XaiJu
prostochel2002
prostochel2002

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Progress Report 25

Greetings. It's me.

This week, I've been working on weapon upgrades (figuring out what kind of system works best and doing some testing), remaking the choppy slap/grab cheeks animations (I'll also redo the "side-eye" ones), and outlining skill trees for the characters.

Also, I didn't forget to doomscroll through recent events involving NSFW games being purged/delisted from platforms and watch my numbers drop. Haha... Let's hope for the best!

Next week, I'll be finishing these things. If everything goes smoothly, I also plan to work on camp/rest content and add shops to the Delves. And of course, some new animations, but that might be a bit too optimistic for one week.

Technical/gameplay thoughts below - careful! (gameplay in an H-game, huh)

Speaking of Aster's tree, I've been considering an XP-based system. For example, every 100 damage dealt or healed (these are the "XP" here) might grant 1 level point to allocate. That required value would likely scale with each level. Level points could be distributed automatically after a Delve or a training sessions in Town.

Aster's main tree could branch into two or three playstyles:

- Physical Support - Balanced, mostly FP-based, liked by Hero.

- Magical Support - Reactive/submissive, uses EP, liked by Mentor and future friends.

- (Possibly) Standalone - Proactive/dominant, uses both FP and EP equally, for no one/everyone/NTS route?

What determines point distribution? Maybe the Resonance system I mentioned back in Progress Report 3, February... In short, Resonance is a "pendulum" stat that swings between Hero and Mentor depending on who makes better use of Aster's toolkit - whether that's leveraging her debuffs or setting up enemies for her to damage.

Would you prefer to have manual control over Aster's point distribution, or would you enjoy seeing it shaped passively by your playstyle?

I know this system may sound overengineered for an H-game. I've always wanted something like this, but I do worry that it could overwhelm players who aren't used to any kind of "depth".

Still, the idea of consequences for inaction, of the game reacting to how you play, feels really exciting and could make the whole experience much better.

Tell me I'm not crazy (unless I am)

That's all for today. Thank you for your support. Until next time!

Comments

yep, of course

MISTER LOL

Do you have any plans for a hero skill tree?

Templar Knight

Hi, I first want to say you are doing an amazing job, and your game is something truly unique, and special. I also love your ideas, but I'll say do not over-engineer things, once games become more technical and split, it also becomes hard to maintain,bugfix, and keep people happy. For example, people who like NTS will be unhappy if you then focus on NTR. Especially if you are the only one working on this game, it would result in your time and and focus, always being split on multiple things. Also, more chances for things to break. I rather have one thing done 100%, then 4 different things only 25% done. Focus on your original plan for the game, and once done, you can always add more technical aspects, explore alternate routes and the like, whether it's dlc or ideas you can carryover to your next game. Wouldn't want your time spent bugfixing more then it is making your game amazing I personally love your game for its NTR, and the gameplay comes second. So for me your animations linked to your NTR mechanics is what truly sets your game apart. Again, you are truly doing an amazing job, and I cannot wait to see what you show us next.

Revan S


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