Public 0.2.0: Intermediate Roadmap


In this update I first cover the changes since the last version, after that it's time for a Roadmap for further development. 0.2 isn't as significant as 0.1 (which is where saves started to become compatible with later versions) but enough content and mechanics have been added to give a clear view on further development.

New Content since 0.1.6

Economy: The economy has been streamlined using a supply system and building caps. I won't go into to much detail since it's changing quite rapidly right now (see the previous devlog). See: https://erodungeons.itch.io/ero-hunters/devlog/916602/version-019-economy



Bats: There are new Bat enemies, they can be used to harvest "Compulsion Crystals" which are required for most training recipe. See: https://erodungeons.itch.io/ero-hunters/devlog/920485/version-020-slimes


Slimes: There are new Slimegirl enemies, these can be ranched for latex or aphrodisiac. See: https://erodungeons.itch.io/ero-hunters/devlog/920485/version-020-slimes


Localization: The game can now be translated, here's a guide.

Threat: As you own more territory, threat increases and monstergirls get empowered with unique race-specific traits. See https://erodungeons.itch.io/ero-hunters/devlog/908060/version-017-threat-and-ear...

Roadmap

I used to be of the opinion that the mechanics should exist first, and only then should the content follow. However I now feel that the creation of content (enemies, equipment, buildings) has to go hand-in-hand with these mechanics. Adding Slimegirls and Bats has made it more obvious how to handle resources. Trying to add more Strapons made it clear that the research system wasn't maintainable, and so on.

So right now I'm alternating mechanics and content. You might have already noticed this pattern in the recent updates: threat - bats - economy - slimegirls - economy II. Next monstergirl will be Harpies, which leads in pretty neatly to buildings that buff nearby buildings for the week after.

Content

Monstergirls: I plan to add around 20 monstergirls to the game, of which 7 are already in. The most likely next additions are Harpies, Alraune, Succubi, Elves and Dryads since the basic animations for these already exist. Other planned monstergirls (Centaurs, Spidergirls, Jellyfish) are more complex and will have to wait a bit.


Buildings: These are primarily defined by monstergirls as each of them has some sort of production building. Soon I'll also add buildings that can buff nearby buildings which will give additional use to Bunnies and Harpies. The Buildings (especially the shrines) are also missing quite some textures.

Equipment: With the removal of the favor tree in 0.2.1, it's easier to add these again, so they will get sprinkled in between updates. Eventually I'll probably do a couple big equipment updates as happened in Ero Dungeons.

Overworld Mechanics

Economy: I'd like to think that the economy is now settled with the 0.2.1 changes so only minor tweaks should be needed, like different building scaling factors.

Research: I'm considering making the shrines buildable again (with the specific shrine depending on your Deity). This does limit your need to explore the map to find the other shrines, but different monstergirl availability should be enough of a reason to explore.

Upkeep: I'd like for monstergirls to have some sort of upkeep or a happiness system that requires specific goods. I'm still hazy on the details and expect it to become more clear as more monstergirls are added. It should serve as a better growth limiter than the scaling housing prices.

Overworld Interactables: These are small points of interest on the world map, making it feel a little less empty. Probably something like resource caches or small events.

Trade: This is in a very bad place right now and I'll probably have to advance in some other places to get it unstuck. For now, I'll leave it as is, but it will get changed eventually.

Dungeons

Dungeons are still in a bad place. I was thinking of just getting rid of them completely. However, they still serve a purpose in hindering easy conquest and providing a skill challenge in combat. I think it makes sense to lean into this. The whole system of Curios from Ero Dungeons will probably be removed and instead these Dungeons will be pure combat challenges with the occasional chest or healing spot.

This also means that retreating will no longer be possible, luck will no longer exist, and rewards from dungeons will turn into Tomes instead. I'm also considering for dungeons to have a sort of zone of control preventing you from clearing the land directly around it or even preventing you from passing them. Another thing will be hand-crafted encounters to give you a challenge during and at the end of dungeons.

Missions/Goals

Currently the game is a sandbox, there is no real goal nor any purpose except seeing number go up. The plan is that rather than being a sandbox, the game will have missions with Flevo being a large sandbox ending mission. As in something like Caesar III the player will be able to choose between combat focused missions (clear a specific dungeon/boss) or economy focused ones (reach X monstergirls/trades).

This should also help the onboarding process of new players and allow for crafting some fun scenarios without it affecting the entire game.

If you want to help make this roadmap a reality (and version 0.2.1 and a debug console), support me here:

PATREON | SUBSCRIBESTAR

Files

EroHuntersWindows020.zip 125 MB
1 day ago
EroHuntersMac020.zip 150 MB
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EroHuntersLinux020.zip 118 MB
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Comments

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OMG. Curios will remove. T T