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Spire of Slime, Yonder profile
Spire of Slime, Yonder
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Spire of Slime, Yonder
We are a 6 size team creating a NSFW game called Spire of Slime.
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Totally normal humanoid

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Displaying posts with tag Procedural.Reset Filter
Spire of Slime, Yonder
Public post

Dungeon crawling rework

  • No "straight" routes, the map will be procedurally generated like an actual dungeon, it will be a lot more open.
  • Enemies will be represented by their actual icons (not just a "sword" icon), they will also be able to move around the map, just like the player.
  • Ethel will also have her own exhaustion bar.
  • Nema's clearing mist is no longer a toggle.

The player will be able to spend his turn doing one of the following:

Walk

  • Takes one turn.
  • +1 exhaustion for Ethel and Nema.
  • Moves to selected adjacent tile.

Run

  • Takes zero turns.
  • +4 exhaustion for Ethel and Nema
  • Moves to selected adjacent tile.
  • Cannot be used more than once per turn.

Clear mist

  • Takes one turn.
  • +3 exhaustion for Nema.
  • Clears mist in a 2-tile range centered on the player.
  • The mist returns after 4 turns.

Scout

  • Takes one turn.
  • +3 exhaustion for Ethel.
  • Scout tiles in a 3-tile range centered on the player, revealing their contents:
    • Seeing enemies in visible tiles doesn't require scouting, but scouting reveals the exact number of enemies and their formation.
    • If a tile has a trap, it will be revealed. (won't show which trap it is)
    • If a tile has an event, the interface will show if it's a negative, positive or neutral event. (probably by changing the icon)
    • If a tile has treasure, it will be revealed. (won't show what the treasure is)

PS: rest tiles don't require scouting, the icon will be shown as long as its in range of the player vision (thinking the vision should be 3 tiles)

Short Rest

  • Takes one turn.
  • -2 exhaustion for Ethel and Nema

Every turn

  • Enemies will move, if they see the protagonists they will start chasing them, and will continue to do so as long as they are in vision. (probably 2 tiles of range)
  • If the protagonists are in a tile with mist: their lust/temptation will increase.

Additional notes:

  • When battle takes place, the mist in that tile will reflect the mist in battle.
  • Time in-battle will be reflected in the world too: 15 seconds = 1 turn.

So if you start battle with no mist, it will take at most 60 seconds for soft mist to appear, then another 60 for it to become hard mist.

I'm also pondering if enemies on the map (outside battle) should also be able to move every 15 seconds. This could maybe even work as a reinforcement mechanic, if you take too long, other enemies might catch up to you and join battle.

Here are some samples from the current map generator algorithm:

The behavior is very customizable, my goal is to have different regions of the game be made on different patterns. Regions like the grove would have very open areas (as shown on screenshots 3 & 4, while the cavern will be a lot more claustrophobic (like screenshot 2)

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Goals

$55 of $200
per month
Every 4 months we will host a poll to let you choose an enemy to be added to the game. (1 poll was hosted so far) Each enemy will have at least 2 normal skills, 1 lewd/tempt skill, 1 idle animation, and 2 sex animations (one for each protagonist). Assuming we take 36 months to finish the game, this will result in 9 enemies decided by the community.
$55 of $350
per month
Every 3 months we will host a poll to let you choose a sex event to be added to the game. The first poll will be hosted immediately after reaching this goal. These will be short with 500-750 words and 5-7 CGs. You'll find these kinds of events on the Local Map (hexagon dungeon). Assuming we take 36 months to finish the game, this will result in 12 events decided by the community.
$55 of $500
per month
We will hire a voice actress to record and design unique sounds for sex animations and lewd skills inside combat.
$55 of $750
per month
Each sex animation loop in combat will have at least 3 small variations. We will also make a dedicated animation for orgasms. (lots of fluids!)
$55 of $1,000
per month
One time only: To celebrate this milestone, we will host a poll to let you vote for a unique boss that will be added as an easter egg, there will also be sex scenes on that encounter. This boss will be available somewhere in Chapter 1. The voice actress will now also record/design sounds for sex scenes. The enemy polls will now be hosted every 3 months instead of 4.
$55 of $1,300
per month
Each enemy in combat will have at least 2 different lewd/tempt skills instead of just 1, this also means we will retroactively add those to enemies already made.
$55 of $1,600
per month
The event polls will now be hosted every 2 months instead of 3. We will add more variations to the protagonists' portraits to better reflect their corruption/lewdness levels.
$55 of $2,000
per month
One time only: To celebrate this milestone, we will host a poll to let you vote for another unique boss that will be added as an easter egg, there will also be sex scenes on that encounter. This boss will be available somewhere in Chapter 2. We will add animations to the characters' portraits in scenes and combat.
$55 of $2,500
per month
Corruption games are all about variations and branches based on the characters' corruption/lewdness: with this income, we will able to add even more of those to existing scenes, and expect to see at least 30% more; after this milestone, the percentage will increase with our income. We will also visually represent weapon variations, every sword/staff will have their own unique sprites.
$55 of $3,000
per month
We will add more variations to the protagonists' idle animations in combat, which will be used to reflect their corruption/lewdness levels. The enemy polls will now be hosted every 2 months instead of 3.
$55 of $3,500
per month
We will hire a dedicated VFX designer to remake most of the combat effects with higher-quality versions.
$55 of $4,000
per month
With this income, we will able to employ our secondary artist "Moisesf" full time, which will greatly increase the pace and amount of art content we can include in the game. We will add a clothing mechanic, enemies will be able to damage the protagonists' clothing, with variations on their skills, idle animations, etc. After the clothing system is complete, we will also add animations to enemies' lewd/tempt skills, no more static images!
$55 of $5,000
per month
One time only: To celebrate this milestone, we will host a poll to let you vote for another unique boss that will be added as an easter egg, there will also be sex scenes on that encounter. This boss will be available somewhere in chapter 3. We will add animations to sex scenes outside combat, some of which will be frame-by-frame.
$55 of $6,000
per month
The Endless Climb: A storyless game mode where you'll try to endure corruption as much as you can in procedurally generated dungeons, enemies' strength will scale as you proceed, random bosses, random events, and a lot of [REDACTED].
$55 of $8,000
per month
We will commission many voice actresses to make samples of voices for Ethel and Nema, then we will host a poll where you'll able to decide which actress will voice each character. The chosen actresses will be commissioned to voice the entire game, all dialogues, and all scenes, with no exceptions.
$55 of $12,000
per month
We will add one more protagonist to the Endless Climb mode, Ethel and Nema's perks/skills will be rebalanced to fit the new character, and of course, the new character will also be lewded! This requires making many new assets and is the reason there is a 4000 gap between goals.

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