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Renapet July 14th progress report (laying out plans for the next update contents)


Hey gang,

Sorry this update is getting to you all a bit late. Wanted to get this out Sunday, but ran into some time problems. But I want to make sure I'm updating you all n the project at least once aa week, so let's go over things:

So I worked a bit more on RenaCatch. Impmon is going to have a few animations for the start and end of the mini-game and  depending on how you do  throughout. So I worked a bit on the start animation he has where he kicks the softball machine to get the mini-game started. I also added some more flair to the ball launch animation to give it more impact. I'll leave both below.

There will be more anims Impmon has depending on how well you catch the balls. So when it's  a perfect catch he'll get excited and when you miss he'll laugh. 

 Other than that I've been working on the cum scenes for the anal scene. I didn't like how the "cum in" animation was going to I'm kind of restarting it. I still have some Patreon work, so I might have to  put this aside for a bit, but I'll still try to work on it when I can. 

But mainly I took some time to try and figure out what I wanted the update to contain. I want this update to be the game's main play loop, or rather, I want it to contain all the basic features need to have a very basic version of the game. Basically, I want to make a strong foundation for the game so I can build onto it more easily in the future.  So  I broke it down into sections and wanted to share the general outline with you all:

Main features to be implemented:

Day system, feeding Rena, stat system based on how you feed Rena (happiness, hunger decrease, weight gain), training Rena (Rena Catch), stats based on training results, (Attack, Defense, Mind, Speed) , loving Rena (Anal scene),  happiness stat affected by how often you love Rena and  other actions, Resting  mechanic, stamina for each day that can be restored by resting, stats screen the show the previously mentioned stats,  beat-em-up portion of the game (Digi-City ransom or DCR), training room for DCR, One Level for DCR with 1 enemy type, earning money from DCR, Shop implementation for buying more food, and saving and exiting the game. 

- Sex Scenes: I want the anal scene to be complete. That is, have the idle, slow, medium, fast, very fast, climax in, climax out, after climax in, after climax out, and a detailed background with some moving parts. The anal scene should serve as the base of how the rest of the sex scenes will play out. 

- Menu UI: I've done all the home menu buttons for the most part. But there's still a bit of work to do for the sex scene buttons as well as the mini game buttons.  For both the Sex and Mini-game menu buttons, there will be a "to hover", "hovering idle", "clicked", and a "Un-hover" animation. For the anal button, I've already done the to hover, hover idle, and the un-hover anims, so I just need to do the clicked anim and that'll be it for that button. Then I'll replicate the process for the mini-game button for Rena Catch as well.

- Feeding system: I'll also need to implement the feeding system where you'll be able to select food from your inventory and give it to Rena. There will be a generic eating animation that will be inspired by both the eating animation for the old Digivice toys and the eating animations from various Vanillaware games. That way, I won't need to make an animation for every type of food. I plan to have 4 food types for the demo, meat, sushi, salad, and ice cream. Each one will have an amount it decreases hunger by, increases happiness, and increase weight gain by. Originally I had planned for the weight gain to change Rena's sprites on the home menu, but I will leave that to when the game is in a more complete state. So for now, all it will do is affect Rena's stats a bit. 

-Mini-games: The mini-game for the demo will be Rena-Catch since I've been working on it the most. I still need to implement the score system, the overall presentation, and some extra anims and their implementation, as well as the UI and it's implementation as well. I'll also probably tweak the core gameplay just to make sure the game isn't too hard or too easy. All also probably do some bigger sprites that will show depending on the score you get at the end as well. 

- Fight/ Beat-'em up: This section will take a while, but it's going to be a big part of the game, so I want to start working on it in the game's early phases so I can change it when needed. There will be a training stage, which will be a room where you can practice combos and other things of that matter. hen there will be a test stage containing enemies that will more accurately show how the game will be. For example, enemies will spawn, drop money, and there will be an objective to reach the end of the stage.  There will also be two assists, Impmon, and Angewomon that you'll be able to use as well. there will be 1 enemy type just to test things at the start, then I'll expand it as development goes on. 

