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Inner Circle Update for June 25 2017!

Hey guys!  

The past few days I've been cleaning up from my character design flurry.  This guy above is the mysterious "masked man" mentioned in the v0.06 design document :D.  We've also been collectively updating Ubercharge (the new artist) on map design mechanics/restrictions, and he has already begun whipping up concepts for some of the maps we need.  My real reason for posting however is that I just finished the following and wanted to share it with you in advance of the monthly update.   


Summary of Future Plans

The following is a “summary” (it’s pretty huge) of our plans after v0.06. While I’ve mentioned many of these ideas to you guys at one time or another, I’ve never put them all in one place, and the public is pretty much in the dark about them entirely. Not mentioning these publicly has largely been due to us waiting to see the big picture before we pull the trigger 😃. Seeing it all in one place however makes said big picture easier to swallow. I wanted to fill you guys in since I plan on making a similar list public after we announce a release date for v0.06. I’ve tried to list these plans in the order that will make the most sense to implement (by that I mean the order that will require the least amount of redoing work for us), however it really depends on what bottlenecks we might run into along the way. Note that everything that follows is subject to change!


NEW ENGINE


ARTWORK OVERHAUL

Implementation of the new engine will mean a need to upgrade the graphics to 1080p. This is relatively simple since we have the vast majority of the artwork in HD anyways (it’s downscaled heavily for the game). However, this effort will give us the perfect opportunity to bring all of the early artwork into line with what we’re now artistically capable of, and it’s one I’d really like to make use of.


DIFFICULTY OVERHAUL

The purpose of this will be to add a difficulty system that will allow the user to tailor gameplay to their desired experience. Difficulty systems from the games System Shock, Pillars of Eternity, and The Witcher 3 are big inspirations. Presets will exist with descriptions that indicate the type of playstyle that the preset was designed for. These presets will range from those designed for users that simply want to enjoy the H content or story, to those that are designed for players who want a more, uh, masochistic experience. The user can then diverge from these presets by fine tuning more detailed options to create their own custom experience. Options will likely pertain to things including battle speed, general combat difficulty, and a host of options for the H system.  


H SYSTEM OVERHAUL


CLASS SYSTEM

This system will add the potential for extended character development and at the same time will improve compatibility with and allow for story events to include combat that previously couldn’t due to how the characters’ outfits and weapons currently tie into the combat system. This basically means a wider variety of outfits (and other states of undress) during story events and more character customization options for combat. Also, criticism regarding how skills are tied to outfit types will be addressed here. We currently have a design for all of this that works much better than what is currently in place, however I still feel there’s room for improvement, so I’ll leave the details for later.


Let me know what you guys think! 

Inner Circle Update for June 25 2017!

Comments

Thank you for the answers. It´ s great to hear that =)

Thanks for the support :D! For your questions: 1. I do want to create skills that play off of each other since I think it'd work well with the fact that enemies can interrupt your strategy with restraints or H attacks. The reason I've left skills so barebones so far is that we need to experiment more with the systems we've yet to build up that will surround the skill system, and I don't want to get too far ahead of ourselves in that area. 2. Since I've been practicing with the Genesis 3 body figure, we actually did some testing with other body types the other day :D. We'd like to do a character with a body type similar to the characters by artist Adrian Dadich: <a href="http://adriandadich.deviantart.com/gallery/" rel="nofollow noopener" target="_blank">http://adriandadich.deviantart.com/gallery/</a>

I have to say that i am very impressed, where this is going. I´m a supporter for i guess half a year right now and i am enjoying your updates. In the mean time i would like to ask two questions: 1. Would it be possible and practical to think of "Team-Actions"? Like character one prepares an action for character two to finish? (e.g: Neon actively grapples and holds an enemy midfight and malise finishes him off) 2. Is the breast size universal in your story or do you plan to implement different sizes? Keep up the good work! &lt;3

Looking good... like, real good. Can't wait to see the restraint device system in action. And, " who is that mask man? "

Aronax243

Seeing all the bullet points in one place restore my faith that you haven't 'lost the forest for the trees'. Looking forward to hearing about a release schedule.

MB

While there was no new release to be played with this update, I can say that I was very happy to see this entire list as it shows how far the game development has come and how things are going to turn out. All I can say is keep up the good work and I'll be here with you guys all the way! :D

H-System overhaul all sounds great. I'm especially excited about class system. Always like playing different classes in games.

Patreon fan

Will be exciting seeing all these steps getting implemented in the future. With the amazing quality of stuff so far the team has been able to pull off with RPGMaker, I'm very keen to see what you can do without those restrictions. Keep it up :)

God, I can't wait for the day when this happens. Keep up the terrific work dude.

Allowing for reduction of Lust outside of ARIS units is one of the "various things under consideration". Some form of clearing Lust via enemy finishers is also in there :D.

Yeah, I don't envision there being a gap nearly this big ever again. The artwork overhaul will require some time but even with that we can put out playable previews. The killer this time around was that I spent something like 2 months on hardware/rendering/workflow optimization followed by 4 months on story, none of which allowed for any playable content ;(.

Now that Lust and Armor damage are independent, how about adding an orgasm mechanic for the girls? This action will allow you to clear off the lust of a specific character while that character will faint and unable to gain any AP for a long time(much longer than the after effect of current H-move finishers), render her vulnerable to all sort of enemies' attacks, to balance out the mechanic. I think this adds a new interesting layer to the gameplay so that the player has to think about what would be the best time to climax, so that you would be able to clear all(or some) of your lust while also having to be aware of the vulnerable state of the character. You also will not be able to run while a character is fainted. As of 0.05 there are a few enemies that abuse the character's lust too much it gets very annoying to deal with these characters after a while. This change should allow players to deal better with these types of enemies while retain(or even expand) the amount of H-content in the game. It makes sense for a character to be able to cum as their lust reach its limit. Also I don't know if it's just me but seeing a girl cuming is hot af.

Gah. It's so frustrating to go so long without a playable update. Once all this work on the engine is done, will updates be more frequent? But on the other hand: Liberating yourself from RPGMaker is so totally freakin worth it. It's great to see all the (back-end) progress being made! I assume development speed will pick up after this?

CherryBlossomStorm

Animations are still on the table pending we clear a couple additional hurdles we've found out about, but they wont be making it in as part of the above. Some of the requirements for making animations possible are mentioned above however, so knocking those out will be a step in that direction. I'll continue to weigh the viability of it as we perform the art overhaul. Check out this post for more info: <a href="https://www.patreon.com/posts/inner-circle-for-11125729">https://www.patreon.com/posts/inner-circle-for-11125729</a>

Fantastic news! This game keeps getting hotter!

Tadd Morgan

What I also would like to know with all of this is will there be more animation or will H-Scenes stay as still images?


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