Roadmap to Completion


As mentioned last week there will be no Ero Hunters update as I'm on holiday. However, that doesn't stop me from updating you about future content while I'm on the train to Syracuse.

Remaining Mechanics

Let me start by saying that you can always add more mechanics to a game. Unfortunately that eventually results in a shambling corpse of features, so it's important to end somewhere. I think both the overworld and combat mechanics are in a good place, and the only two main things I want to add is:

Closure: I plan to have two endings. First there's a normal ending - which can be achieved in multiple ways - and unlocks the Flevo sandbox island. And then also a true ending which involves going to Flevo and defeating and catching avatars of the Goddesses and performing some sort of ritual. These will be boss encounters like in Ero Dungeons, though without the surrounding custom dungeons.

Overworld Actors: These are the same as the Dungeon actors but on the overworld. These are required to make the above work and add some flavor and reason for exploration to the islands.

Originally I also planned to have a rudimentary dialogue system, but I'll probably handle that using those title cards that pop-up. Working around the possibility of losing Ada and Artemis would cause to much scope creep.

Additional Content

With mechanics out of the way I can focus on filling out the existing content. In particular:

Equipment: There's still a significant lack of equipment, some things like armor/gags/blindfolds/jewelry/piercings... still only have a few token items and the armor sets of 4 of the deities are still missing. I've been filling out the equipment data and have more than doubled the amount of equipment by now. It will still take a while before it's all drawn and implemented though.

Laws: The current law system, where different laws are similar between races and offer minor incremental benefits, was a placeholder. I'm currently reworking it so the vast majority of laws has interesting and unique effects. For example, Dryads can get a new beacon building, more flexible lumber camps, automated wood from citizen, a unique breeding mechanic using grafting, a way to ignore grain fertility, ways to make vine ropes useful for non dryad/alraune, and neither of the paths enforce restrictions on your core playstyle (except the supremacy path still limiting population tier to Citizen).


Dungeon Actors: Currently there's a system for handling dungeon actors (i.e.,curios) but it is only used for the dollmaker. I'll try to port some of the ones from Ero Dungeons to this game.

Descriptions: Equipment, Laws, Deities, a lot of things still need descriptions.

Fights: The miniboss encounters, as well as the general outfits of enemies, were still written before most of the gear (and roles) were in the game. These need to be reworked.

Steam

As you know, I plan to release Monstergirl Hunters - the SFW variant of this game - on Steam. The Steam review takes a lot of time and requires additional work. There's a lot of screenshots, random descriptions, and a trailer that need to be made. And even then, there are many moments where you shouldn't release on Steam, such as during sales or fests.

So, even after the game is finished, it'll sit in the waiting room for a couple of weeks probably.

Polish

While in the waiting room, I'll focus on minor polish that doesn't fundamentally change the game (or require Monstergirl Hunter censorship).

QoL: There's still a lot of quality of life improvements that can be made. Including but not limited to an improvement of groups to allow them to handle trainings, or a better flow for role changes.

Bugfixing: Speaks for itself since obviously subscribers on Patreon/Subscribestar will have access to the full game a significant time before it's officially released.

UI: Not only visual improvements, but also what is called "juice". You may have noticed that some UI already uses those slide in animations that make everything look a bit smoother. The tutorial even has a cute Ada face as a decorations. Vanity flourishes that you wouldn't find in Ero Dungeons.

Visuals: Currently, the artist is working on visuals for the world map. He's also going to update the tilesets that are used in the game. The placeholders are adequate though, so that isn't a release blocker. There's also still a ton of breeding textures that need to be done. Fortunately, now that I've hired an artist, these can be made asynchronously while I work on the pre-production of the next game.

Pre-Production

I have started the pre-production of the next game. This is about the same stage as Ero Hunters was in during the script rework which was backported to Ero Dungeons. I'll expand on the game in next week's devlog, though I can already tell you that the name starts with Ero, contains two parts and ends with a plural noun.

I'll probably start working on it in earnest, and providing playable versions, once the development of Ero Hunters slows down once all remaining mechanics and additional content are in.

Get Ero Hunters

Comments

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Might as well make a list of monster girls.

Mushroom girls, frog girls, robot girls, bear girls, ghosts, zombies, latex girls, amazons, stone girls, fairies, goblins, kobloids, elemental girls, mermaids, living suits of armor, monkey girls, dragon girls, and tentacle girls.

Along with the classes like the tinker, light, and dark classes, domantrix (implementing the use of a whip.) , ninja, juggernaut, scientist, tentacles, necromancer, cowgirl (not to be confused with the other cowgirl that shoots milk, but rather someone that takes care of cows. So like a rancher/farmer), boxer, Viking, gimp, robot, gunslinger (an excuse to finally add guns.), clown (for the clussy.), Esper, poltergeist, monk, drunk, and medic. 

And can you make a slave doll that allows the use of lustful explosion? Like you can create even more dolls now that I have given you ideas of what kind of monsters you should add in. Such as the mermaid class allowing one to not be out of breath. Or the dragon doll, allowing one to shoot fire out of their mouth. The fairy doll could shrink a person to allow one to dodge. Or the amazon doll to power up punching moves. Again, just spitballing here. 

It's highly unlikely any more races or classes will be added to the base game. But some of those are already included in mods - among other things, fairies, goblins,... and a mistress class using a whip I believe.

