Devlog #5
For a few days, I have kept adding the core features for gameplay.
This game has 2 main gameplay features.
Captured / Combat gameplay.
I am working on the "Captured" gameplay part.
I want this game to feel like a escape game that you need to be aware of your surroundings.
And if you are not aware or not careful enough, you will be punished, which will make your health go low.
If you have no health after you are captured, you will die and cause a game over.
So you would need to try and not be captured.
There is also a "Survival" gameplay part when captured.
You need ways to gain your health back and not die, as they will keep on using the slave with or without punishment.
So you need to pick up rats, mushrooms, or any food lying around in order to survive.
There is also a "Escape" gameplay part when captured.
The enemies will not care or be alert if you do pick up food or carry food, but not for weapon and lockpicks.
You will need weapons or lockpicks in order to get out and escape from your restraint.
But when you are seen while doing so, you will get punished.
You will also get punished when trying to escape.
Features added
I have added the following core features.
- Punishment rate
- Trust level
- Escape restraint minigame
- Investigating state
- Check Inventory event
- Arrest when escaping restraint
- Arrest when too far away
Punishment rate
This is a small bar that will show on top of the master.
The top face part is the trust level, and the anger bar is the punishment rate.
Some actions will provoke the master little by little and filling up the whole bar will end up in a punishment.
For example, when you make a sound and a nearby enemy spots you, the punishment rate will go up.
When you are also far away from your master, the punishment state will go up gradually.
Trust level
This is a trust level that the master will have will your actions.
My idea is that if you have low trust level, your master will put you in more harder restraints, you will also be punished with more harder sex, etc etc
Currently I have implemented the
"Sex sessions changed by trust level"
"Distance allowed away from master changed by trust level"
Escape restraint minigame
I have added the minigame as said in previous devlog.
This is a "dead by daylight" like minigame.
You would need to press a button at the right time the arrow is pointing at the section.
If you miss the section, nearby enemies will be alearted.
When this happens the enemies will be in a Investigating state.
Investigating state
When escaping restraints or doing suspision actions, sound will alert nearby enemies.
You can cancel what action you were taking right before they see you, but the enemy will feel suspisious and follow and watch you for a period of time.
Check Inventory event
On occasion your master will check what you have in your inventory.
If you have lockpicks, restraints, equipments, or weapons, your master will take your items and you will be punished.
But for food and other items, your master will not punish you.
Thoughts
For now I have been working on the NSFW core gameplay.
What I have left is
- health system when captured
- dialogue with master
- dialogue with event triggers
- Restraint change when trust level change
- gift system to master (might not implemnet)
- Master request for food (might not implement)
- Master request for item (might not implement)
This is just the NSFW gameplay.
I also have the combat gameplay.
I also need a load of content with this system.
This is mostly crazy to spend so much time on a project that might or might not succeed.
This game might be a failure and not earn me any money at all.
But I trust myself to get there eventually.
This one might be a another failure, but I will figure it out one way or a nother.
Videos of gameplay is shared in my discord.
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