SamuKata
Keisi
Keisi

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Devlog #21: Improvements and Changes (Phase 2)

This Week's Summary: Improvements, changes, and coding.

The rest of the week since the last Devlog: Working on the profession change code, adding the current chapter to the game title, adding some new crafting stuff...

Español: ¡Aquí!

Good morning, everyone! Today's Devlog will be a bit different because it's shorter than usual. This is because I've spent the rest of the week more focused on code stuff than on visuals. Still, I have some interesting things to show you.

Yes, I know I should be checking the profession quest, but I'll be honest: I'm trying to put it off as much as possible while I finish other details here and there. The only reason is that with the weird weather changes where I live, my head isn't working as it should, so focusing on checking something that I'll end up checking again... ugh. For example, a few days ago, I tried to do all the recipes thing, because even though they are already implemented, they are not in their final form. I wrote some dialogues that I'll rewrite as soon as I have a moment because they are pretty meh. That's why I'd rather wait a few more days. This doesn't mean I have a perfect excuse to do nothing; quite the opposite.

Improvements and Changes

I've been working on two things: the costs for the Improved Backpack and a new accessory.

First, the accessory: the Gift Bag.

Before, the "Potion holder" was what increased the gifts limit. This happened very late in the story (after meeting Tali), and because of all the changes to the girls' stat experience tables, the limit of 5 gifts for so long feels low. That's why, once you meet the requirements (Mona level 4), you'll unlock several new recipes, including the ability to craft the Gift Bag, increasing the gifts cap from 5 to 10.

But as I said, these are the recipes you'll unlock with Mona in the early game:

My goal with all of this is, first, not to overwhelm you with too many things to craft as soon as you move to Gold Valley, but to make it feel like a progression. And second, to try to link the secondary girls more directly to all the crafting stuff. After all, they are the "Profession Experts," so I think it's a good idea for them to be the ones who teach you new things, instead of it being through perks.

On the other hand, we have the change to the materials needed to craft the Improved Backpack.

Because the base for materials and gold is now much lower, the upgrade to the Improved Backpack feels much bigger, so it should be a "big" investment.

And that's about it for today!

I've been tweaking the code for when you change professions to make sure the change works correctly, including resetting profession levels, passives, and making sure it doesn't break when you reach level 15 again... and all that. It's been more annoying than I want to admit, but it wasn't that bad either.

I won't leave without showing you the final version of the "Packs" you can craft for the Commissions:

Yes, I'm assuming this will be the winning outfit (on Monday, we'll see the results of the poll, but the difference is clear).

NOTE: Those profession outfits you see, you will only see them if you have a profession related to the girl you are crafting with. Don't worry, in v2 or v3, I'll make it possible to see them with any profession (at least in the exclusive version).

And most importantly: We now have a design for the title of the first Lust Age chapter!

This is something I hadn't planned on working on. The design should be the final one.

And one subtle but noteworthy change: A slight change to the quick navigation panel:

Before:

After:

There's not much left to do in Phase 2. The problem is that what's left is pretty big work, so to speak, or at least it will take me several days for each point/redesign. Next week, I'll try to give you a summary of what's still to be done.

And that's all! See you next week!

Devlog #21: Improvements and Changes (Phase 2)

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