I see. Well, technically speaking, there is a mod that has been implemented in the main game. Kinda. The one about extracting genes. Which means that it's possible to get a fairy or even a ghost class. So while it is unlikely, it's a good idea to snowball this into something that allows one to create even more classes. 

For example, I have noticed that the closest thing to a tank type class is the mule and slave class, as they have the highest amount of health. We need more monster girls who take advantage of their defense/health.  Like I can see the Amazon being quite tanky indeed. Or hell, just add a role for the slime girl to have a new type of class. I am thinking goo. It wouldn't even be that hard, either. Just make a slime girl green and add some code to it and there you go. Like you think the slime race would have a *slime* class? Just being sticky. You want to move? Too bad! You got slime on your shoes! If I knew how to mod, I would try to at least implement it to see how it goes. 

I actually think the Barbarians have some pretty beefy health statistics, easily topping 75 in Biesboch. I suppose they're moreso a brute than a tank, since they can target the backline, stun, and unleash a heavy hit. The only thing tank about them apart from their monster health pool is their ability to heal a lot of health but bleed in the process.

As for the basic classes, I'm thinking soldier is the closest you're getting to a tank class, with their ability to stack block in the early game.

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While it's true that Barbarians are easily one of the best when it comes to offense and having a decent health pool, I am afraid that won't do when it comes to the jellyfish. For you see, when you defeat a jellyfish with one of the jellyfish tokens active, you lose 20 health. And there are four girls. Meaning, at least, you are bound to lose at least 80 health in total. No other monster girl forces you to a grinding halt and makes you either become a tank via breeding or force you to become cautious. When it comes to me, I like the idea of dealing as much damage as possible. And that's just the bare minimum. At higher tiers, you could lose 50 health after one death. You'd think that maybe the creator would make their zapping powers stronger or stun powers last longer, but no, it had to be literal suicide bombers.  Keep in mind that a barbarian at level 50 health is 162 at most. So, at lower levels, you are basically fucked even harder. You are bound to lose half your health. But the thing is, these girls do fight back, and so, you end up losing even more health. And you are losing health via  using rapture. The strongest attack one could have.  And I know, you could just heal, but think about it, the jellyfish girls are the only girls that force you to change tactics to such an insane degree. You would have to make sure your entire team heals up 20 of their health entirely. And these girls will attack, making healing even harder. So unless you have an active self-healer that is also tanky enough to survive an 80 health loss, you are fucked. 

Which is why either change the jellyfish tokens where it becomes either that they benefit jellyfish gals or, at the very least, make sure that the token is nerfed enough. At most, you should only lose 20 health from these encounters. And if not, provide a class that acts like a tank class that can shield others and tank the hits. The ability to direct attacks towards one girl. 

That's quite the tangent about Jellyfish. Was this discussion not about what works as a tank class?

As for the on death effect, is that not just an empowerment token? Those have since been removed from the game. Even if they still applied, the jellyfish used to be rarely empowered, so it shouldn't be that hard to deal with. Even finding two at once is a rarity, let alone all four. Be sure you have the latest version of the game.

I wish there were other types of monster girls to add, though...Like robots girls, goblins, elemental girls like flame spirits, and so much more, and ghost girls. I know that's crazy but just picture it for a moment. You could cybernize your monster girl to be more like a drone. Or even just have an outfit that turns one into a rubber drone. 

And there should be more subclasses like a boxer that really know how to throw a punch. Or hell, a clown class that uhhh...for those who like clowns. The robot subclass as well. Alchemist class that uses bottles of acid or poison.  The point is, this game could have so much more. It shouldn't just end. You could have a ninja, a robot girl, a rubber drone, a bear girl, subclass for light and darkness. A tinkerer class. Hell, take a page out of Odyssey of Ginanna and have transformation classes.  

I am just giving you ideas on how to make the game fun. Make it so we would have more outfits, more choices, more classes. 

I think there should be a special form for feral succubuses where they grow larger horns and can impale foes with them or use fire.  A fearl form of a human could be a monkey girl. Again, just spitballing. 

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It's been a few updates since I last played, is the only "lewd content" in the game the "mating" mechanic still? or, has more been added since?

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Same,  i really hoped to see more h content beyond breeding.

There were some animations in ero dungeons  battles but that was the extent of it and it was a bit disappointing. Given the lack of male entities in this game it would be nice to see breeding atleast replaced by some kind of animation sequence during breeding or even for certain  work stations.

 Though the scope of that kind of feature sounds rather long and tedious  with the large selection of monstergirls. It would also be a good opertunity if mado ever wanted to branch out to monstergirl breeding genres 

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Really, the game feels like a great base game that's just waiting 3 years to sell you the Lewd combat/animation DLC lol. But in all honesty... Really hoped they would make use of the original lewd art/animations and add to them; instead of removing them all together in favour of what feels like a bit of a lazy replacement. Stop me if I sound ungreatful for her work tho.

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nah i agree with you, i the existing art is good but i really want to see more for a H-game. 

From an earlier roadmap listed was: "On the more advanced islands, losing a girl in combat can result in her getting kidnapped. "

I'm wondering if this ever made it in? I liked the idea.

It never made it in, it would be too much of an expansion of scope.

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Ok, disappoints me a little, but thank you for informing me and thanks for your work!

Best of Luck to you, Dev-sama.

The android port is off the table? There was no mention of it, and it got me worried 😅

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It is indeed off the table, the Joiplay alternative will have to suffice.