HMA Combat Update Devlog: Development Plans
For a general overview, I want part one of the combat update to cover the areas around the academy and village, with 4 main dungeons, 6-10 minor 2-5 room mini-dungeons, and several large field areas like the fields of HMA, but divided into a few regions of mountains, plains/farmlands, and forests.
I plan on attempting to port development into RPGMaker MZ because plugins are more stable, and during this timeframe will be redesigning several parts of the castle to make traversal easier and the areas of the castle more distinct and interesting, while still keeping the expansive secret passageways and the designs of many key areas!
This plan is ambitious, so I’m breaking it up into several smaller parts, primarily more combat demo projects so that I can get feedback on the combat system’s continued design evolution over time. So let’s start with at the top them!
Development
Stage 1: Porting/Updating to RPGMAKER MZ
-Its time for an update, and this will speed future development up as support for most of the core plugins, including the combat ones, is mostly focused on MZ
-As such, the second demo(Combat Update Prototype 2) is going to be very, very small. I want to make a game in 4-6ish months that sets the stage for the rest of development…. And also have lots of tentacles. I’m kind of upset the tentacle wall didn’t get more love in Lily’s demo (I ran out of time) and want to rectify that.
As such, the goal is 1 dungeon with 2 floors/areas, 3 enemies (Tentacle Larva, Floor Tentacle Pitfall, Mimic Tentacles), and 1 non-dungeon area (A tavern where Lily and Eillana have made their base of operations to research and purify the dungeon!)
-Now that I have a good grasp on what I can do, the next few prototypes are going to be tightly designed in this way, with the goal of answering questions like “Can I redo the pregnancy system to realistically model womb contents with things like womb volume/rates, or will this be a technical/implementation nightmare( this prototype), or “Can I have roleplaying-style quests where you play as another character for a short time such as Anya” (Prototype 3), with each prototype both testing out a key section of the combat or game systems, as well as developing out the maps for a dungeon or area of the combat system I want to have in HMA, in this case doing double-duty as both prototypes and development of HMA (As long as said ideas work, if it turns out that the code is awful or the idea is broken then it’s getting scrapped unfortunately)
Stage 2: Finalize Combat Design and Balance
-The goal scope of Horny Mage Academy’s first update will be to go from Levels 1 to 20, with several archtypes being supported (Pure Mage, Swordswoman, Priestess, dark mage/corruption, and Ranged)
-As such, a plethora of things still need to be nailed down, so I plan for 2-3 more prototype games before HMA’s next update to flesh out these ideas.
-The goal as of now is for 2 or 3 of the 4ish major dungeons planned for the first update of HMA to be split off into their own little side-games to allow me to beta test these systems, as well as get a codebase in MZ and port/redesign key systems including the pregnancy system and field day-night cycles.
Stage 3: Porting and Redesigns
-During and after this process, I’m going to be porting and redesigning the main castle and village, connecting these and the prototype-game dungeon maps with the connecting field areas, and settling the refactored systems for part time jobs, relationships, and quests, all of which are receiving some small to large revamps and reworks to make them all flow better and be less buggy.
-The general core gameplay loop will remain the same, with attending classes in the mornings, and other activities available in the afternoon and night, but the goal is to clean up the code and make everything feel more cohesive and make room for the rest of the world to fit together along with it.
-The tutorial is going to be massively expanded to be closer to 3 semesters long, with a focus on introducing several connecting character/side storylines, particularly around the church and corrupt churches, and re-introducing the dark tower as a proper central dungeon to the game.
Stage 4: Development and Release
-This combines with the previous one, but after the Prototypes I’ll still need some time to properly have a release for HMA! I plan for 4 major, indepth dungeons for HMA’s first build (The Underground Waterways and Dark Tower are two, the tentacle dungeon mentioned above is the third, and the fourth is a forest-ruins style dungeon that’s a secret harder dungeon for part 1), followed by roughly 6-10 mini-dungeons (3-4 room towers, forests, and caves that respawn much more frequently, with varying enemy types, to be prototyped and developed in Prototype 3 or 4), and connecting field areas of low-intensity exploration consisting of the castle’s dungeons (redesigned into a LV1-5 tutorial dungeon area), the plains (New home of the dark tower once it unlocks), the mountains (home of Prototype 2’s Tentacle Dungeon and tentacle larva), and a mysterious forest (home of the forest ruins dungeon)
-The end goal will be to have the mini-dungeons set the tone for monster spawns and levels, so if, for example, the tower mini-dungeon has human bandits within it then you will find little bandit camps pop up along the main road to ambush you, and the nearby village will have a quest to take them out, at which point spawns will vanish for X time until the tower respawns, and now it might be filled with imps instead!)
-On the castle’s side, I’m going to be working on creating better cohesion with the classes and the world at large, with a focus on creating a core gameplay loop of adventure/dungeon crawling -> return to the castle for school and study and preparation for a few semesters -> adventure/dungeon crawling -> repeat
-To really tie things together, the world will be varied and your spell slots and inventory will be limited outside of the castle. The goal will be to make entering somewhere like the underground waterways or tentacle dungeon require vastly different setups and preparation, with things like combat inventory restrictions to prevent you from bringing 505325 healing potions and antidotes, an energy system to limit you from spending forever outside (and systems to restore/fix it that are immersive like camping!), and enigmatic and cryptic areas like the new forest ruins dungeon which require study and observation from the player to even enter safely, let alone complete.
