Devlog 24: DLC ideas

Hi! Today I want to talk about ideas for the DLC, since I'm gradually getting to the point of the game's base update. Unfortunately there won't be any art in this devlog, since it's only about ideas.
First, about the current state of the base game rework. Right now I'm working on fixing bugs that appear when the new code is hooked up to the old. These are constant checks and fixes that show up with every single action you take. It's a tedious and boring process, but no development ever gets by without it.
Globally the rework process is at about 62 out of 100% right now, and I'm lowballing that percentage because the new exploring system isn't fully ready yet. Once I finish reworking it, all that will be left is putting everything together and running a couple of playtests to look for bugs. After that, full development of the DLC begins!
Now about the ideas for the DLC. As you could gather from the last devlog, a lot of new things have come up here that I hadn't written about before.
The global goal of the DLC is to increase the game's length to 3–4 hours of gameplay and to add a volume of content greater than the base game. What does that mean? A simple example: the base game has 17 H-animations, so the DLC will add a minimum of 20 new animations, and the same goes for all the rest of the content. More monsters, more CGs, and so on.
But that's the global goal — so will the DLC just have the same things the base game has? No, and NO again! New mechanics will be added too, and there will also be a new final goal for the main character!
First, about the mechanics that are already confirmed:
  • Times of day — the game will have times of day in order to simulate life, namely: morning, day, evening, night. The times of day will change depending on the player's actions, and not only on transitions between locations. The times of day will also affect the NPCs' positions, their actions/animations, and the interactions with them.
  • Relationship system — even though you've fucked every woman of the tribe, that doesn't mean they've come to love you. So as an extra you'll be able to develop your relationships with them and get additional scenes as a reward — and maybe even quests!
  • New tribes — goblin girls, elf girls and dragon girls. These are already decided new tribes with new NPCs and quests. Each tribe will get its own specialisation and tasks tied to it! And even our starting tribe will get its own specialisation too!
  • Final goal — although becoming the head of the tribe used to be the game's main goal, now that will be only one of the main quests. Each tribe will have one of these main quests (and you don't necessarily have to take over the other tribes), and after completing all of those quests the final goal will open up for you. What will it be? Well, until I've started full development I'll keep that a secret. Heh-heh.

As you can see, the confirmed mechanics and their ideas can already provide enough content to reach the global goal for the DLC's development. But that's not everything that could be added to the game. And now I'll lay out the ideas that aren't confirmed yet:
  • Dungeons — a new mode in which you'll descend into dungeons and get bonuses and resources for clearing them. The dungeons will have their own monsters and monster girls, as well as unique events. And when you enter a dungeon you'll be able to get special bonuses during the run, similar to roguelike buffs. The goal of these dungeons will be clearing them in order to beat the main boss and get special items that will be needed for the final goal.
  • Children — ahem, pregnancy exists for a purpose, and so when you do your business with the women of the tribe and impregnate them, children appear. And although I have a similar mechanic with the sheep girls, children from the tribe's women should take longer to grow up and have more interactions. Sigh. This idea will most likely be scrapped for the simple reason that this DLC will be bundled with the base game on Steam, and I don't want to have problems with moderation — but maybe someday I'll make a separate DLC…
  • Building — this idea comes out of the one with children, but I found a different use for it. To move between settlements there's the exploring mechanic and the search for a path from point A to point B, and if you pay enough money or gather the required amount of resources, you'll be able to build shortcuts that skip travelling between settlements via exploring. That's one use for building, so this idea might end up being added to the main list.
  • Alliances and trade — even though the settlements exist, it's not a given that they're friendly with each other, so there's an idea for alliances and trade. Once you become the head of the tribe you'll be able to manage a special tribe resource, which will let you earn reputation with the other settlements. It'll be a simplified system that lets you receive additional money every day, which you'll be able to spend on more expensive purchases for the tribe (like that same building of shortcuts).
  • Crafting — this system will be added, but for now it's not clear how far to develop it. Since I'm planning to add gifts for the relationship system, cooking and handicraft could be added, or even alchemy, but I don't want these 3 different kinds of crafting to work on the 1 + 1 = 2 principle (that is, one resource plus another creating a gift). So right now I'm still thinking about the limits to which the different crafting systems should be developed, so that it's both easy and unique for different things at the same time.
  • Farming and livestock — this idea got pushed aside, but it stayed. There will be cow girls and harpies who'll be able to bring resources like the sheep girls do, and we also have dryads who can help with growing plants, but the problem remains that when we're supposed to be running a tribe, doing simple labour looks forced. Most likely I'll simplify these systems down to you being able to collect resources from the girls once a day with the help of NPCs who'll be in charge of farming and livestock. Your only task will be increasing their population!
  • Miasma infection — your actions could lead to the appearance of the first person infected with Miasma on this island. This idea is effectively an alternative playthrough of the game, where with the help of key items you'll be able to develop the Miasma within yourself and get a different ending. And if I do work up the nerve to do it, it'll be a bloody one… But that clashes a lot with the game's vibe, so it might well be unnecessary.

The ideas above are effectively the ones that could be implemented one way or another. They can add even more content to the game, but their implementation will depend on my mental state and on the success of the update and the DLC. And in general this game could be developed for quite a long time, and filled with content just as long. So that's all for today!

Thanks for the support!