Devlog # 1


This is the first dev log for the finished version of this game, which I'm choosing not to announce the title of for the time being. It'll become clear why, later on.

Note: It is important to emphasize that while the assets in these devlogs are closer to what will appear in the final version of the game, they are still technically placeholders consisting of purchased assets (shoutout to Merly, a talented pixel artist) or the shoddy work of a dev who's strongest asset is not artwork. Various elements will be drastically different from the final game.).



The biggest change is obviously the visual aesthetic. I decided that we'll gravitate towards higher-resolution pixel art in the final version, along with lower-res sprites and UI elements. The player will have a view of various rooms in isometric style, with low-res sprites of sex scenes and idle poses. Things like data screens/profiles will have higher resolution images.

A lot of ground has already been covered, but instead of splurging it all in a single post, I'll be chopping these logs up into different sections of the game.

Onto mechanical changes from the prototype.

Changes to Work Phase Mechanics

- Implemented a Rock-Paper-Scissors type match system (the game will warn you if you're making a bad matchup, and notify you if it's a good one).

- Implemented changes to GP and EXP earned depending on this matchup. Various others factors are impacted, too (rooms become messier quicker if a SLU worker is dispatched, and slower if it's a CLS-type worker)

- Customers who get multiple bad match-ups will become frustrated, and will leave for 1-2 days. This incentivizes the player to pay attention to who they're pairing up with whom. Sometimes it might be better to have a worker sit out a shift than make a customer displeased.

- Customers will no longer appear repeat over and over. The game now runs a check to see if they visited the last hour, and we've added more customers to the line-up, in general. Some customers may only visit once a night, others may visit more.

- Changed customer resources to accommodate for these checks.

- Added a small "lust" variable to workers. This changes depending on the worker's type. Workers who match up well with a customer in multiple ways build up the lust parameter, and will experience an orgasm scene if it fills completely. A "Golden Time!" animation plays when the player manages to completely fill this gauge. Upon orgasm, workers will take a small amount of VIT damage and receive an EXP/GP multiplier.

- Workers are now layered pixel art cards, instead of buttons. 

- Workers must now be SCHEDULED. At the beginning of a work week, the player will decide what days a worker will work. This adds variety, as some cannot be scheduled on certain days, and prevents the player from spamming the same high-level worker over and over. Obviously, workers that are not scheduled on a given night will not appear as options during the night shift.

- A large number of assets have been replaced by pixel-art styled assets (this took longer than I expected)


- Rooms have their own separate screens that display the workers and customers contained (if applicable). As before, this doubles as a screen for cleaning up the room with various cleaning supplies.

- Cleaning items have multiple uses, depending on their type (medium-sized cleaning items can be used twice before they're depleted, large are three, etc.)


Additional Thoughts

 I know responses for the art style change may be mixed, but I think it's a more interesting visual aesthetic (and allows for potential animations, albeit lower-resolution ones). 

By the time the next dev log rolls around, everything in the Work phase should be more refined and fine-tuned and I can tell you more about the next part of the game.

As always, thank you for your patience. You can always support us on SubscribeStaror Patreon, or give us a follow on Twitter. No resources are pocketed, and 100% of them are funneled back into making new content (paid and free) for our supporters.

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Files

Brothel Sim Prototype.zip 137 MB
Jul 13, 2024

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Comments

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(+1)

This is looking amazing

Thank you! Stay tuned for more updates.