My first “Test” of these sorts of systems will be in the next combat prototype, Lily’s Erotic Tentacle Dungeon (Name potentially subject to change if I think of something better), which will be very focused on the smallest of the dungeons, a cave within the mountains surrounding the academy, which ties heavily into the corrupt church and church’s lore and questlines, that tasks you with harvesting from or exterminating these strange tentacle larva and traps that inhabit it.
The goal will be to create several interacting threats, as well as a few ways to get past them, from traps requiring trap detection magic or quick reflexes to dodge/evade (I could have the resistance scene start off with one button press to escape, then quickly boost it up if you’re slow!, or have character agility stat influence natural evasion! The tentacle larva could have poisonous or paralytic venoms, the tentacles themselves could sap your mana or inflict asphoradic status effects, etc etc!), making the dungeon into a puzzle that requires studied magic, firsthand accounts and knowledge, items such as antidotes, raw stats for defenses and health and mana, and more to layer upon it a system where, at least to start, you won’t be able to just waltz into it without preparation and expect to be fine!
HMA Prototype Release Goals
-Prototype 2: Lily’s Erotic Tentacle Adventure
Prototype Purpose: Assess viability of porting development into MZ (checking primarily plugin support and development speed), testing dungeon design for trap-style dungeons with a focus on preparing for and avoiding traps, testing new pregnancy processing systems for pregnancy system revamps focused on higher expandability and more realistic/interesting impregnation/birthing (stuff like counting each egg implanted as a separate object, or ovulated eggs and sperm being separate objects in the system, etc etc)
Scope: Small, 1 dungeon, 3-4 enemies, just a tavern outside of the main dungeon
-Prototype 3: Anya’s Slimey Adventure
Prototype Purpose: Develop and prototype new underground waterway design. Take another attempt at a party system (Anya and Olivia this time!). Assess the possibility of quests that allow you to play as another character such as Anya, used as repeatable events or storyline missions.
Assess scaling for LV1-20 content. Assess dungeon design where the main constraints are focused on rationing mana and dealing with crowd control in situations that enemy count starts to reach higher and higher (used in conjunction with boss design that requires you to clear mobs -> strike at core)
Scope: Small-Medium, 1 dungeon, but with more of a combat focus than Lily’s adventure. This is where the player archtypes will start to come in, as Anya and Olivia will have access to more than just a few spells like Lily has as a beginner.
Prototype 4(Final): Olivia and the Mysterious Cursed Book
Prototype Purpose: Flesh out light/dark character archtypes and church/corrupt church styles and themes. Test and develop a design for the Dark Tower dungeon(though likely not the final version, this will be the first attempt). Prototype part time jobs and clubs via a small castle town. Prototype/polish new prostitution and drinking/social minigame systems introduced previously. Prototype difficulty and quest design via a quest board system. Test and Develop the mini-dungeons with this quest system, developing a variety of 2-5 room towers, caves, forests, and more with changing and varied enemy types and layouts for use in HMA’s combat update.
Scope: Medium-Large, much like Lily’s game, but as it will be built atop the previous two it should be doable within a reasonable amount of time.
Horny Mage AcademyV0.49.0 Update
Finally, we will have HMA’s 0.49.0 update, which will be a rather major step up!
As each of the previous prototypes will be focused around designing dungeons that will be used for HMA, this would only leave one unique dungeon to develop, that being the forest ruins dungeon which I’m thinking will be scaled closer to the 30+ level range, to give a serious challenge and long-term goal while the development of HMA 0.49.0 and more are in progress which would add more advanced classes to increase player levels! (and 3-4+ new dungeons to match, LV20-50!)
I don’t have a particular timeline available yet unfortunately! I’m trying to greatly increase the quality, so rather than rush everything I’m going to take my time and make dungeons that can serve as core parts of the world. A tentacle trap dungeon that’s regularly the target of purification quests from the church, or perhaps the tentacle spawn are illicitly traded via the black market, with the corrupt church at the core of harvesting them! (So you have a reason to visit the dungeon for your more corrupt activities!)
My abilities and skills grew exponentially while I was playing around with Lily’s Game. I want HMA to reach even greater heights, and for that to work I need to spend the time developing systems, dungeons, and events that harmonize with each other better.
I want the world of HMA to be something that you can actually live in. Each of the major dungeons should be connected to the world and the lore and give you reason to come back again and again, to complete repeating/cycling questlines, help out friends gathering rare ingredients (or fucking with the local slimes/tentacles!), being sent by the church to rescue a captured priestess in the tentacle dungeon, or down into the depths of the waterways to take out a rare hyper-powerful slime that’s terrorizing the depths!
I want to take what I made with HMA and clean up the code so that development can progress smoother and with less bugs, redo all of the artwork for Olivia and Anya and Eillana again, really expand out the church and corrupt church questlines, redo the castle layout to make it even better and more fun to explore, add pixel-art animations and effects to everything, and so much more!
But that’s going to take some time. I rushed with HMA at the start. I chased trends and published updates once every 2-3 weeks, without making sure I was making nice, extendible, reusable code without massive bugs and errors. I tried to slap a band-aid onto things with a thrown-together tutorial section and storyline but the issues ran deeper, and came to a head when the combat system completely broke shortly into development without any way for me to fix it.
The vast majority of development time at the start will be the new combat system. I’m going to start simple and use multiple rounds of feedback and releases to nail down the core system with just two “paths” to start (swordsman and mage), and then expand that out until HMA is something far better.