Devlog 5/20/2024 Futre Plans - Big Trouble in a Big City
Greetings Mortals!
Still trying to build battlers for Princess Rescue to go in depth with more testing. I still need to make/copy a few sprites, put them in Princess Rescue, and code them so they work. Then I think I'll have everything I need to move on to Sala's Escape. I wanted to talk about my future plans for the game
I can't find the roadmap chart, but my plan for Greater Updates is as follows:
Graveyard (we are here)-> Forest -> Caverns -> City -> Swamp ->Ruins ->Tower ->End
Today I want to talk about the city update, greater update number 3. I have copied and pasted it from the guilded, please forgive the format:
So basically the party finds themselves in a big city. Now this city is going through some... tensions. Saracosans are getting pissed off at Avariyans. When the players show up, they can sense the anger. But the longer they stay in the city (Maybe I can rig up a timer that increases the tensions variable every 10 minutes or so) the worse it gets.
When I say "the worse it gets" I mean it gets to the point where parts of the city will be destroyed, certain NPCs will be found dead, and combat encounters will get harder (to the point where eventually they'll have vampires in them.) and yes, the Red Mother is behind a good portion of it. (The tensions are already there. Think of it like Saracosa has a gunshot wound in her back and the red mother just sticks her finger in there and twists it.)
So the players must balance time management and the objectives, and get the absolute hell out of that city before it becomes absolute hell.
There might be some quests the player can do to let the city release SOME pressure for a period of time, but once those quests run out, that city becomes a rumbling pressure cooker.
(and yes, Charna and company are in the city actively making shit worse... by posing as "adventurers.")
Concept for the stages of the city's distress:
- "DOUBLE TAKE" agitators appear to insense mobs throughout the city. This is a reccuring thing up until stage "Round House."
- "Hoo boy..." Guards start telling citizens to stay indoors at night. Getting caught during curfew is an instant capture.
- "Not good..." Guards attacked by angry citizens
- "Not great..." angry citizen encounters start. Having overpowered some of the guard garrison (depending on the district.)
- "Uh oh." Angry citizen encounters slightly increased. Night time encounters will have a %10 chance of vampire spawns. Inn and shop prices have increased by %50. Resting in dark alleys have a %5 chance of an ambush at half health.
- -"Oh shit" - Angry citizen encounters increased. Night time encounters will have a %25 chance of miniboss or vampire spawns. Inn and shop prices have increased by %100. Resting in dark alleys have a %15 chance of an ambush at half health.
- -"ROUND HOUSE." The party will start encountering, rarely, the Dark Militia. Night time encounters will have a %50 chance of miniboss spawns. Inn and shop prices have increased by %200. Resting in Dark Alleys now have a %25 chance ofan ambush at half health.
- -"FAST PACE" - the party will encounter more Dark Militia. Night time encounters will have a %75 cance of miniboss spawns. Inn and shop prices have increased by %300. Resting in dark alleys has a %50 chance of an ambush at half health
- -final Stage "COCKED PISTOL." The party's encounters will ONLY be Dark Militia. Night time encounters will have a %100 chance of encountering a miniboss. Inns are now closed, your only 'rest' is in dark alleys with a %70 chance of an ambush at half health. This is the Merciless level.
Fun fact: the capital lettered stages are the names given to the united states DEFCON stages!
To add a more consistent, and 'relatively' safer way to complete the main quest, the obvious solution is to do what Baldur's Gate 1 did and have a sewer level that goes under all the districts. I say 'relatively' safer, because there is apparently NO such thing as a safe sewer system in fantasy cities. (Name just one that doesn't have anything that wants to rip your face off) While obviously you'll run into the occasional vampire down there (the more diligent ones will know to look down there.) you might run into the more unscrupulous elements of a medieval urban environment (thieves guilds, slavers, etc.) or something far more sinister (demon cults, monsters, etc.)
