XaiJu
enlit3d

enlit3d

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enlit3d posts

Merry Christmas!

Here is another poll if you got some time during the holidays.

Out of the following 3 head models, which one do you like the most?

A:

B:

2019-12-25 00:29:48 +0000 UTC View Post

A, B, or C?

I am working on a new female base model + rig. Out of curiosity, which of the 3 following faces (body + hair are the same) do you like the most?

A:

B:


C:



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Speech Bubbles

Here is what it looks like:

Here is a version with moving camera angle:

They are implemented with curves and triangulation instead of as textures (images), so stuff like changing their color is very simple too:

2019-12-18 02:01:44 +0000 UTC View Post

Some design considerations and features

For this game, I want a simple control scheme that is playable with one-hand. It should be playable with either using a mouse only, using a keyboard only, or using a controller. The best way to accomplish this, in my opinion, is to keep the number of buttons low. Therefore, for gameplay, there will only be 2 buttons, an “Affirmative” button, and a “Back” button + directional controls - WASD/arrow keys on the keyboard, the cursor with a mouse. This doesn’t include things like menu ke...

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Grab System 101

Finally made enough progress on the grab system implementation and UI to make it functional enough. Here is an introduction on how it works.

Units may have certain abilities that can place an opponent into a grab. They might come in different flavors. For example, some may have higher chance to hit, but costs HP or MP. Some may be ranged and pull the victim into you. Shown here is a simple development ability with almost guaranteed chance to hit.

If the grab attempt is successful,...

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Progress

Hope everybody had a good Thanksgiving! (if you celebrate it)

I been working on the new game and made lots of progress. Dungeon generation, path finding, UI, transition, just to name a few. Here is a quick gif to demonstrate the dungeon exploration + encounter/combat portion of the game.

The graphics/animations (or lack of) are just placeholders, my primary concern is to get a Minimum Viable Product up and running first.

Next step: the framework for the grab system. Stay tun...

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Why make a turn-based game?

“Turn based RPGMaker games and VNs are a dime a dozen, and is usually uninspired, why make another one?” 

On that, I wholeheartedly agree. But, I am not making another RPGMaker game, I am making a party based tactics game. Even though these two genres are both turn-based, the game plays out very differently. Most people would agree that games like XCOM, Final Fantasy Tactics, Divinity Original Sin I and II are vastly different experiences than generic...

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What if Heroine Rescue Team was a turn-based game?

Working on a new game! Like HRT, it is a party based and feature in-combat grabs. However, it wouldn’t be an action game but is turn-based instead. 

Here is a super duper early concept video of the gameplay:

Originally, I was aiming for a side-view camera like darkest dungeon. However, that limits the angle you can view the grabs at, so a grid + full 360 degrees camera is more preferable.

There was a lot of good ideas and suggestions for HRT, that I wanted to do, but ...

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Happy Halloween!

Download V0.641 here!

This is a small bug fixing patch that fixes some bugs with v0.64. 

There seems to be an issue with the game stuck at loading bodyMeshNAnim for some people. I spent the last two days looking into this issue and examined various saves/mods/etc and I wasn't able to replicate it here on my local machine. So still not sure what that is about.

C...

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v0.64 Ruins part II

Download LINK.

New build is here! This build fixes 2 rather critical bugs, one that causes SOS boss room to be empty for some saves and another that causes the new ??? unlock system to cease function when there are too many options to choose from (from mods, for example).

Otherwise, the Ruins still isn't done - there is still the second floor and the actual Boss missing.&...

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V0.631 - Sword and Shield

Download LINK.

Implemented the new sword and shield weapon set + bug fixes. There are also reports that the boss room in SOS #2 is empty but I am unable to replicate the issue at my end. So if you are experiencing this problem, please send a savefile + indicate whether you are using mods and/or have used cheats on that save.

Changelog:

- added "sword_and_shield" wea...

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V0.63 - Ruins Part 1

Download LINK.

Ruins Part 1 is here! Finished implementing some of the new units but had no time to work on the Map itself. So instead, used the "old" dungeons system to give players an opportunity against those new units. 

In the picture is the new "Knight's Set." The Plate Armor were done by a modder in the past and it is awesome! But I feel some people may want a ...

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Sneak Peak 2

Here is a preview of the boss on the first floor of Ruins. I saw quite a few "monster" designs by modders and I thought, hey, that's pretty cool. Let's add one to the base game too. And voila. I also added a few tricks to it so its not completely helpless versus ranged attacks: ;) 

Here is a gif o...

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Sneak Peak

Of things to come in next build :)

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V0.622 - bugfixes

Download LINK.

Build is here! This is a bugfixing patch to address some issues with v0.62. It turns out to be more stable than I expected, which is nice. I took the time to implement some features requested by various modders. Hope to see them get put to good use!

Another thing is that if you are on a PC with both integrated graphics card and a dedicated card, the game do...

