Dev Log # 3: Building on the Foundations




HELLO, MONSTER-LOVERS. Welcome back to our dev log and this month's progress.

This month there was less visual progress than the last. Tiles and art assets take time to make, and as mentioned in other places, we're a group of collaborators working as efficiently as possible on top of our day jobs.

While waiting for the new tiles, we decided to prototype up some of the new areas. This isn't a big change, but you can see how the various areas are starting to come together. We look forward to showing off those final tiles, once they're actually complete.


This month was mostly refining and fine-tuning variables and mechanics, aside from that. Worker contracts, rates of status ailments, etc. have been tooled with and adjusted every day for the last 30 days. As we get closer to release, we may open up for testing so we can get the balance of the game just right.

Mechanical changes

  • Player will no longer be charged a "contract fee," but will be notified if they'll have enough money to pay the new worker's wages the following week
  • Adjust the room-cleaning process to a simpler drag-and-drop interface that can be swapped to before assigning workers/customers to a room
  • Added simple upgrades that allow workers to learn new traits and view matchup types. This should encourage players to consistently check the Facility Upgrades screen and see what other upgrades are unlocked over time.
  • Workers recruited now begin their first week on the subsequent scheduling session (the game will warn you of how much the new costs will be, and the expenses are adjusted on the UI right away). The up front contract fee has been removed. This change allows players to adjust their plans if a monster that they'd really like to recruit appears when they're currently low on funds.
  • Added variables that change the chance of whether or not workers will be inflicted with status ailment
  • Workers will now withdraw from their shift if they're left in the "Nausea" state for too long
  • A compatible match will increase the LST gauge significantly, while an incompatible match will decrease it. A neutral match will increase it slightly.
  • When a compatible match is made, a heart will be displayed post-sex-scene. If incompatible, an X showing the customer's disatisfcation will be displayed.
  • "Orgasm!" is now displayed as a bonus, if the LST gauge is completely filled during the Work phase. This results in a significant boost to GP/EXP, so when possible, pursue this bonus.


Bug Fixes/Retooling

  • Adjusted base values of GP earned per fetish match/compatibility types.
  • Restructured the layering of Work phase screens (room select/item/sex scene/etc.)
  • Various new tiles have been added (not currently implemented, since some are missing).
  • Began assembling building exteriors (still a work in progress).
  • Adjusted worker contract values .
  • Fixed bug causing the Expenses screen to deduct said costs multiple times.
  • Adjusted the "debts owed" variable.
  • Relocated updates to worker VIT/EXP.
  • Fixed bug that was using base worker resources when loading the Work screen, rather than the updated resource stored in save data.
  • Adjusted the cost of room maintenance fees, base costs, and contracts.
  • Fixed a bug that was preventing the loading/saving screen from loading consistently
  • Fixed bugs that were not applying modifiers to sell/buy prices
  • Added a new level-up screen that displays after leveling up during a work session, which shows gauges increasing in size with stat growth.

Get Monster Girl Brothel Sim Prototype

Download NowName your own price

Comments

Log in with itch.io to leave a comment.

(+1)

Hope, the next version comes out soon!