Inquisitor Trainer Roadmap + September Dev Plans
Hey guys,
Now that the first ending is finally here, I want to share the roadmap for Inquisitor Trainer.
Each phase will probably take around one to two months, so for now I’m focusing on Phases 1 and 2. Phase 1 is the main priority, so hopefully everything stays on track. I’m starting with the hardest part first: the best possible Loyalist and Heretic endings. I want to establish the “highest point” of both routes before working backward into the less-than-perfect variations. In theory, that should make the rest easier to build. Well... I hope. My current goal is to finish Phase 1 in October and Phase 2 in December. Next year (after the game has finished), I’ll focus more on polishing the game, adding romance endings for the romanceable characters, and adding more animations.
That said, thanks to my restless brain creating two more ongoing projects, I’m going to spend most of this month focusing on the other games instead. I’m going all in and updating both of them at once.
So, what’s coming in September?
1. Mortis Invicta — Build Update on the 30th
This month, I’m planning to add the corruption loop and the crew data system.” The corruption system will work somewhat like a sanity mechanic, affecting how things develop as the situation gets worse. If I have enough time, I may also start working on the scrap loop: collecting scrap and turning it into useful items. I’m thinking of making it work more like a small RPG-style inventory and crafting system, but I’ll explain the exact design in a separate post once I’ve had time to sketch everything out properly. I’ll share more once it starts taking shape.
2. Hive City Heat — Build update on the 20th
I’m continuing the project this month with a simple but important feature: consumable items that restore health and increase your score. As you know, in this game—and in most beat ’em ups—your total score can eventually reward you with extra lives. The two games shown below are River City Ransom and Teenage Mutant Ninja Turtles: Shredder’s Revenge. They’re two of the main games inspiring me while I work on my own beat ’em up, Hive City Heat.
The items will appear when you destroy objects scattered throughout the levels, such as crates, chairs, and tables. Right now, those objects most
The items will appear when you destroy objects scattered throughout the levels, such as crates, chairs, and tables. Right now, those objects mostly exist as obstacles or decoration, so this gives them another purpose and makes destroying them more rewarding.
Unimportant side note...
I keep seeing people say that Roblox is a promising space for game developers, so I tried looking into it recently. I’m honestly not very good at 3D, though, and I still don’t fully understand the hype. Maybe I’m just getting too old for it. Or maybe one of you can explain what makes Roblox development so fun. At this point, I might be better off finally playing Suikoden V. I still haven’t managed to move on from Suikoden II. I tried Suikoden III, but I didn’t enjoy it nearly as much. So if any of you have played Suikoden V, let me know if it’s actually worth the time. Finding enough time to play a full RPG while developing three games is already difficult, so if it’s only “okay,” I’ll probably skip it. But if it’s genuinely good, maybe I can learn a few things from it and bring them back into my own visual novels.
Okay, that’s it for now.
Back to work!
Thanks again, everyone!
