[DD#4] - Side Effect
Doghouse Diary #4
Hi!
Today I want to share a bit of info about the upcoming Test version of Doghouse: Part One.
Why a test build when the demo is already out?
Good question.
The test build is mainly for me - to see if my assumptions and the game’s code actually work the way they’re supposed to.
I’m focusing on three key areas:
DLC
Save system
Performance
1. DLC
At some point later - more specifically, after reaching a certain moment in the story of Part Two - I want to release an additional playable character with their own story as DLC for Part One.
Yes, in a way it’s meant to remind players about Part One and encourage another playthrough, but more importantly, it’s about connecting story events that happen during the timeline of Part One.
I don’t want to attach this to Part Two directly. The cleanest solution is to keep everything contained within Part One.
What do I need from the test build here?
Mostly feedback on whether adding extra files to the game actually changes anything on your end.
I’ve never done something like this before, so I’ll need your help confirming whether you notice the expected changes after new files are added.
2. Save system
Each part of Doghouse will be fully playable as a standalone experience.
That said, from Part One through Part Three, the games will be connected not just by story, but also by your individual progress and achievements.
This is what I’m aiming for:
your save from Part One carries over into Part Two, the next game reads the important data, and you continue from where you left off.
For the test build, I’ll need to know whether - besides the normal save file - the game also generates an additional file inside a separate Part One folder.
That file is extremely important to me. It’s the key indicator of whether your progress will successfully migrate to future parts, which is the whole point of this system.
3. Performance
Let’s be honest - I know the limitations of RPG Maker MZ.
I’m fully aware that some players will skip the game simply because of the engine or the gameplay style. That’s fine.
But for those of you who do enjoy Doghouse, I want the experience to feel as smooth and pleasant as possible.
Performance is the foundation - from basic gameplay to animations.
That’s why I plan to push the test build hard and see where the real limits are.
Even with the engine boost modes I’ve added, I know there are boundaries I just can’t cross - and this test will help me find them.
What’s next to test?
I’m planning to add something similar to a Recollection Room, so you can check if you missed anything — and even go back to certain events if you did.
I already have some ideas and potential solutions in mind. We’ll see how they work out in practice.
I also want to test how Debauchery Draw behaves when there are many rewards, since the demo only included two reward types.
That’s all for now.
Back to work .
I wish you all the best in the upcoming New Year 2026!
Mama Bunny XOXO
