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Rickets
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Rickets
Artwork and Game update page for "Here be Goblins", Check Fridays for scheduled previews of upcoming updates.
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Pixie Goblin

Access to bug fixing build released several days before release build. Access to discord to see exclusive previews whilst I work. Stop me from being homeless or starving to death.

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Goblin

Access to bug fixing build released several days before release build. Access to discord to see exclusive previews whilst I work. Name in the game as part of the warded asylums mass casualty report documents.

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Hobgoblin

Access to bug fixing build released several days before release build. Access to discord to see exclusive previews whilst I work. Name in the game as part of the warded asylums casualty report documents.

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Features

  • Join the Discord server to see frequent image previews from coming updates - https://discord.gg/NgYDmkRTzC
  • Access to bugfixing build released a couple of days before release build.
  • Listen to the soundtrack - https://www.youtube.com/watch?v=Xx1vdSlPzoI&list=PLLhExjNjxQ_hN5DR-PNu2cYTMvkbI8Rhi&pp=0gcJCWMEOCosWNin
Rickets
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Hello!
UI Updates and Quality of Life Improvements
All quest givers now have a thought bubble above their heads to indicate their significance to the player, making it clear when a quest can be started or continued.
Signposts have also been placed throughout the city to help players find important locations more easily.
Inventory management has been improved and divided into several categories, including Potions, Ingredients, Meals, Weapons, Ammo, Armour, Accessories, Key Items, Books, Burglary Swag, and Gifts.
I've also started drawing item images for the item creation system.
Map Development
All major map areas have now been laid out, with only a few minor locations needing aesthetic adjustments. I'll be working on those as I implement the new quests.
I've also been adding micro-dungeons containing puzzles and lore items that either connect different areas or are tied to specific quests.
Story Development
I've revisited several of the earlier questlines to incorporate scenes that introduce NPCs who will play important roles later in the story, or who will eventually become party members and allies. These include the Gladiator, who will be the first additional party member, the Wandering Saint, and the Enquirers.
Scene Development*
I've been going through the quest givers and adding pregnancy scenes that become available once their initial questlines are completed.
I've also added a bonus scene with the Wandering Saint (a very short scene, mostly consisting of an image and dialogue) to spice things up a little. I'm currently developing more scenes, which will either be tied to quests or serve as fun interactions with the town and its residents.
* - No previews for this content on Patreon, as their AI image scanner is very aggressive. If you'd like to check it out, you can find it on Discord or Itch instead.
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Rickets
Public post
Hello!
To begin with, what I’ve been working on recently is adding new character portraits to existing characters whom I want to have a greater role in the story. The two examples shown are the trinket shop owner (whose pregnancy does affect the portrait) and Ragloot’s boss. I have also gone over some of the older portraits and given them a bit of a remaster to make them look better, as well as adding new expressions so they can show different facial changes and reactions during dialogue.
The second set of images are of the two final areas of the town: the city gates and the western area known as Old Town. This brings the total area of the city to six medium-sized areas (larger than originally planned) but spread across smaller maps rather than the massive map the game currently has.
Moving on from that, I began fixing the dungeon in the same manner. The dungeon is also being broken down into smaller areas, which can be more focused on the quests linked to that area, hopefully making them more interesting. The first area, for example, now has ruins in the northwest that function as a simple monster-infested labyrinth with treasures, other secrets, and quest objectives.
The other dungeon images are of the second area, which now has a Minothot encampment. The purpose of this is similar to the other mini labyrinth, but it allows players to talk to Minothot NPCs if they have the Ring of Taurus equipped, which allows the player to speak their language. There will be similar NPCs scattered around that allow communication if the player has equipped the Rings of Pisces and Scorpio.
The final images in this preview are of the fast travel system being implemented into the game. Naturally, with more maps, the player needs a way to quickly move from one side of the world to the other. The underground train network, unlocked after a specific quest, will fill this role. After players find an LTS (Local Transit System) bunker and restore the train summoning system, they can travel between any of the stations they have found across the maps.
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Public post
Hello!
First off, until the next update, I’ll be posting news about once a month so I can build up enough content to properly show off and have something meaningful to share.
I’ve been redesigning the town to make the environmental flow more coherent, set aside space for future questlines without needing to gut and rebuild the map later, and hopefully reduce resource usage so the game runs more smoothly with minimal slowdown, if any.
While everything isn’t fully complete yet, I’ve included some previews showing how the middle, southern, and southeastern areas should look once finished.
The other preview images include the night patrol monsters in the forest, as well as two new NPCs. One of them will be a recurring plot character, while the other is Liptun’s other cousin, whose portrait is now finished. She will serve as both a quest character with scenes and a special vendor.
