0.05a Dev Build


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0.05a Dev Build


Continued technical expansion of the build. Today's development day was particularly productive and the game has acquired several additional features that will become fundamental elements of gameplay. 

A new GUI element has been added to the game. As much as i wanted to reduce the load of various UI elements, unfortunately the adding of this element was almost mandatory. The new menu in the upper left corner displays a small portrait of the main character, name and several important statuses: health, fatigue, satiety, pain and arousal levels. In addition, the menu displays the current strength of your character's attack and defense, calculated using the bonuses of your equipment.

The game is now able to calculate the exact time (previously the game counted minutes from 0 to 1440 minutes in a day). In addition, the game counts the current date. In the future it is planned to add simulation of seasons. In any case, some of the game's events may be time-based or even date-based. For example, some buildings are closed at night, and some religious events are only available in a certain month. (future patches)

A combat system is available. The opponent has a similar menu to yours in the other corner of the screen. In this menu you can observe the most important data about the opponent, such as his health, pain level and arousal level. Some fights can be ended not only by reducing the opponent's HP, but also by putting him into pain shock or arousing him and changing the combat into a sex scene. In addition, each enemy has its own attack and defense data, as well as attack and defense modifiers, which you can influence in the future.

In addition to simple strikes, the player has the ability to increase defense, use an available skill or item, as well as simply run away from the fight if you are not sure. In some cases, if you choose to escape first - it is guaranteed, and in some cases after the first move it is impossible to escape at all

also added:

- added a code to calculate a random event during a location change. in future versions the game will calculate a random event based on statuses, character fame or even recent events. at the moment, the main development time is aimed at finalizing this system and creating a variety of different random events;

- new guides have been added, that will be shown to the player at the very beginning. e.g. a guide to using the menu in the upper left corner has been added;

- added character satiety. i thought about adding this feature for a long time and realized that it would add more immersion and simulation to the gameplay. In addition, buying food will become an important and permanent way to spend the character's money, encouraging the player not just to run around the world, but also to get their character a job or beg for money;

- 20 diseases added in advance. this system will not be used at this time, but diseases have been added now to avoid conflicts in future versions of the game.

Game development continues, and i'm getting closer and closer to starting development of 0.10a Public Build, which will be the main sequel to the current version, filling the entire Eastern Distirct with story.

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Comments

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 I love the oldschool rpg aesthetic. Looking forward to the first demo build; I'm the kind of player that loves to break things, so I'm hyped for a stable build worth breaking!

thank you for your feedback. i think the kinda demo version will be out pretty soon. I can't give exact dates, but it's definitely in September. Of the available features will be the first act of the story - the entire Eastern District with the available story within it. The first act will end at the moment when the main character is ready to go through the Lostgate inside the city.

I`ll post more about the development plans in one of the dev blogs soon. either this evening, if i`ve some free time after coding, or tomorrow <3

Thanks for the info! And that warning about what will trigger the end is very helpful.

In any case, the game engine allows you to return to the any selection at any time. I spent a long time choosing between Ren'Py and Twine. both game engines - allows to create a text-based game and both engines allow you to return. I settled on Ren'Py because here it works better. Having reached the ending you can rollback (button in the bottom menu or on the mouse wheel) to another choice or easily load a save. And also, Ren'Py saves have not only a large number of slots, but also a screenshot on them <3

And besides, i want to add secret content that is only available after achieving some endings. The game already has code that tracks endings and in the next patch of the game an achievement window will be available where the player can track this