On the topic of monsters, I had an idea to add a particular monster race to Sala's Escape. To give you an idea of how bad this race is, each of the races in Sala's Escape's world can trace their origins back to a great beast that was a catalyst of Genesis magic (life+creation.) Saracosans (like Sala) for example can trace their origins to some bats that were splashed with the blood of the great bat Cruo. This monster race... traces its origins back to mosqitoes that bit a Succubus (whom knew letting them do this would spawn their ilk.)
They are sentient and actively malevolent. Having been collectively demon worshipers since the first of them hatched from their eggs. They knowingly spread diseases through their primary means of feeding (draining blood, though they CAN eat fruit, they're so spiteful that they often forgo that if they can) they have been known to snatch the children of other races from their beds and kill them, and in another comic I was chewing on the side, they were actively ruling a nightmarish regime that oppresses its citizens.
What role do they play in Sala's Escape? Well, ever since the age of demons, they've caused nothing but misery, disease, and death for the Darkbug Farmers in the southern parts of Saracosa (which we will visit in the swamp greater update) and of course they've found a kinship with the vampires (whom... do not exactly reciprocate. But eh, better your friend takes a flaming sword than you, right? What else are friends for?) Sala, on a personal level, hates them because they spread the pathogen that killed her parents along with tens of thousands of Saracosans some 14 years before the events of the game.
My goal with this monster race is to try and create the most unfuckable, unfappable creatures I can. With even LESS class than the ones in Darkest Dungeon. Something you just want to beat the absolute crap out of and not feel a lick of remorse over. My goal is to get somewhere away from the Darkest Dungeon ones and far, FAR away from the ones featured in WWII cartoons.
sh
She ain't pretty she just looks that way. Actually I take it back. she ain't pretty at all. Basically the opposite of this, but legally distinct from the Darkest Dungeon ones.
If you can't tell already, I fucking hate mosquitos.
That's all for today. Thanks for your patience. Hopefully this post gave you an insight into some of my future plans, or at least amused you with my unsolicited rambling about mosquitos. I have to go attend to a YCH stream now. Be sure to join the guilded to keep up with development/princess rescue/unsolicited lore ramblings
Get Sala's Escape
Sala's Escape
An adult gothic fantasy rpgmaker game
Status | In development |
Author | Quakehoof Games |
Genre | Role Playing |
Tags | Adult, bdsm, bondage, Erotic, Fantasy, Furry, RPG Maker |
Languages | English |
More posts
- DevLog 12/10/2024 Sala Battler Sheet has begun1 day ago
- devlog 11/21/2024 Crosspost: Tick Tock Tick Tock20 days ago
- Devlog 11/13/2024: Fixing the Red Mother28 days ago
- Dev Log 11/4/2024: WHAT'S IN THE BOOOOOOOXXXX!?!?37 days ago
- Devlog/Lorepost 11/2/202439 days ago
- Happy Halloween41 days ago
- Devlog 10/27/2024 First order of business...45 days ago
- Devlog 10/26/2024 : ESCAPEBROS WE ARE SO FUCKING BACK46 days ago
- Devlog 9/20/2024: Mental Powers and Trauma*83 days ago
Comments
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Have the city get worse and worse is a cool idea, though it would be better to base it on 'events' (i.e. doing a quest or similar type of progress quietly increases the distress stage) rather than with a running timer as you mentioned. A running timer punishes players who like to take it slow and enjoy the game and, vice versa, will cause cause players who are just rushing the main story to miss out on most of this interesting dynamic (because they'll be done so quickly). Also, imagine leaving the game idling while you go out for a couple hours.. lmao. Most of this also applies to step counters or any other kind of 'efficiency tracking' method. Making it event based also lets you make it so that (if you want) the player can't possibly complete all the quests available unless they are willing to stay in hell city lol.
Also, I request public bondage events!
True, I was never keen on time limits, but it's good to mix things up. Maybe as the main quests progresses, the city could get worse, as you suggested. Or I could find some happy medium: a really long slow burning timer, but certain quests can exacerbate or even temporarily halt the progression.
Public bondage events? Like captured would be heroes? People in gibbets? Damn right! I like the way you think~