5.3 - Full Steam Ahead! (Patreon)
Content
Development of 5.3 began last week and we're moving quickly. The old transformation system has been ripped out and replaced with the new one, and things are already looking a lot better. There's definitely some kinks that need to be ironed out, and some rates that need to be adjusted, but I think in the end we'll have a much more intuitive system in place.
One day I'm gonna get a graphic in place for these reports, but for now, here's about where we are with the patch:
- Integration of new TF system core - 95%
- Integration of new Paper Doll system - 90%
- Application of new TF system to existing content - 10%
- Second pass on Crafting system - 0%
- Second pass on Conversations/Explorations - 0%
- Implementation of player submitted content - 0%
Integration of New TF System Core
The new system is firmly in place, and players can now seamlessly transition from Male to Trans to Female and back, with additional possibilities based on gender. Males can become Sissies via low Dominance, Female can become Bimbos via high Arousal, and Transsexuals can become both!
Additionally, the system now supports variable breast and crotch sizes. This is referenced in the game now, but work has not yet started on making them manageable options yet.
Integration of New Paper Doll System
When started a new game in 5.3, you'll have the option to play with the paper doll system enabled! This will give you a taste of the future artwork overhaul by allowing you to see a real-time representation of your character in the wardrobe scenes, dialogue boxes, and the status bar. Your portrait will actually update based on your gender, gender state, and what you're wearing!
I'm currently working with my artist right now to get the needed artwork for the variable chest and crotch options, at which point the paper doll system will be finalized for this update. Things like body hair and hair style/color changes are still being discussed, but likely won't make it for this update.
Application of New TF System to Existing Content
This task will make up the bulk of the update. While most of the existing content is capable of "making due" with this major change, it's not optimal, and can lead to some awkward situations. Once the core has been completely completed, I'll be taking a pass at all existing content to get it up to compliance. While there's a lot of content to get through, I don't see this taking up as much time as it sounds like it might. These will mostly be small updates, particularly adjusting how different scene affect transformation, dominance, and arousal.
Second Pass on Crafting System
This is something I've been giving a lot of thought to. As far as the rate of crafting goes, this is something I'm pretty happy with. A Lv.1 lab on Normal difficulty should be producing about 2-3 MCS-1 serums per week without spending all day every day in the lab. I realize there are people who do this anyway, in an attempt to maximize their production. While this is fine, I definitely think it should come at the cost of the time you're investing into doing this. As the lab gets upgraded, your production increases, and eventually you're crafting for profit rather than to actually use the serums. In this regard, I don't plan on making crafting "easier", but I do plan on expanding the lab upgrades in a way that let you decide how you want to improve your production.
The other common piece of feedback I hear about the crafting system is that there's too much clicking. I think this is a fair argument, though there's some logistical reasons that the crafting UI flows the way it does. There's a couple areas that this can be improved, and I'll be going over the entire process in detail once I get to it. I'm also looking at implementing the ability to craft multiple serums at once as long as Penny is assisting you in the lab.
Second Pass on Conversations and Explorations
This concept was introduced back in Dakota's content patch, and was meant to continue forward until all characters had a conversation tree and all locations could be explored. Unfortunately, the idea was shelved (temporarily) as more pressing content needed to be addressed.
I'm playing with the idea of re-introducing character conversations in a similar fashion as random events. When entering certain areas at certain times, there will be a chance that you'll encounter an appropriate character, then given a handful of randomized conversation topics basics on your relationship with that character as well as other events.
To compliment this change, as well as to lay the groundwork necessary to expand random events in general, I'm thinking about splitting the house between its two floors (bedrooms and bathroom upstairs, kitchen/livingroom/frontdoor downstairs) and the company branch between its fours levels (Sophie's Office/Conference Room, Sales/Records/Cubicles/Lobby/Commons, Lab/Medical, and The Pit). This would of course add some extra clicking to the game's navigation, and will need to be tested before any actual implementation.
At this point, Craft, Conversations and Exploration are all in their planning/discussion phases, and I just wanted to share what's being thought about!
Player Submitted Events
Finally, I've sent confirmation messages to everyone with a pending event to finalize said event with that person. If you have an event pending (those with $20 pledges processed as of 2018/05/01) and have not been contacted by me, please, reach out and we'll get you squared away.
That's it for this week! We're into pre-alpha season again things are moving quickly! It's an exciting time, and I can't thank you all enough for your continued feedback and support!