Dev Log 14 - Questing
もしもし, YoraphimDev here!
Overall changes
-Anal sex.
-New maps for all areas.
-Need to drink now, bladder is now an issue, along with bowels.
-Hair dresser in East District.
-Ruby Glutton(Giant plant) can now impregnate the player, this has several scenes that occur over time.
-Quests.
-In the character creator you can select a pre-set (Androgynous is not yet implemented), as well as specify what sprites you want to use regardless of how masculine/feminine the game thinks you are.
-Tutorial starting area.
Bug Fixes
-Previous hotfixes.
-Better sex logic.
-Fixed most sexual orientations toggles (Male on male, female on female, male on female).
-NPCs should refer to their genitals correctly.
-Enemies now spawn more or less in particular locations, plants like the forest, wolves like the plains.
-Jobs now use correct amount of stamina.
-Thirst/Hunger need greatly reduced, should require 1-2 meals/drinks a day.
-Tooltips throughout(Not visible on mobile).
-Wolves/Ruby Glutton no longer try to jerk themselves off.
Known Issues
-Wolves will still get the player to jerk them off, not sure if this is a bug or feature, but reads as if its a human doing it.
Thirst!
For thirst, it should be noted that canteens can be bought and refilled at a well in town. And events for both maxing out bladder or bowels will trigger if enabled in the settings.
Hair dresser
There is a new hair dresser in the East district, she has a little lore dialogue but is also able to give you unique hair colors compared the the character creator
Quests
So the first quest is in, found at the adventures guild. It works as it should, so going to add in a lot more soon, as well as some repeatable ones.
Tutorial Area
There is now a starting area that runs you through some basic aspects. This will be greatly expanded in the near future which involves you and your “sibling” interacting with NPCs, crafting, basic combat, managing stats etc.
What's next?
I have a good idea for how happiness can affect the gameplay, so I'm going to get that in. And more creatures seem to be in high demand, so want to add those in too! Finally some tweaks to current systems, I want the transitions between zones to show you moving across the map. And being interrupted half way means you'll continue from where you left off. Secondly for pretty much all "continue" actions, these are going to be removed. Instead you will just actively continue doing what you are.
Signing off!
Files
Get The Unseen Depths
The Unseen Depths
Dive deeper into the depths, with each layer containing more inhuman curses
Status | In development |
Author | yoraphimDev |
Genre | Role Playing |
Tags | 2D, Adult, Anime, Character Customization, Dark Fantasy, Furry, Sandbox, Tentacles, Text based |
Languages | English, Japanese |
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Comments
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Here's a thought for further down the line, but maybe certain actions will attract creatures or NPCs? Like a creature that's a detrivore having a chance of being attracted whenever you relieve yourself, or being ambushed when doing said activity or sleeping.
Actually that might come sooner than planned. For the next update I'm going to be moving away from events happening just when you travel with a dice roll, and more based off time and what youre doing.
Though only just learnt what a detrivore is, so going to have to add it to the list.
If theres any other encounters like that you would like to see, let me know, theres probably a whole lot I just dont know or havent thought about.
Could be damn near anything since MiA had such a wide variety of creatures and potential mutations, but since we're still dealing with the uppermost layers I doubt there'd be anything too extreme yet. What I had in mind was an opportunistic scavenger, but as the anime and manga showed even the areas closest to town can be deadly for the unprepared or careless. The Abyss's curse didn't seem to affect creatures as much, so I suppose that could be an excuse for some rare encounters from predators from lower floors, like what happened with the parasites the Umbra Hands were incinerating on the fourth layer, or the splitjaw that chased Riko across various layers. Maybe design a creature as a rare boss encounter like the splitjaw?
Down the lines I really want to look at how populations will shift. Soon you'll be able to clear out packs of beast, say all the wolves. And for a couple days youll have free range to do what ever you want as it repopulates.
Something with that system though I think would be neat, would be migration. Like a single rogue the splitjaw comes up because it turns out theres no more predators up there. This could like you said considered a boss, have its own quests tied to it, etc.
Would certainly add a more dynamic flair to exploration in general. Do you deal with more frequent but less deadly annoyances like the wolf packs, or do you eliminate them and then have to deal with whatever scavengers come to pick them clean, or any opportunistic migratory beasties from lower levels like you said. As far as tying quests to them, I think that'd work pretty well for unique encounters, a particularly intelligent or belligerent example of whatever critter's species wants to snack on your entrails, with weaker versions as radiant quest enemies or minibosses after the first big hunt. That or maybe it could be the opportunity for a Moby Dick styled encounter, where said critter permanently injures you or causes some sort of catastrophe that has you or the Association swear vengeance against it.
That is the main reason I wanted to move away from randomly generated characters. Their will to some point as you kill them off, and I need to boost up the population, Human as well. But any you encounter you could meet again, meet again. The one which takes your virginity, or like you said, you lose a limb or eye to them. For that one day where you meet them again, this time much stronger... Or at lease you hope so, they take the other arm and its time to throw in the towel. Well kick it in.