Hey everyone, carn is here, and this week has been quite busy with a ton of researching and testing.
So, I have been receiving a ton of feedback about the number of animations on rewards. After a long time of planning and testing, I got a solution that may work, but this may require a lot of trial and error to get right.
So the idea is, that i may rework how the upgrades page is presented, instead of a big skill tree, we would have a horizontal view of the biome (like a side scroller game) where there will be slots with future structures that can be built on it.
This means that when unlocking a big gallery node mean that you ned to go to the location plot and build the upgrade on this side scroller view, which will show a visual of the location/action as a looped animation. So when you unlock the breeding grounds, for example, you will see actually mushies having fun there. Clicking again on a built location will show the sub-nodes with extra upgrades.
I'm planning a new mechanic instead of dropping the captured characters as an item; we will have actually animated rigs with randomly generated characters that you can select to bring to the tower. This will be another ordeal to work on, but i need to test it.
This also means that the project will take a lot longer than expected, but all these animations and tech i will develop will also be used on future projects I have in mind. meaning this is actually 2 projects wide animation work.
So here comes the question: do you actually prefer the nsfw pics as it is, or could we go a little bit wild and try to make the big nodes animated, planning for future projects too?
Let me know what you think! :)
Obs: saying it again, if for some reason i see the production of this new upgrade system is unviable i will ned to drop it and maintain the current system