- Shop: I'll also be implementing a shop where you can buy items. Currently, you'll just be able to buy new food, but as most things here I'll expand it as the game goes on. 

-Exiting a nd saving: I'll also need to include a save system for when you want to exit the game as well. It'll probably be a good idea to be able to save without having to fully exit the game as well. I'll also look into auto-save options as well.

- Day system: The game will also revolve around a day system. So each day Rena will have 3 bars of time/ stamina that you can use on training, loving, or any other activity in the game. Resting will allow you to end a day early while also refilling  the 3 bars you have. 

So that's the plan currently. Things are still subject to change, but this should give me some clarity for thee project goin forward. With all the work on have on Patreon currently, it might take a while to get through all the content I have planned, but I'll do my best to consistently work on it and have weekly updates for you all. Thank you all the support so far and I'll do my best to make something cool for you!

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Comments

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(+2)

"Other than that I've been working on the cum scenes for the anal scene. I didn't like how the "cum in" animation was going to I'm kind of restarting it."

Moxy... I am a developer over ad TDD with Price For Freedom, girl... you need to stop restarting things and just move forward at this point. Trust me, when you get actual forward momentum this project is going to take off. But if you keep going backwards and re-doing things instead of moving forward you will never make actual progress.

Hoping for all the best for you and the project.

(+1)

Thank you for the advice and your interest in the project. I do agree with your sentiment and have been trying to get things done for the game with the mentality that if it doesn't work, I can fix it later. But in this case for the animation itself it was more like " The motion is fundamentally broken, so it'd be easier to restart this portion of the anim rather than try to make a bad thing look passable". I wasn't too deep into the animation either do I didn't lose too much time either.

But I do agree that I need to pick up the pace with production, so I'm going to be more practical when making assets from here on out. I appreciate the advice again and wish you luck on your own work!

(+1)

Thanks a ton for the support <3. But yeah I get wanting to go over and redo something to get it just right. I had to just learn to let it go and move forward, I was forced to really. The first build we made we had only 7 days to get the entire first quest done! So that meant I had to just write and instead of going back and changing it over and over like I used to do... I just did as good as I could and pushed forward.

I've constantly dabbled with going back and re-doing a lot of stuff. But it just... kills progress and momentum on new content. So We hired on a proof reader and I just push forward. I'll be watching your stuff as always, super excited to see what you come up with! Love your art and your games are usually really crispy and nice. All the best wishes and luck to you.

(+1)

Yeah I feel that. It's often best to just move forward and not get too stuck in your own head haha I'll definitely try to keep that in mind through development.

And thanks for the kind words! I hope development goes well for you and your team and good luck with things! ^-^

Я уже просто жду обновления apk.

(+1)

Just a bit curious here. How will assists work in the beat 'em-up section? i imagine that if it depends on a meter that fills over time, impmon would come out faster but do only good damage, and Angewomon (since she's further in the evolution line) would do more damage (maybe even hit more enemies with celest arrows) but requires more time so she can used for balance's sake. she can also heal with divine light, but yeah i wanna hear how you'd go about all that

(+1)

You pretty much hit the nail on the head. Each assist will have a bit of a cool down and it's length will depend on the assist. Since impmon will be the assist that you start with, his assist won't be too strong. I've planned for him to quickly launch a fireball in front of him, giving you a ranged option. Meanwhile, Angewomon would shoot an arrow after a bit of start up that would Pierce enemies and have more hitstun, allowing you to extend combos if you time it right. But like you mentioned due to a bit of a power difference, Angewomon's cool down would be a bit longer. So it all would depend on how you want to play.

It's all still in the concept phase, but this is pretty much the system I want to go with. I'll probably avoid go with healing assists tho since I don't want people to just end up spamming them constantly haha

(+3)

This is epic!

(+3)

Gotta say you sure are putting your all into this and as always that's amazing though as usual I do hope that you aren't overexerting yourself.

Keep up the good work!