sleth - Demons Within Special devlog 2: Lust's Awakening
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Hey hey!
It's been a while since we talked about this little side project. Every time, after an update, I like to take a week off to work on the extra stuff for the game before I go back to the increasing rush of getting a full update out. After the last update, I worked on crossover content, but this time I managed to get some nice time working on this little very special project! I have big plans for it!
If you're a new Patreon supporters and don't know or just don't remember what I'm talking about, I started talking about it in the first devlog about it here. You can also catch up on some of the asset creations that we slowly made for it by filtering my posts by the lust_game tag (although some image and asset previews might be only for the previews tier).
Well! Where to begin. You see the small gif above? It shows how the game is looking right now! Although I do work on the visuals of it every now and then to make it look pretty, I'm still mostly focusing on making sure all the mechanics behind it works. It's a somewhat simple game as, in its core, it's supposed to be something idle-ish that you can play and run WHILE you are reading the visual novel. Even then, I have a lot of plans and ideas to try to make it as fun as possible. You can't really see the mechanics behind everything in this preview, but I'll get to talking and explaining them in future devlogs! They are, after all, still being heavily tested and a work in progress.
Part of why this looks so good is because Blain and I have worked on the assets for this screen and refined them! There are two more "screens" that are integral to the game and that I have managed to make work, somewhat. I'm not showing them yet, however, because that's the next thing I'll sit down with Blain and work on when the art needs of the main updates are slimmer. I'll show them all in previews as I've done before!
There are SOME little buttons and icons there that are still placeholders because we haven't gotten to these details yet. There's so much detail to go through when you make a game like this... whew... Little glows for each little thing that can be hovered. How controls and sizes compare between PC and Android small screens, and a million other things. But that's normal in any game development, heh.
For now, though, let's talk a bit about the game as a whole. The most important thing: it now has a (maybe tentative) name. Lust's Awakening.
The core concept of it is that, well, as Lust, we all know you've been stewing inside Resnick's head and soul. Growing stronger through shenanigans and other things. Well, the little side game will be the way you will work on literally making Lust stronger as the game goes. As a bonus, you'll get to focus Resnick's thoughts on whichever character's you prefer to, uh... direct Resnick's Lust for.
By growing Resnick's Lust thoughts about each character, we will unlock rewards and extras. Both generic ones attached to Lust, Resnick and the game and special ones about the character being focused on. Not only that, but booting Resnick's Lust about each character will also make Lust (and maybe Resnick) stronger overall. The stronger Lust (you) are, the better you will be at infusing that Lust on Resnick's thoughts about new and upcoming characters that will join the game as well. ;)
That's the basic gist of it all. I'm refining it a lot and it's been very fun. I spent so many years working as a programmer and, although Ren'py can be difficult, it's fun to be able to focus on some coding to make the game more fun rather than just writing and directing everything else!
What is a shame though is that I must have spent dozens of hours working on this between updates, but none of you can see any of that work yet. Well, we'll see it through previews like this and, once it reaches a complete state, I'll start releasing test builds of the first iterations! For something like this, however, I can't release previews that don't work properly. I need to reach a fully workable prototype of the game and it's been a lot to plan, balance, think and implement it all. Not to mention a lot of art still to go to make it nice and that's not even just up to me.
However, we're getting there! Keep enjoying the regular Demons Within story updates and, when you least expect it, the game will be even more awesome! Or so I hope!
This devlog has enough rambling and it got huge, so I'll stop for now. I'll show more as I have it, but although I spent the entirety of last week working on this, it's now time to go back to focusing entirely on Update 16. I'm ahead on it because of the delays of Update 15, but there's still a lot to do, as always!
I'll make another devlog about Update 16, how it's going and what to expect of it very soon.
Thank you all for your support, as always!
Cheers!
Hey hey!
It's been a while since we talked about this little side project. Every time, after an update, I like to take a week off to work on the extra stuff for the game before I go back to the increasing rush of getting a full update out. After the last update, I worked on crossover content, but this time I managed to get some nice time working on this little very special project! I have big plans for it!
If you're a new Patreon supporters and don't know or just don't remember what I'm talking about, I started talking about it in the first devlog about it here. You can also catch up on some of the asset creations that we slowly made for it by filtering my posts by the lust_game tag (although some image and asset previews might be only for the previews tier).
Well! Where to begin. You see the small gif above? It shows how the game is looking right now! Although I do work on the visuals of it every now and then to make it look pretty, I'm still mostly focusing on making sure all the mechanics behind it works. It's a somewhat simple game as, in its core, it's supposed to be something idle-ish that you can play and run WHILE you are reading the visual novel. Even then, I have a lot of plans and ideas to try to make it as fun as possible. You can't really see the mechanics behind everything in this preview, but I'll get to talking and explaining them in future devlogs! They are, after all, still being heavily tested and a work in progress.
Part of why this looks so good is because Blain and I have worked on the assets for this screen and refined them! There are two more "screens" that are integral to the game and that I have managed to make work, somewhat. I'm not showing them yet, however, because that's the next thing I'll sit down with Blain and work on when the art needs of the main updates are slimmer. I'll show them all in previews as I've done before!
There are SOME little buttons and icons there that are still placeholders because we haven't gotten to these details yet. There's so much detail to go through when you make a game like this... whew... Little glows for each little thing that can be hovered. How controls and sizes compare between PC and Android small screens, and a million other things. But that's normal in any game development, heh.
For now, though, let's talk a bit about the game as a whole. The most important thing: it now has a (maybe tentative) name. Lust's Awakening.
The core concept of it is that, well, as Lust, we all know you've been stewing inside Resnick's head and soul. Growing stronger through shenanigans and other things. Well, the little side game will be the way you will work on literally making Lust stronger as the game goes. As a bonus, you'll get to focus Resnick's thoughts on whichever character's you prefer to, uh... direct Resnick's Lust for.
By growing Resnick's Lust thoughts about each character, we will unlock rewards and extras. Both generic ones attached to Lust, Resnick and the game and special ones about the character being focused on. Not only that, but booting Resnick's Lust about each character will also make Lust (and maybe Resnick) stronger overall. The stronger Lust (you) are, the better you will be at infusing that Lust on Resnick's thoughts about new and upcoming characters that will join the game as well. ;)
That's the basic gist of it all. I'm refining it a lot and it's been very fun. I spent so many years working as a programmer and, although Ren'py can be difficult, it's fun to be able to focus on some coding to make the game more fun rather than just writing and directing everything else!
What is a shame though is that I must have spent dozens of hours working on this between updates, but none of you can see any of that work yet. Well, we'll see it through previews like this and, once it reaches a complete state, I'll start releasing test builds of the first iterations! For something like this, however, I can't release previews that don't work properly. I need to reach a fully workable prototype of the game and it's been a lot to plan, balance, think and implement it all. Not to mention a lot of art still to go to make it nice and that's not even just up to me.
However, we're getting there! Keep enjoying the regular Demons Within story updates and, when you least expect it, the game will be even more awesome! Or so I hope!
This devlog has enough rambling and it got huge, so I'll stop for now. I'll show more as I have it, but although I spent the entirety of last week working on this, it's now time to go back to focusing entirely on Update 16. I'm ahead on it because of the delays of Update 15, but there's still a lot to do, as always!
I'll make another devlog about Update 16, how it's going and what to expect of it very soon.
Thank you all for your support, as always!
Cheers!
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