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Ariaspoaa
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Dev Log #33 - Better be quick!

Hi all, it is another week of productivity as I continue to plow through the remaining days of content left to be done for E1P2, so let's get right into it.

New mini-game!
As many have critically mentioned about Cara in Creekmaw, be it on this platform or on others, the game does lack player involvement (i.e. raw gameplay with outcomes for winning and outcomes for losing). While I try to give you, the player, choice as well as free will (i.e. free-roam and phone sequences) to direct Cara through certain story paths and to see different scenes as a result of these paths, you never really feel involved during those scenes, usually experiencing it from the eyes of Cara.

This, after all, is the premise and point of Cara in Creekmaw, but I've always pondered on how to have you see the immediate results of your choices and have influence over that decision, the decision you made for Cara.

I'm probably going on a slightttt tangent here just to introduce a small mini-game but do bear with me. Ahem, so for E1P2, there will be the inclusion of a quick-time event mini-game, which you can view below in the attached video.

This mini-game has two versions as seen in the video and will have three difficulties (the one shown is the "hardest") and will primarily be used in vore sequences that involve Cara (this excludes endings), where you can challenge yourself to keep Cara from becoming someone's next meal or if you're like me, just let the timer run down and see what happens next ;)

With every failed attempt (i.e. when the lives reach 0), the vore sequence of Cara being eaten will advance while with every successful attempt, Cara will escape and regress the vore sequence, probably looking slimier than before...

This mini-game will be implemented in one upcoming vore sequence in E1P2 as a dry run for the mini-game, and scalability-wise: will be implemented in full for E2, with an XP and level system, which will unlock new options for higher levels in future scenes which involve Cara as a prey (this is subject to change depending on initial feedback of the dry run in E1P2).

This mini-game is largely inspired by Struggle Simulator, which I was checking out earlier this week (link here). Its "Struggle" system of having the player be involved in your character's escape/demise really stuck with me. For a mini-game that's quite simple, it does have a nice outcome when combined with a vore sequence.

Progress update
Phew, okay, now we're back to our regularly scheduled program of game updates.

Currently, the dialogue and, by extension, the game is completely written up to Day 4 and I will be starting to write the dialogue for Day 5 in the next few days. Thankfully, I've gotten into a rhythm where I have sufficient material ready for Day 5 such that I'm in a position where I can stitch dialogue, gameplay, and renders together in a well-paced manner while posing/rendering scenes ahead of the game, something I was struggling to figure out for quite a while but I've got a groove going now so I'm gonna roll with it.

Speaking of renders, I'm halfway into the rendering of Day 5 and have completed an ending scene with one major scene left and the story progression shots. The major/minor scenes left to pose and render for are now in Days 6 and 7, with the former having about 4 total scenes and the latter having 4 as well, totaling 8 scenes.

Small "synthetical" updates
If there's one thing I tend to do in these dev logs, it's that I tend to mention development-related terms that are probably not as commonplace as I think they are, so here's a small update to what I'm referring to when I mention certain things in the dev logs:

That's all I can think of for now, but as always, feel free to ask me what I mean if something is vague about my dev logs, I'll be more than happy to explain what they mean!

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In summary, here's a quick breakdown of progress so far:
Story: 95% done. Small reshuffling and rearranging of scenes. No change from the last dev log.
Dialogue/Gameplay: 40% done. Day 4 is complete, Day 5 will begin shortly. Up 10% from the last dev log.
Rendering: 50% done. Day 4 is complete, Day 5 is currently half-finished with one major scene pending as well as story progression renders. Up 10% from the last dev log.

As mentioned, I'm having a decent rhythm going now but I'll be tight-lipped on the release window for now as what's important for me is that I put my head down and get to work finishing all that I have set out to do. I'm already behind time but I still believe it is possible to finish this and have it ready by the release window.

Thank you and stay safe!


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