Alpha Devlog 2: Curios and Hair
Here's a short overview of the stuff I've been working on last week.
Curios
I've already discussed Curios in a previous devlog of Ero Dungeons. I'll repeat it here:
In Ero Dungeons, the attempt was to make the Curio choices both depend on your adventurers (with choices based on quirks and personalities), and also be partially based on luck. However, I don't think this works very well. The "luck" based Curios are actually quite rare, and the player doesn't really (have to) engage with them. Personalities are too hidden, most players probably don't know the personalities of their adventurers (the overlap between Quirks/Crests/Personalities/Desires is also a problem here). And even if they did, it wouldn't really give any meaningful choice, only flavor.
I've played "The Lesser of Two Eves" recently, a new game by Aika, known mostly from TrapQuest. It switches up the monotony of combat with a chance wheel. The main character can choose multiple options, but as her familiar you can spend influence to disable some of them (depending on their chance). It's a very interesting way to handle choices, meaning that it isn't all RNG but leaves the specific risk management up to the player. So you can only be mad at yourself for not disabling the small but disastrous choice, The influence is also used in combat, making it a further tradeoff.
I've now implemented them. You spend divine favor to disable specific choices. Choices can depend on your party, dungeon, or anything else. Costs of choices depend on the curio, but is always relative to their activation chance. Below is a WIP:
Hair
Hair now consists of two parts, a top and a bottom part. Currently I've added 7 of each, resulting in 49 combinations. While a combination isn't a hairstyle as in Ero Dungeons per se, it should give more adventurer diversity with less work required. You can see all hairstyles in this X post: https://x.com/madodev18/status/1843342576319139931
Additionally, care is taken that hairs don't overlap ear spots and all have the same size at the top. That was a problem in Ero Dungeons, and caused issues with some equipment. Given that Ero Hunters will have a large amount of animal ears, this is very useful.
Menu
To close it all of, here's an image of the menu. It's still unshaded and lacking detail, but should give some idea of the "vibe" of the game:
Ero Hunters
Catch, Breed, Conquer
More posts
- Alpha Devlog 9: Some Streamlining3 hours ago
- Alpha Roadmap6 days ago
- Alpha Devlog 8: Progress Report13 days ago
- Alpha Devlog 7: Overworld Mechanics20 days ago
- Alpha Devlog 6: Progress Report28 days ago
- Alpha Devlog 5: Some UI stuff41 days ago
- Alpha Devlog 4: New Puppets48 days ago
- Alpha Devlog 3: Combat Changes55 days ago
- Alpha Devlog 1: Mission Statement69 days ago
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