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enlit3d
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Encounter Map and Other Changes

Implemented a new type of area -> encounter maps! Basically, it is a randomly generated terrain segment where "interesting" things can happen, such as being attacked by a group of looters bandits. Also, hills and non flat terrain!

Along with this, there are a couple of changes, both invisible and visible:

1) Added collision resolution for when objects are already overlapping each other.

The collision system is a "looks ahead" system, meaning that before each object moves into a new position, it first checks whether that path to the new position is valid, if it not, it will truncate the path so in the new position the object only "touches" the collider rather than overlap with it.

Problem: due to floating (decimals) calculation errors, sometimes 0.00001 (a gap) becomes -0.00001 (overlapping) and the system fails. And yes, the game doesn't move the objects exactly right next to each other, but with a small gap. However, it turns out that sometimes the objects will move roughly the size of the gap, which cause the separation between the two to become ~0, and after some calculations, that 0 could become -0.00001 and boom.

To handle this (rare but all it takes is one failure to go out of bounds) issue, this game now have additional checks and handling for when objects are already overlapping each other.

2) The respawn button (U)

Lets be clear first, the respawn was never meant to be a core gameplay mechanic, but rather a testing tool for what if something terribly bad happens, like falling off the map. I don't want to say that this mechanic was "abused," because players have all the right to utilize all in-game mechanics however they want to their advantage (bugs not withstanding). But I do want to reduce the reliance on it.

Starting from next patch, the respawn button will no longer respawn you at the beginning of each dungeon floor, but at the camp instead. So it is more of a "I give up"/"I am stuck" option rather than "full HP refill"

3) Individual dungeon floors are no longer saved if you leave the dungeon.

I think this was a cool little mechanic, but ultimately this mechanic creates too much burden on other systems. For example, if this still works, then the respawn button change above effectively does nothing. Furthermore, it can lead into performance problems, such as opening one dungeon, quitting, then entering another, so there are two dungeon instances open, each with some arbitrary number of alive units. From now onwards, exiting a dungeon will now kill the dungeon instance and despawn all units within it.

4) AI Changes

This part I am still working on, but one finalized change is that AI will now "cry for help." Which means if they are attacked, they will alert nearby allies to start attacking. This wasn't much of an issue when the game was melee only, however, with ranged weapons, it's too easy to snipe the enemies one by one while the group watches.

There are other changes under consideration too, such as making enemy run towards range attackers if they don't possesses the "projectile block" skill. Basically, things to make AI play well with ranged combat.

Finally, I am looking for some feedback:

A while back, I asked if people want non-bosses/uniques to be grabbable. And the answer to that was yes. So I want to make that a reality.

But there are some issues:
1) I don't want lots of bodies to litter around. After they are K.O.ed, they should be marked for despawn asap.
2) Possible ambiguity with controls - loot or lewd? A separate key?
3) Should there be a separate move for grabs? A Grab Action? Possible, but comes with implementation costs, of course.
4) Ideally, it should not interrupt the flow of combat. Certainly want to avoid something like a "Combat Phase" and then a "Sexy Phase" if possible.

If you got any ideas on how to actually implement a grab system, that also addresses the issue above, feel free to leave a suggestion here. I know there was some suggestions already on the previous post, and I haven't forgotten about them, but hey, it doesn't hurt to listen to some new ideas. (or old ideas, for that matter ;) ) 

Encounter Map and Other Changes

Comments

I don't think those kind of "surprises" are good for the game.

Enlit3D

\o/

Enlit3D

i feel the basic attack shouldnt be locked onto a stam gauge rather the "grab(lewd attack)" or lewd attack could be and then the weapons could all have diff speeds and or attack values to make your attacks more or less effective you could also lower the amount of enemy and use rpg natured stats on gear you could separate costume items and gear so that gear is invisible but buffs the stats kinda a staple in most rpgs now also make the helpers/tagalong girls optional they could chill at camp till you want em kinda like how fallout does it i got a MILLION ideas on this stuff lol i could keep going...

Why cant downed enemies... grab you? If you walked over them thinking they were defeated perhaps? I like the forced atmosphere of the dungeons I would probably ignore voluntary attacks anyway :)

Doctor

My vote is for something like this. Like charge attacks or something that stun you and leave you, or your foe, vulnerable to lewds for a few moments.

Climhazzard

Would it be possible to do a lewd attack mode? Say default attack is normal kill and loot. But if you press space for example, you activate lewd attack mode. Where each hit or two, removes a piece of clothing (I'd love to be able to strip the enemies) and then when you've removed all their clothing the last hit stuns the enemy into the stunned pose, where you can grab them and have your wicked way with them:-). Then after you do, they die and you could then loot them. In regard to them sticking around too long while in the stunned pose. Could you put a time limit so if you haven't had a go at them after a few seconds, one of your party would? After that the enemy would die and dissappear like usual. Which would also allow you to attack enemies just so your party members can have a go. Obviously you'd want to limit the lewd attack mode somehow. Maybe reduce the default stamina drain when attacking normally, and have a low level constant drain of stamina when in lewd attack mode? When your stamina runs out you go out of LAM, and you have to wait for a bit to use it again. Or alternatively have a separate bar for LAM, which depleats and has to rechange? Well that's my thoughts anyway. No idea how easy or difficult it would be to implement like. Love the sound of the new level too. One question about the dungeons though, would it be possible to make them change textures now and again? Think it might be a relatively quick and easy thing to do to add some extra interest? and make it feel less like your going through the same old dungeon again and again. It might (and probably is) more difficult than I know, but just another thought.

Mike W

clearly the grab system needs to be reworked. 1st need a stagger/stun attack which can be used by both player and Ai which then can be followed up with a grab attack, it has to be more like rumble was hit (A) button hold and hit/hold one of the 4 arrow keys to perform a grab attack that was assigned to the key combo. option to assign what 4 grabs the enemies use would be nice, like why a enemy with cock is not putting it to use I'll never understand. also the way recovering works isn't right need to have it be if grabbed button mashing time, if down then its your getting fucked your going to lose HP bar max-cap and more then likely your getting cum filled till Ai companion saves you or you give up losing everything from that run.

Emily

How about a stun move that leads into lewds. If they're downed before that stun can be used, they despawn. So you have to intentionally choose to move into a lewd path or else you're out of luck. Except for bosses/elites. Those would be able to be lewded on the ground.

Possible encounter ideas: 1) You are wandering when you encounter a futa girl playing with herself in distress, she explains someone cursed her with a dick that won't seem to go down, you can volunteer to 'help' with that. 2) A Camp of other adventurers that you can interact with. 3) A random priestess that can 'bless' you with a stat increase. 4) A random mage that can 'heal' you. 5) An orgy is encountered. 6) A silly encounter where an animal is encountered, a message flashes up saying 'Red + White coloured balls added to inventory' followed by a pause then another message saying 'Whoops sorry wrong game'. 7) Randomly encounter Lucia from the previous game. 8) Random merchant that takes playment in lewds and sexual encounters. 9) Random items or equipment. 10) A Stone or other object which randomly teleports you somewhere on the map. Oh I found your previous game, played it and liked it so pledged and found out you are making an adventure game. Yay!

Icarus Media


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