Devlog: Making good progress on final encounter
So this past week, I got the various accessory screens blocked out for the final encounter, like the help section and intro text section. They basically function, but only have placeholder text currently. I also got the Ritual screens started, but there's a lot of work to do still.
I normally get to the Ritual sooner, but I was going back and forth for weeks on how I wanted to handle it. I have had a long standing plan for it, but some of the newer features of the game would have made it a bit difficult to create as I had originally intended.
I was trying to think of ways to make it all work together, or tweak it to fit, but I finally decided just to go with the initial design I had. It will still be re-playable like the other encounters, and still track stats and all, but the presentation will be a bit different.
Basically, I wanted to make sure this last encounter has final boss energy. :)
I did get the character select screen modified as well. It's different than the existing selection methods, in that it's not a portrait.
I did program in the illustration reward image placeholders as well, although I am still working to schedule getting the illustrations finished.
Finally, this past two months, I've been putting more time into thinking of what specifically comes after RitualBound. I have plans for sequels, both story wise and mechanics wise. I have a list of technical issues this game has that I hope to address in the next ones, as well as some player feedback that I couldn't hope to fit into this version, but can probably work into the next one.
But I think in the immediate aftermath, there are some Godot topics and training I want to explore, and some art concepts I want to experiment with, nearly all of which would be relevant to the sequel or spin-offs.
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RitualBound
A simple male-oriented, demon themed NSFW clicker
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