A Little Brainstorming+Progress


Hey all. Just felt like putting some ideas out there and sharing a bit of progress before the strength system sees use, and I don't mind some feedback.

I've been thinking that instead of reducing strength as I originally planned, restraints (such as the beaksleeve showcased here) should increase strength in exchange for their drawbacks (though some drawbacks may reduce strength over time). It'll be flavored as Piko's determination (and arousal) flaring up in response to the challenge, or some restraints may infuse her with vigor as part of their teasing (perhaps a placebo of hypnosis, for instance).

More on what the strength score actually does, aside from modifying the player's attack damage. I was thinking there would be barriers gated by a strength score, requiring Piko to build up enough to open the way forward. I'm also considering unique/rare enemies that appear when Piko has high strength, known as the "enforcers" of the simulation. It would be their responsibility to semi-permanently drain her strength when she gets too powerful, which could force her to recover at a rest point and retry the journey toward the next strength barrier. I could even incorporate boss characters into this system, where they show up outside of their boss rooms and pursue/capture Piko like bounty hunters. 

This is all a ways away as I still have spritework to do, Piko's movement to refine, level design, a save system, menus, etc. Let's not even get started on sound design, which for now I'm looking to do on my own with next to zero experience. I'm at a point where I have a framework for interactibles, dialogue, health, and the layered clothing system, so it's starting to come together in the programming area. I'd like to complete a little intro sequence leading up to the hub area and release it + a chunk of the hub as the first demo, so stay tuned for that. If you read to here, thanks for listening ^v^

Comments

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(+1)

If you do intend on making barriers with strength requirements, and connecting restraints with reducing strength - then you should make unique paths availble for players who would like to specialize in restraints (in particular if these retraints open additional play styles as opposed to being a straight up punishment)