Roadmap and 0.26a Release Date


First things first; I've gotten enough bug/typo reports that I think I should do a 0.26a. Already got it mostly done, along with a few new additions, but will probably need 1-2 more days to polish and finish it. This WILL include an android release.

Secondly, I haven't tried to do a proper roadmap before, but I promised to give it a shot, so here we are. Going to try to cover my goals for the next few months and what I hope to get done, along with a rough idea of what, when, and where.

Disclaimer: dates and content order may vary.

General overview;

  • More commissions. The secondary visual aspects of the game could be upgraded (ex. backgrounds, icons, maybe non-lewd CGs, etc) and I gotta uh figure out how to do that. Otherwise, just the usual stuff; more lewd CGs, occasionally new characters/art, new outfits/expressions for existing girls, etc.
  • Wrap up the Deepwoods plot; this means actually having consequences and scenes for all the choices you made along the way, reporting to Selendis, more time with Svyatibor/Selendis/possibly Mara, etc. I also want to add some new characters sprinkled throughout the Deepwoods areas, and Zephyrmancy training, to try to show the forest healing a little.
  • Push forward with the main plot, going from Metatron's church scene and its aftermath to the post-badon minor areas. No chance we're hitting Astrologia in 2 months though lol.
  • Badon expansion; more dates with the cast, more Olivia, maybe more Charles since everyone seems to love him, and probably at least one scene of Sarah being a degenerate nymphomaniac.
  • More camp scenes, fleshing out romances and adding some choices on ally development. I'll probably use Sam as the prototype for the second one and see how that goes over.
  • More Rosalyn/Amnelis. These CGs are burning a hole in my soul.
  • AI improvements; upgrading to Renpy 8 lets me use more modern Python, so I can actually do that now.
  • Fleshing out less exciting schools/elements of magic. Personally I think that Pyromancy, Hydromancy, and Aeromancy are reasonably strong but could use more variety, and in Pyromancy's case, better burn interaction beyond 'just channel Smoulder and Enkindle lmao.'
  • UI improvements; ideally a new commissioned UI so the game looks prettier, but also just functional stuff like enemy health bars.

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SO. That's the general overview. Now, let's try to build some kind of roadmap from it...

  • 0.26a: by Wednesday, some bugfixes, tweaking Heart difficulty a little, revisiting the wounded hob scene from Expanse, minor updates to cheat menu
  • 0.27: late July/early August; probably focused on Aspasia, Sam, and Maya for camp content. Some deepwoods wrapup. Probably not Ina. Likely some Badon dates.
  • 0.28: late August/early September; complete Deepwoods plot wrapup and add Ina to the party. Zephyrmancy training. Depending on how the Sam choice stuff goes, maybe another 1-2 characters of that. MAYBE the next combat area and minitaur.
  • 0.29: late September/early October; definitely new combat area if I haven't gotten there yet. All deepwoods wrapup completed. New weapon training/unlock. Possibly beta version of one branch of summoning?

Very much open to feedback on the roadmap and plans, or suggestions if there's stuff you want me to focus on.

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Comments

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(1 edit) (+1)

As the first time I comment about your game even though I knew about you allready for a while I like and enjoy(ed) your game and earlier mod.

I'd wanted to point out that maybe introducing something about spirits during the healing process but in the end I actually didn't want to make the point as I assume that you probably allready have plans for that.

But I have still written down my thoughts cause something stood out to me in the last update, your allies where targetable by the enemies and taking damage without me being able to interact with them or even see their health. 

I don't even know if they can die in combat, so some clarification how it should work in-game would be nice as I believe the spirits you intend to add might use a similar system.

And I don't know if this bug has allready been reported but with the last update I can't see my learned spells and masteries and If I would want to I  cannot change my currently active channels except the neutral channel I have I believe.

That was it, good luck.

(+1)

Oh, waifupoc? I still get a surprising number of comments about that. It's definitely nice to hear people still enjoy it despite its age! That was my first-ever attempt at writing anything lewd.

About spirits, do you mean summons?

0.26a adds health bars to everyone in battle so you can see Siofra/Eldrad, was already planned but your post did remind me to experiment and it turned out to be easier than I had feared!

There will be a few varieties of summon, some of them will have health bars and some won't; those that do will show up properly now.

I haven't gotten any other reports of invisible spells/masteries, if you go to the menu (usually rightclick) are they set to be Hidden? Ditto with channels, they might have gotten hidden somehow.

Yep

And yes I meant the summons. And it's good to hear the health bar has been added.

And about the bug regarding the list of learned spells:
My list of learned abilities lists the following Mending stance, syphon strike, Syphon strke A, health flask. 

In combat I have the following skills available:
Syphon strike, Healing Flask,  stone daggers A, Stalagmite B, Nosferatu A, Stone Shard B, Geostigma B, Heal B, mending stance Earthen Essence B, Stone Skin A, Miasma B.

My equips: Primary>Arcane Orb, Secondary>Mana Blade, Armor>Robe.

Allready tried to re-add the skills through an ability re-spec but that didn't work so I loaded my save before the re-spec so as to possibly avoid any issues.
I also don't use any cheats.

And if they are just hidden is there an option somewhere to reveal them?

Just noticed 2 odd things while going through the menu's when changing to my Mana Blade in combat the stats page now shows I have 2 Mana Blade's equiped.

And the other thing is when moving over the different abilities in the Ability Dictionary the line spacing temporarily  becomes bigger of both lists as if there is an extra "Enter" for a second.

These 2 things aren't game breaking I believe but still odd nonetheless.

Hope this is enough info.

Rightclick -> Abilities -> Disable Ability on the right -> click No to unhide a hidden ability. If an ability has a weapon requirement they won't show up in battle unless that weapon is your currently active weapon, secondary weapons don't count until equipped. Mastering an ability defaults to hiding the base version of the ability to avoid clogging up the weapon menu.

The game doesn't stop you from equipping two of the same weapon, but same rules apply, secondary doesn't do anything until swapped. Going to the Progress- >Equip menu in camp lets you decide what your primary and secondary weapons are.

I'll look into the weapon name display and ability dictionary spacing things, see if I can replicate and fix if so!

Ah now see it yes.

But that's were my original problem lies, as mentioned in my previous post the list of my currently learned abilities only hold those 4 I mentioned while I have actually learned the abilities that I mentioned I could see in combat.

So my abilities I learned that fall under Earth, Nether and Aether can't be interacted with in that way as they aren't in that list.

Could download 0.26b but this is  still the case in that version.

Cn you send me a save, or at least some screenshots? I'm not sure if I'm misunderstanding you or what.