Tuesday, July 14, 2026

Redemption Harem - Continuing Development on v0.1

I've reached a point where I'm comfortable enough with the crafting system that I'm ready to move on to building out the other systems and getting v0.1 to a minimum viable product for a test build. Which means instead of having over one hundred things to do for a single system, I've got just 3-5 things to do for what feels like one hundred systems.

 

Obviously that's not quite accurate. I'm sure I could interpret things generously enough to say the game has at least one hundred unique systems in it, but my point is that there's still a lot left to do. The quest system gave me a bit of grief, largely because the system I was using for Maids & Masters required an extra compatibility layer that I'd prefer to avoid using for Redemption Harem. I found a few plugins that would've had more features, but they all - either in whole or in part - didn't work, and required me to do more work to achieve the same effect as the more basic plugin I'm ending up using. While the compatibility layer method would grant me access to a lot of things that would make life a little simpler, it also creates other problems, such as making a mobile build impossible, and I'd like to try and make that happen for RH since I couldn't for MnM.

 

I did eventually find a new quest log system that works and is easy enough to use, but it isn't quite as robust as the one in MnM, so I can't do things like script calls to determine what steps of the quest have been completed. That means I need to rely on other variables and switches to track that information, not only so the game knows what to do as you progress, but so I can put things in place that allow the rest of the game to change and how to change as you go. If I can figure out enough about how the plugin functions, I may be able to do script calls to determine if a quest has been completed or started or not, but that's kind of superfluous if I need to use variables and switches to track progression anyway. It's not the worst thing ever, but it does limit me in some ways unless I can find a workaround - which I think I have, but I haven't had the chance to test it yet, because the quest log is just one of the half-dozen things I needed to do in order to start testing the introduction sequence of the game.

 

Development is chugging right along, though. I'm hoping I'll get far enough in the minimum viable product to be able to start working on combat so I can talk about how progression and fighting will go for the Patreon/Subscribestar post on Friday, but that still feels pretty far off, so I might end up talking about the more general improvements that are being made relative to the demo. Which is a lot, given how old the demo is.

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Redemption Harem - Continuing Development on v0.1