Sunday, April 19, 2020

Planned Features

Today I'll be listing some general milestones for the game's development, explaining the design behind their features and providing some information about the order in which they'll be developed.

Game sections: Given that Unholy Arts intertwines different genres, it is divided into different systems. They may be categorized as it follows:

Scenes - Most similar to turn-based RPG battle systems.
- Sex Scenes (Playable in the demo): Congifured to allow many different dynamics. NPCs may look for their own pleasure, for the pleasure of others or for everyone's, or they may instead be trying to seduce someone or erode someone's willpower. The scene may be led by one character or control may be shared.
- Battles: Characters solve their discrepancies with fireballs and kicks (preferably not in the groins).
- Sex battles: Characters solve their discrepancies in far more fun ways.

Dating Sim - Daily life of the protagonists in the Temple, similar to a life management game.
- Training (To be introduced in v0.1): The Candidates develop their skills through different activities in the Temple Grounds. They may cooperate, hinder the progress of others, build rapport or show the rest who's the best (by force).
- Work (To be introduced in v0.1): The Candidates may engage in daily activies required to keep the Temple afloat.
- Socialization (To be introduced in v0.1): Get to know the other characters better, understand their motivations, bring them closer to your side, and be taken to their beds.

Story - Similar to Choose Your Own Adventure stories or roleplaying games.
- Introduction (Playable in the demo): A short story telling the arrival of the Player Character to the Temple and introducing the other protagonists.
- Story Events: Very short stories further developing the main characters and their dynamics.
- Adventures: The protagonists travel to different parts of the Confined Valley, usually facing different conflicts that will test their skills as Candidates. These will require a lot of work, and making many of them will require financial support.

The scenes may be inititated in the middle of the other six sections. The "training", "socialization" and "adventures" sections take place in maps, with each character deciding to engage in different activities for different periods of time.

Transversal Features - Elements of the game not linked to any specific section.
- Character sheets (Introduced in the demo): Characters participating in scenes have roleplaying character sheets, with different stats, experience, skills, sexual tastes and others. These will be expanded.
- Conflicts between Candidates: Dynamic events that should often take place to force some drama.
- Relationships between Candidates: Beyond the parameters indicating the relationships between the protagonists, the Candidates may engage in specific relationship dynamics, such as love, protection or servitude.
- Sustained effects: If the Leirien girl gets nervous and releases spores that get everyone horny this feature makes the simulation take it into account. For instance.
- Equipment: Be they swords, staffs, plugs or handcuffs.
- Expanding the moveset (in constant evolution): Everyone gets bored of missionary. Also, the general mechanics of Battles and Sex Battles are shared with Sex, but the two other scene types lack moves. This solves that.
- Characters' Scene AI (Introduced in the demo): Different parameters and algorythms making a character decide their moves during scenes, such as their own fetishes or the role they're playing in the scene.
- Characters' Map AI (To be introduced in v0.1): Functions to make characters learn how to move between nodes. They can't walk without them.
- Candidates' long term AI: Algorythms that make the protagonists balance their different interests (sex, love, relationships, ambition) to decide their goals.

Graphics - I've made an initial investment to make the game have looks, but otherwise I'm no artist and I don't have that much money, so these will mostly depend on the support I receive.
- Main character portraits (To be found in the demo).
- Game logo (To be found in the demo).
- UI redesign (or actually making an UI).
- Dynamic character portraits (Patreon Goal): Instead of maintaining frozen, eternal expressions, the characters switch to anger and happiness and horniness.
- Map images (Patreon Goal): Small images helping the player to conceptualize the map beyond words.
- Scene Sprites (Patreon Goal): The jump from a text game with images to a text-based partially animated game! This one requires a lot of work. Accordingly, it requires a lot of money, and it will only see the light if the game makes enough money to make me pay the bills first.

I hope this gives you a better idea about what you can expect from the game. Please look forward to watch it bloom!

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