Progress on the development of Malevolent Planet - 7th July 2020
🕑 Added 2020-07-07 17:17:58 +0000 UTCToday's work was more centered around figuring the best approach to filling the game with content. There are so far a ton of locations that will need more specific content and that is why I am taking it one step at a time. If we go by the lore, the first map you should be able to explore is the village map, so that's the first I am making content for.
If we take it step-by-step, logically one of the content-filled locations should be the protagonist's room. This is what I coded in for your room already:
- Once you are in your room, you can go to your wardrobe and pick different clothes/hats to wear. If there are more options people want in the way their character looks, I can go for it. Hair changes should be kept for a barbershop (for a fee) and possibly a location on the ship, if a ship member can do it.
- If your energy level is high enough, you can explore other parts of the ship or head over to the outside, in addition to the options from below.
- If a member of your ship has a positive opinion on you, you can invite them to your room for a chat.
- If a member of your ship has a really positive opinion on you, you can do more than just chat with them, like starting a sexual encounter.
- If a member of your ship has a moderately positive opinion on you and is generally shy, you can try to sway them to start a sexual encounter with your character.
- If your energy level is low, you will have the possibility of going to sleep. There are multiple texts for the "I go to sleep" sequence, so that it is a bit more immersive as people don't generally themselves the same thing before they go to sleep every evening. If you do not want to go to sleep, you will be able to do what you could as if your energy was higher.
- If your energy level is very low, you can only sleep.
I am also adding a dream sequence in which your character will get in sometimes, during this sequence content will differ depending on the player's stats (submissive/dominant) and her friendliness with other characters that have been met so far. Possibly, there will also be messages that will aid you in your main quest.
For more diversity on the wardrobe choices you can pick, I am open for ideas on any possible wearable option. $5+ Patrons will be able to send me references of clothes they would like to see in the game, and if it is possible to add them I will do so.
And now some small UI changes:
- Removed the "Items" text in that box on the sidebar window.
- Trying to find a way to show your available.. "money" at all times on the sidebar. The poll on whether I should add another sidebar was not conclusive and I think for now I can try to innovate a bit with the little space I have.
- I designed a currency for the game. It is very blurry for now for copyright reasons. It will be available in the game anyway, but still I would not like to see something I made used by someone else without my consent.

- I settled on placing the available currency directly under the protagonist's name. In one of the next updates, after I convert the currency from illustrator to png, I will take a screenshot with the way it will look in the end.
Right now, the target is to get a few good written quests out for the next release and to offer you some ways you can spend your money other than just on upgrading parts of the ship. If I receive or if I get some good ideas myself about sci-fi clothes that look like they fit specific classes with specific stats, I can get a few out and make them available for purchase for a certain amount of money.
As you might have noticed, pressing the arrows on the item bar does not do anything. Well that is because the functionality to switch weapons has not been coded in. The last part I am trying to get done for the fight system is the random generation of enemies, with their own HP, Energy and Lust bars. Since enemies will be of various types, some might be humanoids and some might be something else, they will also have their place in the codex.
There is a ton of stuff to do, but my principle is to see a big task as one composed of many small tasks, so that is why I will not let you wait 3-4 months for an update and will try to get working quests, items and others gradually into the game through semi-frequent releases (I am aiming for one or more every month).