I’ve also adjusted the battle portraits to make them more consistent in scale and composition.
Aside from that, most of my time has been spent experimenting with the battle and food skill systems — learning how the plugins work and tweaking things to get them functioning the way I want.
I’ve also added a limit break system, where characters unlock a special attack when they’re on the verge of death (at -10 HP).
Hope you all have a relaxing Easter holiday.
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Public post
The next major update will take longer than originally planned while I restructure some core parts of the game to improve pacing and development workflow.
Progress on the game itself — particularly the writing — has been becoming sluggish for several reasons, the primary one being pacing issues caused by the way I originally planned the game. Instead of continuing to force myself through a monotonous process that could eventually cause me to give up and abandon the project, I’m going to address the core problems to improve my workflow.
I know some of you were expecting the next update fairly soon, so I’d like to explain my reasoning so you can understand this decision.
The first problem is the pacing of the main quests. The main questlines suffer from pacing issues due to several factors. The main quest girls have too many planned scenes, and in some cases (specifically Loxley’s first quest) the pacing of the dialogue and the quest length are off. This has led to me trying to pad out dialogue for characters who have had little to no interaction with the main character, which makes the writing process frustrating and difficult.
My plan is to go over all three questlines and rearrange some of the scenes while reducing the total number of scenes each quest girl has. Currently, each has nine scenes across three quests, and I plan to reduce this to six. The upside of this will be better pacing in scene transitions and pregnancy variants.
The second problem involves revisiting existing gameplay systems and bringing them to a more complete and coherent state. As I discovered while working on the battle system over the last month, updating gameplay mechanics in small bursts is a terrible approach.
When I first released the initial battle system, it was incomplete, with plans to add more features as the game evolved. This made enemies overly difficult, so I nerfed them based on feedback and moved on. In the next update, I fixed the party skills and gave them a boost, which in turn made the enemies far too easy. This “kicking the can down the road” approach is slowing development because I keep having to spend time readjusting systems instead of building them properly from the start.
The third problem is that certain features keep getting postponed indefinitely because they are always pushed onto the back burner. NPC dialogue, optional scenes, random burglary missions, important NPC time-based relocations, and expanded dialogue are all things I want to implement, but they keep getting delayed while I spend time trying to pad dialogue (problem one) or rebalance mechanics (problem two).
My current plan is to finish the forest dungeon and the quests linked to it, and then release a larger update with a substantial amount of better-paced quests that will help establish a stronger baseline for the game.
Of course, I’ll continue posting updates to show progress. However, if I release builds for playtesting, they will likely be distributed in a limited capacity through the Discord rather than as official releases on the various platforms and sites.
Thank you for your time!
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Continuing work on the battle system, I’ve now completed 19 out of 28 monsters that will be implemented into the forest area.
Each dungeon will feature four elemental sets. Two represent the environment — in this case, Nature and Rot. One represents the dominant monster faction — Fire, as the Minothots worship it. The final set consists of Holy Beasts, which spawn less frequently but are thematically linked to the area — Origo (Creation) in this instance.
Each group will have elemental attacks tied to their nature, as well as drops that can be used to craft food associated with skills of that element. They will also drop equipment that emphasizes their affinity (for example, fire-aligned weapons from fire monsters), while Holy Beasts will occasionally drop rare equipment.
As for the group compositions themselves: each set includes three basic enemies (always including a slime), two flying units that are harder for melee characters to hit but pose no issue for mages or ranged fighters, and two larger, mid-sized monsters that are more durable and serve as tankier opponents.
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At the moment, I’ve been focusing on the RPG gameplay elements of the game to make it a stronger overall experience.
This week, I’ll be talking about changes made to the Crafting and Battle Systems.
The crafting system, as it stands, is remaining relatively the same. Items are found in the dungeon and used to craft meals (which reduce hunger) that are unlocked via recipes.
The main change is what these meals grant to the party member who devours them. Each meal now provides a temporary stat boost, usually tied to a skill relevant to the dish created. Normal food can still be eaten at shops to remove starvation penalties, but only crafted meals grant a temporary skill and stat boosts, as they are made from supernatural monster parts.
Of course, these recipes will require more monster bits, which leads to the next improvement.
Lesser monsters are slow-moving creatures that roam the dungeon alongside the dungeon girls (during the day or night cycle) and their tamed beasts (when the girls are asleep). They pose a light to moderate threat to the party, but defeating them yields the ingredients needed to create the aforementioned dishes.
I’m currently working on how exactly these monster troops will spawn. I’d like each troop to be entirely randomly generated, and I’m testing various methods to achieve this.
The preview images show the first two batches of monsters I’ve created, each with both a standing and attacking pose (something I’d like to add to some of the other static enemies to make combat more visually engaging).
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