Want to talk about some content needing to be cut


So, this was an inevitability, but during and after creating the To-Do-List for Wrapturous Adventure I was presented with the reality that there is some content that I have developed for the game that I need to cut out. For multiple reasons such as it would have added to the funding that would be needed for the game, it would have doubled and even tripled the load of art/animations and coding for such a tiny team, trying to design the game so everything worked and all have a purpose to the game, and of course would increase the development of the game and I don’t think anyone want to see this game go through craze development hell just to try and keep all the content in.

Now this isn’t a big deal, cutting content is a very common occurrence in developing video games. But I think the reason this might have been an issue with me and why I haven’t gotten around to bringing this up until now is that since the Prototype and Alpha Demos have been available to the public, I worry about disappointing those who might have been looking forward to some of the features and content that they played in those builds. But again, I must face the reality that I can’t please everyone, because in the end if I try to please everyone I’ll end up pleasing no one.

Anyway here is a list of the content that I plan to cut from the game and a reason why.

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NPC Character portraits during in-game dialog: - with 20-30 NPCs, along with each having a Kinky vision, trying to also include character portraits with different expressions, and both NSFW and SFW versions would just be an overload of art/animation needed for the game.

Dialog Options when interacting with NPCs: I just really couldn’t find an actual good practical use for Yui to give a Yes and No response to Slave-Girl NPCs, and trying to code in a branching dialog system that could affect the game would just cause more trouble for a game that doesn’t need it.

The Spyholes found in the levels: I couldn’t find a good place for these to be placed in the level, many story elements are already planned to be shown in cutscenes between levels and such, so these would just be filler, and of course this would be another overload of work in the art/animation.

The Function to manually Make Noise: This function is useless for a character that must be very close to being heard and can barely move to avoid getting spotted by enemies. And it's been more of an annoyance trying to find a use for this function.

Visual Novel Dialog During the Capture/Punishment Moments: Making players progress through pits of dialog during these basic game-over moments slows down the flow of the game, and with the inclusion of a new endurance mini-game during the punishment scenes, it would be very awkward moving from dialog to a mini-game that players need to be quick to react to. Of course, these capture/punishment events will still contain audio prompts (maybe some with fun dialog) they just won’t be a dialog box that players need to manually progress through.

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So, for anyone that may be disappointed in seeing some of this content get cut, I just wanted to say that I am sorry, but I hope that you all fully understand the reasons. If you have any questions or feedback on this, feel free to ask in the comment section.

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Comments

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Understandable, I remember like 2 years ago when the game was getting progressed at a steady pace, but I feel like a lot of developers now adays re-do and implement more into their game that isn't necessary, I feel like if you had just progressed with what you had so far you would of been done with this game a long time ago. Just a note I'm not hating I like this game.

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Congratulations for not falling into the endless pit that is "feature creep" (aka Star Citizen and the Eternal Beta). All the cuts you're planning to make sound like they'll save time and money without detracting from the game, so it appears to be a well thought out plan to amend your development roadmap.


Looking forward to the next iteration.