XaiJu
enlit3d
enlit3d

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All Tied Up

A while back on the topic of (dungeon) traps I mentioned I abandoned lewd traps for something better. Quite a few people asked what that something is, so here is an explanation.

NOTE: Still all WIP and subject to change.

From early on in development, one feature that I wanted in game is in-combat grabs and allies. Overall I’m quite happy with the current system, with one exception: when you outnumber the enemy. When you have allies with you, the grab is more detrimental to the enemy than against your party. As overpowered as the divine battle dress big fister is, she is no match for a group of three (or more) - she spends too much time on grabbing a single unit when the player can utilize this “downtime” to basically, fully recover the other members of the party. This is why for the first real boss, he had to have a summon minions ability else I fear he would suffer the same fate.

One possible solution is to increase the penalties of grab or make rezzes more difficult. That is something I don’t want to do because I feel it goes against the nature of the game. But I do want to do something to address the situation so I can design encounters without always resorting to a large number of enemies.

I had an idea. The reason the adds are necessary, is not because of the swarm factor, but it alleviates the more powerful units (such as Ludas) from doing the grabs themselves (and “stuns” himself for the duration). So, if the game allows a unit to be put into an animation without always needing a “partner,” then similar results can be achieved. This is why I went with the (dungeon) traps idea - to implement an engine feature to have “animations” with the “environment.”

Ultimately, I abandoned the lewd traps because it is not a very fun mechanic to play against. I have a better idea:

Interactable Traps/Objects. Or Curios in the darkest dungeon for those that are familiar with that game. Basically, randomly placeable objects found in dungeons which the player/ally can interact with. And then, depending on chance, either give a reward, or an “animation” ensues.

The advantage of this over traps is that it does not interrupt the normal game play. When you are trying to fight, having an invisible trap activate underneath you and disables you for a long time sucks. However, those that are actively seeking game overs, you can still do the same.

The second part is restraints. So there will be a new equippable item class - “restraints.” Units with restraints equippable will be able to, well, restraint any downed foes. Restrained units need to break free of their bonds before they are able to do anything else. The duration is probably going to be dependant on the type and strength of the item versus the stat of the unit. The restraints must be removed first before the unit can be helped up (by allies).

A little aside here. So, bondage is a fetish that was requested a long time ago. And the suggestions were quite involved. For example, binding the feet would change the walking/running animation to something else, and binding the arms would gave the character a different attack. I actually did gave this kind of bondage a try back in August. My conclusion is that it takes too much time for a game that needs to be fully animated (and possibly deal with non-humanoids in the future). If this was a text game or had a simpler combat system, I believe I could do it, but alas, we are not. So the only kind of bondage that is feasible for me to implement is a fully disabled state as I described above.

I would like restraints to enable special grabs but it isn’t planned for the initial release.

The second feature of restraints, is that it allows for restrained foes to be carried. This enables a lot of possibilities, for example kidnapping an ally, or taking someone back with you from the dungeon. But for the first release, what I want to do is the ability for some enemies to carry bound units to the special trap objects/machinery found in the dungeon (the Curios), and places them there.

So in short, I am working on 1) Trap Objects/Curios (if someone can suggest a name for this kind of thing, let me know) 2) bondage 3) carrying units. I believe this entire system, when working in unison, is superior to the lewd traps approach. None of the annoying surprises, allows for a wide variety of “animations” and objects that are easily accessible if you wish, and gives the player a clear indication of what's going on and possible counter play.

All Tied Up All Tied Up

Comments

Sorry. I missed one of the posts. :) You are not ready with the latest version.

Where's the link?

Im working on the same stuff, which is why there havn't been any new posts yet.

Enlit3D

download the newest version

Enlit3D

If someone uses a potion to undo the futa status and the animations do not change does it count? I tried to undo the futa potion and all it did was make the dick invisible all the positions were still the same.

PrinceEverfree

I use google translate.

Hi there. I see not only I look forward to the new version. : D I do not think the developers are hastening. So far, we have not been disappointed with them. Now that's more to wait ... But surely it's worth it. It is worth waiting for the information so far;)

Any news, please? :D

Offshore - Adult Games Developer

No new quest/armor planned for next patch. There will be a new weapon class tho - flasks (grenades)

Enlit3D

Hello. Can new missions be expected in the village? Or new clothes? New weapons?

Probably/hopefully sometimes next week.

Enlit3D

Dear developers. I like new development ideas. When expected?

First person would be awesome, specially if you could look down and see jiggly boobs. :-)

Icarus Media

Oh no! She is in real trouble!

Offshore - Adult Games Developer

Is there any first person view being worked on? That would be a great feature to have.

Jake

True, sometimes unit spawn without a message which is a bit unfortunate.

Verdonator

One thing I would improve is the AI behavior in groups. I would program to spread out evenly amongst enemies (maximum of 3 units on the same enemies). If more than 3*number of enemies, the other units would remain inactive or in support. This would probably tune down the swarm meta and you could change the 3*(number of enemies) to be affected by unit and enemy level and rank (boss or minion). I'm suggesting this because groups seems to be the meta and there is not much room for solo/duels.

Verdonator

I really like the idea of being carried away to a intractable device/object such as a prison or a pillory. I hope Enlit finds a way to simplify the bondage mechanics and make it more doable because I personally have been waiting eagerly for this mechanic and am so excited to see how it turns out.

Kian

You could change the enemies attack priority to first use bondage on your team and after all are tied up then lewd. I found something that is not a bug or glitch but odd and fun. I wanted to find out what would happen if I took an item to get refined that has no stats to see if it would get some. I used the wolf tail to test this. Now I have a wolf tail +1. It has not changed but I am sure it has +3% soft & fluffy. A name idea for where enemies take your team off to is "fun cave". I have noticed that sometimes when a wave arrives it will make more traps appear. Lastly my team hates me. All 5 of them. It was confirmed when one was down and three went to revive her. The late one still went to help them with the task of helping her. The problem I am having with my "team" is they all ditched me and I was within arms reach of the one they went to help and I was getting grappled (ground and pound) by a minor enemy. All 5 of them went to fight a different minor enemy and ditched me after helping the one who was in a better situation then me. I am glad that I can change the equipment of my "team" and give them different/better stuff. It might be nice to change their body (looks/futa) Maybe add the different races as helpers in a latter version.

PrinceEverfree

:thinking:

Enlit3D

If the player gets carried away, I suspect that would be basically an gameover because the AI allies tend to not have the brainpower needed to rescue you unless they have sufficient brute force to do it.

Ericridge

ok, lewddead by daylight。

I like the being carried away thing, will the player be subject to this? add more side rooms the enemy could just carry into one of those and close the door/lock and have some time to have their way with the victim.

Emily

Aw I was looking forward to the lewd traps very much.....Oh hum.

Nathan

I see, one of the most dangerous things I've ever encountered in your game so far was the knights spawning behind you. I once started one run in futa dungeon and opened the first room with enemies in it and I Just left the starting room and started the battle.. boom, knights spawned behind me and started swinging their giant claymores which set up a chain stun cuz my parties was surrounded on both sides and then got wiped. lol After that happened, I became extra paranoid and always checked behind me because I don't wanna get ambushed like that again.

Ericridge


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