XaiJu
enlit3d
enlit3d

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Some upcoming features

It seems that the environment save/load is working rather well, at least I haven't received many bug reports on it. Going forward, I am going to assume the environment, quest, and map unlock save/load are all working as intended. If you found a "dupe" bug, it may not be a good idea to keep it a secret; as the same dupe bug could cause your inventory to be wiped in the future.

Anyhow, as I mentioned in the big "What to Expect Next" post, I am going to start implementing RPG elements, and that's what I have been doing.

First up is exp gain and leveling up:

Some comments:

Next up, I noticed that there are a lot of mods of recolors and it seems that item dyes are in demand. (Or maybe it's just due to the fact that recolors are the easiest to do.) Dyes is certainly a feature that I want to implement. However, one of the problems that needs to be addressed is how the UI should look like. So I decided to get started on dyes by implementing a "Item Enchantment/Upgrade" system. I went for a very common setup found in MMOs where there is a window with a slot that you can drag the item into, and then decide to do whatever operation you need to do on the item.  

It's a start. Imagine that in the future there would be some buttons on the left/right that allows you to pick the colors for each "color group." As for the upgrade system itself, I am not putting too much emphasize on it atm. The bonus are small and the cost goes up very quickly - it's just an optional money sink.

I also implemented a Status Effects System, or temporary buffs and debuffs. For example, negative effects such as Slow, Bind, Embarrassed and positive effects such as Food Bonuses, Regeneration and so on. I feel they are very important to get the traps right. (BTW, the traps in the previous big post refer to the dungeon traps and not the girl that's a boy trap). Traps that only do damage or break clothing are cool but ultimately not as exciting as ero versions of them that inflict status effects such as Binds, Slows, Weaken, Ecstasy and so on. ;)

Finally, I am working on an "Intermediate" level AI. I don't know if anyone 

remembers, but there was a lot of concern on how to balance the 1 v many aspect of combat. Perhaps I did went a bit overboard there and the encounters are fairly easy to some players. So what I want to do is start unshackling some of the constraints on the AI and make them behave a little more threatening on higher level enemies/elites. The "Novice" AIs are still fine for the "Dungeon" area as it was meant as an introduction, but player may be a little surprised by the higher level areas. ;)

Comments

If gathering resources meant gathering normal game items like herbs and ore, very likely. If gathering resources meant minecraft blocks - hard to say. Not sure if the current base building system will actually make it to the game. As for "rooms" and "zones" and whatnot in your base, that's a feature I like to do.

Enlit3D

Will gathering resources ever be a thing, or is basebuilding always going to be infinite stock? Can "rooms" and such be assigned per person? Will your companions freely travel your base?

BoogerBrigade

Looks promissing! :3

Offshore - Adult Games Developer

If you don't have enough CP when recruiting, they'll be sent to camp

Enlit3D

INT would be good for magic, better buffs for example (last longer and/or more potent). Anyway, great job once again!

Verdonator

Excellent, player leveling is much needed. Previous builds are fun for a while, but without something to work toward it gets stale. I see you may not stick with the INT skill, I was wondering if there would be a skill at some point which improves barter prices. INT might be perfect if you don't have any other ideas for it. Lastly, I know this isn't solid yet, but since it will require CHA for followers to actually follow you, does this mean you can still ask them to hang out at the tent? Or will you have to find them again in the same dungeon later.

Lamp


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