Hello, everyone! I’m sorry for skipping one update post. To be honest, I wanted to finish with UI stuff in one go and was expecting a 3-4 day delay. I never expected 2 WEEK delay! Yes, I underestimated the task drastically, but it is actually a good thing. Because I would never force myself to work on that scary ass task otherwise. But hey, it’s the past now! Let me tell you about what the game has now.
Terry drew: aphrodisiac arts of lynxes, werewolves, and ents. And she left the team, deciding to finish with drawing. At this moment, I’m all alone :<
I created Ero menu that displays unlocked ero arts (there are 19 new NSFW arts in total!). It has cool looking handwritten text in it and beautiful silhouettes of the land with nature objects and enemies. Enemies are moving idly. I also added an interface layer to the game to display images (like.. erotic images, yes).
Then spent another 6 days creating the achievement system and the Achievements menu. There are 13 achievements. From “kill an enemy with spikes on the ground” to “unlock every erotic art.” The first four unlock SFW arts. And also, upon completing achievements, “titles” of varying rarity (depending on the difficulty of obtaining them) become available. Titles are visible under the main character’s name in the Inventory. There is no practical benefit from them (yet), I just wanted to add some easy-to-create reward.
Upgraded Inventory! Now it’s a beautiful, stylish square with 13 inventory slots, a demonstration of the main character (you will be able to change their clothes, the Paper Doll clothes system is involved!), titles, 1 slot for a necklace, and one slot each for melee and ranged weapons. Regarding titles: they can be selected directly in the Inventory under the main character’s name!
Spent 12 days adding a necklace with stats. Yes, that’s the task that took two fucking weeks! Who could guess? It was an amazing experience, anyway. In short, there is a necklace that can be worn around the protagonist’s neck (the necklace literally appears on the protagonist’s neck in the inventory) and alters their stats, now. For example, a stat that increases the maximum health of the main character. Firstly, such a change affects a whole bunch of systems, which I could never have foreseen. Secondly, in the process, I significantly improved many of these systems! Here they are: the main system of the player; the game “master” code; the Inventory code; Inventory slots; created the necklace itself (by the way, it shows text informing how the hero’s stats will change when wearing a new item); created blueprint objects for “inventory item”; almost completely recreated the item sorting system in the Inventory; improved the player’s HP bar; and there were also changes in 2-3 other minor systems.
Now, after that mind-blowing experience, I’m happy to announce that tomorrow I start working on the most hard and intimidating part of the whole next update: the enemies. See you soon, folks~ [No more abandoned projects]
