Hey everyone, while I've been finishing up the next test build it's become clear I'll need a bit more time polishing the new areas and events before I'm comfortable asking you to play and bug hunt.
In regards to what specifically I'm finishing, it's the implementation of the faction leveling, the visual details of the Goblin stronghold maps and the associated events and scripts for new items, doors and interactables. All of the other art needed including the H-scene, Boss and enemies are all completed. I feel like I've been slower this month for various IRL reasons but I'm not interested in excuses.
I'll be posting this build next Friday/weekend and I'll be using the extra time to finish up some work I originally intended to push into the next build.
I'm really grateful for your patience and sorry if this post let you down. At the very least I'm more excited then ever working on the game with some of the ideas I've got in store.
Until next weekend, take care everyone! (づ。 ◕ u◕。) づ
We're already entering the halfway point of the year and it really felt like these months have flown by. I'm going to make more time to grind down on the content I want to implement and complete, I'll be moving around my schedule a bit more to accommodate this personal goal.
With that aside I've got a small version update I want to release and some concepts I'd like to share that I've been brain storming for alittle while now.
Berserker Upgrade and H-Scene
The Berserker scenes have been really fun for me, It isn't a big accomplishment for the game but I really enjoy working with new poses and drawing the girls in new angles which is always a highlight for me.
The Berserker has been upgraded in a sense so he hunts on his own. He's now an uncommon spawn you may encounter in the dungeons. He's easier to aggro and a bit faster then the common mobs on the exploration maps.
I improved his combat power, gave him a new skill and improved his base stats so he can better stand on his own and hopefully capture more of your girls. Along side this I've increased the Exp you gain for defeating a Berserker as well. He's still considered a part of the Demon faction for statistics tracking.
I split this version somewhat unevenly, so I'll be finishing Dr.Midday and Brigit's scene for him in the next 2 weeks, Journey, Samara and Treu all have their new scenes with him finished and ready to be stress tested.
Concepts for dungeon progress saving
Since Floor 3 is the end goal for the Version.C updates, the dungeon will be somewhat lengthy at that point. while some difficulty and struggle is intended to fit the dungeons' theme, I want the game to be as comfortable to play as I can make it.
So another smaller addition I'm working on are "Respite" areas in the dungeon where you can save your Floor/Chamber progress once and start again from that point if you leave or you're defeated.
I'm going to be adding more NPC characters from this point to improve the "liveness" of the game and explore more lore as it's something I really want to include more. So far I've managed the lore of Lilith Descent's world through items and NPC conversations since most of it doesn't directly concern the game or it's primary plot. The next story update will be abit thicker in terms of Journey's search for her sister so I'm considering it a sort of exercise.
Now with the Respite areas, they'll be off the beaten path of the chambers you explore, when they do appear they'll be maintained by an NPC I've titled the Twin Merchant for now.
This is just a rough sketch to lay down his general stature and overall outline. He'll be a character with more insight into the Realm as a resident there. He'll also be subject to it as well.
Right now there isn't any real way to manage Pheromones in the game and currently it only affects the chances of getting jumped in the Baths. I'm brainstorming some ideas and I've considered optional tougher battles and bounties as a means of reducing the overall Pheromone level in your world. I've thought about doing sex battles you can initiate as well although I've had that idea on hold for awhile now. The first of the next characters I've got planned will use Sex as her primary tool in concept so I'm saving player initiated sex for her.
Now on the subject of the Pheromones affecting the Twin Merchant, if it's sufficiently high enough, he'll give in to his lust and try to attack you while saving your progress, with the end result either affecting a buff/debuff or item drops, I haven't settled on which just yet.
You'll meet this wanderer named Zhalaphor upon your first visit to the respite area. I won't say too much about her role beyond this but she'll give an introduction to the merchant and inform you about his reaction to pheromones and some more details about these "safe" areas.
The last thing I wanted to talk about concerns the Factions and their subjugation events. Like I mentioned I'm intending to add it to the Raider, Demons and Goblins, starting with the Gobs.
I wanted to prepare some visuals to better describe the concept so I'll have them finished for another post later where I can delve more into how they'll work gameplay wise. A solid overview for the Goblins at least is that I'm intending for them to breed with captured girls and produce variant goblins that have a trait or 2 from your character.
The best example is a goblin spawned from Journey wielding a Claymore and having access to one of her moves or a mage goblin spawned from Samara.
Each faction will have their specific method of making themselves stronger with your character(s) the longer they're captured. I'm still in the brainstorming phase for what I'll have the Raiders and Demons do so hopefully by my next post this month I'll have something a bit more solid to share.
In the meantime I think that about does it for this small update. Thank you as always for all of your feedback and support on the game it really has shaped it for the better and it's honestly given me all the inspiration I've ever needed.
Until my next post, take care everyone (づ。 ◕ u◕。) づ
I'm sharing two images of the Dithonion eastern crystal cavern area and Brigit's captured sprite as just a small post.
Sharing consistent updates with what I think is worthwhile content is still a bit of a challenge for me since I normally prefer bigger updates I think are worth looking at but I know it's mostly a self imposed problem on my part.
So I've decided to create a discord I'll share in the upcoming post so I can share smaller things and communicate with you more readily.
The baseline art for the eastern area is done and I'm wrapping up Brigit's new sprite.
Thank you for your support as always, I'll be sharing the next post in a few days.
Happy holidays! I want to wish everyone a Merry Christmas and share a small piece of artwork to celebrate as the end of the year approaches.
I have one more update planned in the coming days where I'll be talking about my plans for Lilith Descent going into the new year and releasing the next build. Take care until then!
Over the course of October I've reached the last portion of tasks for the next version I plan to release November that'll include Treu and Dr.Midday's Dithonion Subjugation, as well as a few other additions.
I'd like to go over everything coming within this update post.
The Doctor and The Maid
All of Dr.Midday and Treu's CG art for the Dithonion H-battle is complete at last, in fact the last piece of "art" relevant to them is their captured Sprite Art.
As we can see, the good Doctor and Treu have fairly different reactions to the big lizard. The juxtaposition is always a highlight for me. Now with that being said I'd like to get into the game's performance in battle.
I've gone about the systems and eventing to optimize the scripting and clean out redundant calls and checks that have smoothed out the system performance, so I'm hoping the change will be noticeable on your end as well.
Updated options
I've include an awesome new plugin that's allowed me to extend the options menu in the game. I'll be using it to give more customization over certain aspects of the gameplay that should make the experience more comfortable. The first gameplay setting I've included relates to "spawns". I've talked about it in passing before but impregnation will play a role in gameplay, starting with the November release.
Currently only the Dithonion will have a chance to impregnate a captured character during instances of time passing, such as traversing the dungeon chambers and floors.
Each character has a unique, currently static fertility stat that's rolled against the Dithonion's impregnation check to determine if Hatchlings will be produced. There's no visual aspect to this occurrence right now and it'll occur entirely off screen. I'm still trying to determine if I could possibly implement a visual element of any kind.
When a hatchling is spawned, they'll then join the Dithonion in hunting and battle. The amount of active hatchlings will be tracked in the background and their numbers can be thinned out by defeating them in battle or snatching eggs from the waxing peaks.
As an extra mischievous little addition, currently for each single existing Hatchling, The Dithonion will gain one extra level in battle.
This entire mechanic can be toggled on or off in the new options menu at anytime.
That just about covers this update. With October drawing to a close, my next update in November will be the next test release. I'll be jumping back to the pixel art for the sprites and finalized Waxing Peaks zone.
Until then, take care and thank you for your support and feedback! (づ。 ◕ u◕。) づ
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