XaiJu
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VRR : Attributes and equipment

Hi all !

Being the successor of Vampire Revenge, the general story and some features will be similar but a lot of new mechanisms will appear making it a whole new game. An important point about this new game is that it'll focus heavily on management and battle compared to its predecessor. It will affect many sides of the game such as units, encampments, resources and of course, sex. This means that if you, as a player, wanted a game like either a sexual visual novel or a straight sex game, then it might not be for you.

I'm preparing a series of posts to explain these new features over the next weeks. I'd like to add images to each of those posts so you can actually see where your money is going so some of the new mechanisms will have to wait until I have developed the game a little more before I can introduce them to you.

This post will focus on the attributes and equipment features.

Attributes

Attributes is a new important aspect which appears in VRR. I'm sure most of you have played Pokemon and how each pokemons have several battle attributes determining their strength. Well, VRR will include its own attributes as follow :

Those basic attributes will also be used in events played in game to affect the outcome positively or negatively. The value of those attributes ranges from 1 to 100 and will be used as percentage in many formula used by the game.

Besides those attributes, girls will also have several parameters which will make them even more unique :

Those parameters will add much more randomization in girls which will render them unique, not only in appearance, but in how they'll be used and played. 

Equipment

Equipment was already present in VR but VRR will feature a much more complex system.

There are two improvements in VRR compared to VR.

Weapons will now inflict damage from 3 possible sources :

There are currently 14 planned weapons in game :

Each weapon will have 3 levels of quality :

Each level of quality will have its own sprite. That's 42 unique sprites of weapons planned in HD and double the amount for chibi front and side versions ! The quality will determine how many times a weapon can be upgraded.

I tried to make each weapon unique and with this system, I think it should give a purpose to each of them. 2 handed weapons will have a short ranged attack, allowing you to reach further than 1 handed weapons with more damage but slower. The general idea is to have weapons for different purposes. Your gatherers will use weapons having gathering bonus but with lower damage while your soldiers will use weapons with high damage. Weapons have one or more damage type, making them more or less efficient against certain armors. You'll be able to upgrade your weapons damage to a limit depending on their quality. For example, you'll be able to increase the piercing damage of one sword while increasing the slash damage of another to have two unique weapons. Or you could have a third sword with a bit of each to work against any opponent. Like I did for attributes, this mechanism will allow players to create unique weapons and customize them however they want.

If you followed so far, you saw some weapons using either DEX or STR or both and that I said attributes will be used as percentage most of the time. Let's say you have a sword with 40 slash damage and 20 piercing damage on a girl with 50 STR and 20 DEX. The result will be 40 * 50% slash + 20 * 20% piercing. Currently only the sword uses two different attributes to calculate damage. It's meant this way to give it an incentive and more versatility while other weapons focus on gathering or quickness.

Armors will protect from damage of 6 possible sources :

They also have 3 levels of quality but only 1 sprite planned for all quality. Resistances will be used as percentages, themselves reduced by CON or WIL attributes. For the math, let's say you have one top armor with 20 slash resistance, one bottom armor with 10 slash resistance, one feet armor with 10 slash resistance and one shield with 20 slash resistance on a girl with 50 CON. This gives you an effective slash resistance of (20 + 10 + 10 + 20) * 50% = 30% slash resistance. This means if the girl with the sword from before attack this girl, the resulting damage would be 20 slash damage - 30% slash resistance = 14 damage. And this is not counting the same calculation for the piercing damage and resistance. But you should have the general idea.

Underwear will be purely cosmetic but impact how the girl react if she doesn't have any.

The first version should include 3 unique armors :

Of course, a LOT more will be added once the core features are added.

Equipment will have a durability and will need to be repaired if you don't want it to be destroyed. For armors, the durability will be reflected visually in 3 steps (No damage, light damage and heavy damage) and as you did in VR, you'll be able to focus damage on armor to strip the girls. Durability will not however affect the resistance value, so you could still have an armor with 1% durability still as effective as at 100%. This is mainly to avoid the hassle of maintaining your equipment too often. Of course, some buttons will allow you to repair everything at once to reduce this hassle even more and let you focus on the other parts of the game.

To sum up, I want this game to be much more complex with a lot of customization so when you capture a girls, she'll feel really unique and like you did with pokemon, you'll want to capture many different girls for many different roles. However I'll avoid the problem pokemon has where all early pokemons are completely useless in the end. In VRR, the girls you capture in early game will be low rank and will have a slow growth and as you progress and fight against higher rank enemies with better equipment, you'll have the choice to either upgrade the rank of your early captured girls using dark arts or simply by capturing new girls with higher ranks. The point is in the end, all girls will have a use, from start to end. Like I said, this game will focus heavily on management but I'll add a lot of features to facilitate the gameplay, mainly through buttons to complete repetitive task by a single click, like I did in VR with the "Drink all" button.

A lot of this is still a work in progress and will need a lot of balancing or modification but this should give you an overall idea of where I'm going with this game.

Next post about VRR coming in a few days !

Thanks for your time and support !

VRR : Attributes and equipment

Comments

Wow that's sound really cool.. o.o

Doge

sounds excellent!

Zengee


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