Unity Subjugation League: Super Heroines in Peril [Devilment Thread]

Romenjack

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Game Developer
Feb 18, 2018
333
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Hello everyone. I know it's been a while since you heard anything from us and for that I do apologize.
So a lot of the story for the first act of the game is pretty much written, and from a writing aspect we are focusing on the individual steps in the quests as well as alternative ways of completing quests as well as different ending.

Right now the thing we are focusing on is game mechanics. This was always going to be in part a base builder/harem manager game. However there are several gameplay mechanics we want to test out.

For example, there will be a day system that can allow for different things, complete quest in x many days or something. However, do we progress days through a time cycle (Morning, noon, night) or an energy system? Each action cost x amount of energy, rest to next day to restore energy? Or some both?

So what we are thinking, either the end of this month or next we will release a sort of sand box version of the game. There will be little in way of story with one or two quests for you to complete. Again these quest will be different in the actual release.

The idea being for you to play around and see if you can find the fun. Then give us feed back. What was too tedious, where can we streamline things and so on.

Once we have your feedback then we can take that and start structuring the actual quest and story around that. And fingers crossed. Have the first real update out beginning of the year. screenshot0001.png frost07.jpg screenshot0002.png zantana07.jpg frost10.jpg
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eyuge

New Member
Aug 7, 2023
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great to hear from you, do we get a demo of said systems? I'd like to give you my feedback since this game is perhaps the closest thing to my wild fantasies.
 
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Romenjack

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Feb 18, 2018
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great to hear from you, do we get a demo of said systems? I'd like to give you my feedback since this game is perhaps the closest thing to my wild fantasies.
Not sure yet. I wasn't exactly thrilled when the proof of concept got it's own thread as an actual release only to have people complain that there wasn't a lot of content yet and so on and so forth.
 
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Romenjack

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Feb 18, 2018
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For any lurkers here there is a poll live on my patreon that is open to all. If you could go there and let me know your thought's that would be a big help.

Thank you all!
 
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Romenjack

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Game Developer
Feb 18, 2018
333
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Hello. So thing got busy for me this month, and right now I'm not sure how much of the full demo I am going to have ready by the end of the month though that is still our goal. But I did want to share with you some of what we do have.


Please keep in mind this is really just a vibe check of how things look and feel. What I really want to know is how intuitive things feel. Or do you see something that might be a point of frustration in the future.

again there is no story in this, this demo is all about mechanics. So please I beg you don't leave a comment telling me there isn't much content. I know. That release is coming at the end of the month hopefully.

PC:



Mac:

 
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exloladdict

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Aug 13, 2022
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What I really want to know is how intuitive things feel. Or do you see something that might be a point of frustration in the future.
It feels good, although I think that the navigation section of the UI should have "breadcrumbs" at the top showing where you are. For example:

Base > Gym

Also, I feel like action, back and other navigation buttons should be better separated and color-coded. For example, the button for talking to someone could be color-coded with the character's name color. Actions like "Train" could use generic colors and I would prefer if it was more immediately clear the difference between action and navigation buttons. The back button should always be in the same place in the screen, and maybe it would be better to have an icon instead of text.
 

Romenjack

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Game Developer
Feb 18, 2018
333
1,350
Th
It feels good, although I think that the navigation section of the UI should have "breadcrumbs" at the top showing where you are. For example:

Base > Gym

Also, I feel like action, back and other navigation buttons should be better separated and color-coded. For example, the button for talking to someone could be color-coded with the character's name color. Actions like "Train" could use generic colors and I would prefer if it was more immediately clear the difference between action and navigation buttons. The back button should always be in the same place in the screen, and maybe it would be better to have an icon instead of text.
Thank you for your feedback.
The color code thing is something I certainly want to do but renpy can be weird when it some to text in screens.

But having a little map or something that shows where you are in the base is something to try. And yes constant button locations.

Thank you this has given me some things to think about
 
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Romenjack

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Game Developer
Feb 18, 2018
333
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Hello Everyone. i know I have been silent here for a while now. And most of that was simply I did not want to say anything that wasn't certain even as work continued. However I can now happily announce that things are going very well and we have no brought on a (full) time artist.

Most of the coding and writing for the first update is done or nearing completion. So now it is just a matter of having the artist go and do the art work for the scenes. Right now we are just focusing on creating the sprites for each character once those are done we will start and make special cgs for the sex scenes and the like.

This is going to be slow for 2 reasons. One it takes time to draw. That should be obvious. and that is one of the many reasons why we are opting for a sprite based system like this so that once a character is done they don't need new art with every update. and we can still add different outfits and hairstyles down the line.

But the second reason is, art is also not cheep. Our artist has been giving me generous rates for their work and thanks to not having spent any of the money you guys had donated so far we had enough money saved to pay for him to work for us full time for 2 months.

The hope is, at the end of those two months, maybe a little longer, we will have enough of the art done to release the first build. Then with a raised interest in the game we will be able to afford to have him keep working full or part time after.

I have enough personal money saved up to keep paying him for several more months but as you can imagine that is not my ideal.

But that is just how things are at the moment. Thank you all for your support and I hope you look forward to what is to come.

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