Development Road Map - The Path to v. 0.3


As I stated a month or so ago, the project has reached a point where I needed to begin the first major revision to come out with a crisper, cleaner build. While I look back at what I have accomplished, I have mixed feelings about it. The amount of work I have done and the complexity of the events I am proud of. My vision is quite grand and between my own work and the boon of Yanfly's plugins, I can pretty much do what I wish, save actually provide artwork. However, I have grown displeased with the fact that my product, for all of my plugging, is a disjointed collage of scenes and side quests. I had to stop, take a moment of pause and realize that I needed to sit down, take a deep breath and swap up priorities to add the quality story content that I boasted. While I am pleased with the characters I have introduced, the fact remains that any "main story" pretty much stops when Jordan blows herself up in the lab and appears in the resort. There is an underlying story that I never bothered with because I was wrapped up in adding fetish content. That was a mistake, in retrospect. At the same time, due to influences outside the development of the game, my motivation took a major hit. As I fought through that, I came up with the following list of changes that must occur before I post another release. The changes are necessary to improve the game drastically and provide a good interactive story, as well as an erotic experience.

Development Road Map

  • Complete the backend coding of all systems in the game. This includes the laboratory body mod system, the modified battle engine and the final integration of arousal-based events, Status change influences and physical development.
  • Review and rewrite, as needed, any current events in the game for greater immersion and quality. 
  • Revise, rewrite and repurpose Mel to fit the current direction of development.
  • Place selective fetish content on hold until foundation events are established.
  • Draft the main quest storyline from start to finish. (Priority)
  • Streamline the implementation of Content Switches (completed) [The Fetish Card system I implemented to act as toggles for some of the more niche fetishes was clumsy and non-intuitive. It was pure slop code. I scrapped it entirely for a plugin that now allows players to directly turn niche fetish content on and off. No nonsensical inventory items or extra hoops to jump through. Just got to a menu and flip a switch, the way it should have been the first time.]
  • Draft the storylines for the currently introduced NPCs before introducing new characters.
  • Worldbuilding: The game's diversity cannot be confined to a single "resort." I am now working on a "world map" that includes locations that specialize in certain fetishes for greater clarity, organization and ease of access. The Hotel concept can only be pushed so far. The current development of the world map and new locations is looking quite promising.
  • Animated integration: Because the closest I can come to providing artwork is through the creative use of maps and coordinated events, I will endeavor to include these as smoothly as possible. Should I find an appropriately skilled artist, I will remove those animated maps and replace them with true artwork. I acknowledge fully that the biggest problem with attracting players to my game is the fact that I cannot draw, thus provide the artwork this project so desperately needs. 

This list is just the tip of the iceberg for the game. I will not provide a new release until a great deal of this list is checked off. Given my current state of affairs, it will be well into summer before I get this ready. The writing alone will be time consuming and rightly so. For those few who have been generous and interested enough to add me to their watchlist, I thank you and I ask that you keep an eye out as the weeks go on. I will post development logs both here and on Twitter indicating my progress. 


D.

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