mainly to get some experience with 3D games before making something more serious. This means I'm planning to keep Lust Complex not too... complex (Ba Dum Tss! :D). Several parts of it will be reused in my future games to speed up development, like the discussion management, girl customization (though it'll be improved with more options in future games) or more behind the scenes elements like external data XML or JSON file management or save features. I'm still quite slow now since I have to soak up a lot of tutorials online to figure out how to do the things the way I want but I should get faster with time. Those parts are always similar in games so it'll save some time and I'll be able to focus on giving each of my game a unique gameplay and make them feel different of each other despite sharing the same girls.
What you have in Lust Complex v0.4 contains most of the final gameplay and my main focus now will be to add some features, improve some aspects and make it a bit more challenging and entertaining to play. Just to explain a bit better what I mean by "final  gameplay", you won't get much more new stuff to do: Build and upgrade your rooms, get tenants, spy on them and fuck them in this management game. You can already do most of that and I won't add more on this aspect. By features, I'll detail them below.
So here are my ideas of what's left to do with Lust Complex to consider it complete.

Better interactions with the tenants
  • Currently, you only see the tenant when you have sex with her or during blackmail. The objective will be to update the panel when you click on a door to show the tenant if she's home and have her react to you visiting her based on her parameters.
  • Besides seeing them when clicking on the door I'd also like to make the front wall of the apartment togglable so you can see inside and watch them do random stuff if they're at home.
  • Adding some random events during gameplay and have tenants show during discussion and react to the way the discussion is going. Said events could possibly impact the tenants parameters the usual way: be good or bad.

Complete the missing features
  • Tenants finder: There are three ways to get tenants but only one active right now. The agency option will allow you to fill a simple form to describe what kind of tenant you want, like hair color, body type, job or personality which is still randomly generated based on your choices but still better than the newspaper which generates the tenants randomly. The head hunter will allow you to 100% customize the tenant to your taste, similar with the main character customization.
  • Free mode: Once the player completes the story mode, he'll unlock free mode where you'll be able to rush directly to unlimited sex and direct customization during animations.

More customization elements and animations
  • Of course, more hair style and outfit so the tenants are more unique.
  • And obviously, more sex positions! I'll also improve the existing ones.

Visual improvements
  • The game still have issues with lights which I hope to fix before the final release
  • Some better backgrounds would be welcomed too if I can figure out how skyboxes works. Watched some tutorials but I'm still lost lol.

Better save system
  • Only one save game at the moment. I'll make it similar to the one in Glassix with the option to choose the name of the game since I'll be reusing this system in the future, better make it right from the start.

Game difficulty
  • At the moment, the debt interests only increase when you open a new room making the game is pretty easy. The only way you can lose is if you have too many rooms without tenants. I intend to keep this as a casual difficulty and I'll be adding a challenger difficulty where the interests increase with time so you'll have to manage your business much more efficiently.
  • I'll also have to have a better look at the fear/blackmail system to make it more meaningful. It appears a bit too simple in the current state but I didn't have time to think more about it yet.

Bug fix
  • And of course, fix bugs as they are reported. 
  • At the moment, I'm aware some of you couldn't complete the tutorial due to a bug preventing you from clicking on the indicated button. I couldn't reproduce it myself so I still have no clue on how to fix it but I'll add an option to skip tutorial so that the game is still playable despite this. Hopefully I'll find the issue before final release.

To be determined
  • I was planning to make the small main character shack as customizable too but in the end found it redundant with the tenant's room so I gave it up. A player suggested using it as a sex dungeon which is a nice idea but would add a lot more work so I'll leave that to your own decision at a later date.

That's about it for the roadmap! I expect all of this to take me 3 to 6 months top depending on how fast I'll figure out some of the more complicated stuff.
I hope this roadmap will suit your taste.
I would not be able to create all this without your help so thanks again for your patience and support! 
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Goals

$54 of $3,000
per month
Full time work! I'm currently working about half time on this campaign and would require this much to be able to work full time on this project.

Other Creators

Features

The subscription gives you:
  • Access to Creator's profile content.
  • Ability to support your Creator by contributing – one-time or recurring.
  • Means to reaching out to the Creator directly via Instant Messenger.
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