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V0.62 - Deterministic Companions

EDIT2: Download v0.621 HERE. Fixed the crush on startup due to wrong path to /data/ folder.

Patch is finally here! I redesigned the "map" progression system and got rid of the random companion recruitment in place of something better.  As you progress and unlock new maps, you will meet recruit-able companions in the process.

A lot of things got changed at once, and t...

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Some Upcoming Features

1) Button mashing!

By popular vote, this feature is now in the game. In a situation that you need to escape, mash either LMB, RMB or the movements keys to fill the escape bar. This is on by default but you can switch it to "auto" button mash (the current system) under Options - Controls.

2) Nested mod folder handling

When you extract a mod folder, it is very easy to end up with the mod folder being nested inside another folder of the same name. For example, /data/mod_folder/...

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V0.611 - bug fixes

Download LINK.

Changelog:


- fixed bug with command m_goto not ignoring zone accessibility setting
- fixed a couple of game crushes caused by trying to load savefile with mod stuff without the neccessary mod files
- fixed bug with allies not targetting the player on device in safezones
- fixed bug that cause changes to Your Room to not be perserved after load...

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V0.61 - Prison & Interrogations

Download LINK.

New build is here! Patch notes below.

First of all, I like to thank everyone for participating in the previous poll and for writing all the feedback. To be honest, it's a lot more comments than I anticipated because I don't usually get many comments on my posts, but nevertheless, I did read them all. However, I wouldn't be responding to them individually. View Post

Do you want button mashing?

It came to my attention that not everyone is happy with how the escape system works. In short, they felt that a button mashing or some other QTE (Quick Time Event) is better than the current "passive" system. So, here is a poll, do you prefer the current escape system, or something more "active", like button mashing?

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V0.6 - vine traps

Download LINK.

V0.6 is here! (I scaled the version number by a factor of 1/10).

The main feature in this patch is 3 additional vine animations + player peaceable traps. Includes the vine trap of course. You can buy them off a particular NPC in town.

The other set of feature...

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A Poll

The vine moves are pretty well received, and for next patch, I added a few more variations.

In the current patch, only enemies are able to use the vine moves, so naturally, people want a way for them to use vine moves on others. However, since the player is not a tentacle monster, having her able to summon vines out of the thin air is kinda weird. But there is an alternative, I am going to allow the player to place traps, and the vine trap is one of the traps the player can place.

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V5.092 - bugfixes

Download LINK.

Changelog:

    - fixed quest prerequisite check <DONE_QUESTS> not working properly

    - fixed bug with vine animation not restarting after orgasm

    - fixed crush when opening door of boss arena in Woods (Ng is not a function)

    - fixed bug with foe u...

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V5.091

Download LINK.

Patch is here.

I forgot to mention in the preview that I added a new merchant in town. She specializes in newly added items that doesn't really drop from anywhere else. You can expect her inventory to change from patch to patch.

 Otherwise, the meat of the patch is in the final boss in the Woods area. If you want a shortcut to her, open the conso...

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Almost Ready

If you are wondering why the next patch took so long, look no further than the picture below. I’ll admit, I don't have experience animating tentacles, so that took some trial and error in blender to model, rig and animate them. That wasn’t too bad. The problem is, how to make the tentacles animations work for different body sizes. And that took much longer. But it is done, functional, and you will see them in the next build.

2019-06-22 05:14:43 +0000 UTC View Post

V5.0841 - so many bugs

Download LINK

It turns out that the new capturing system have quite a few conflicts with some mods. It can be pretty severe and prevents the game from loading all together. I had to make changes to the loading system and I believe those problems are now fixed in this version.

So unfortunately I didn't get to make as much progress on the new stuff as I had hoped. Bu...

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V5.084 - fixes

Download LINK.

This is a mostly a bug fixing patch fixing the lewd moves delivering much less damage to enemies than intended.

I also made changes to the loading system to accommodate for the new weapon stats modding. So please let me know there are bugs during loads and/or with mods!

Changelog:

    - attempted a fix at hidding the taskbar in fullscr...

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V5.083 Vines and Strap-ons

Download LINK.

Another build is here. Fixed a rather critical bug with the battle zone that may cause your allies to disappear or be duplicated.

A new feature is the strapon item. This is an equitable item that will allow you to use male moves to others. When it is removed/damage, you are are vulnerable to moves targeting females. So almost like a less pe...

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V5.082 - Battle map and more fixes

Download (v5.0821) LINK 

EDIT (v5.0821): 

     - fixed a bug in dungeon generation

Thanks for the bug reports, here is another round of bug fixes. I also brought back the old "Forest" map as "Battle." But unlike the old map, you now get reinforcements from your reserves! In addition, there is now a teleporter in the middle of map once y...

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V5.081 - fixes and tweaks

Download LINK.

Changelog:

    - fixed crush ('g' of null)
   - fixed crush (686:299)
   - added a WIP main menu
   - all default /data/ folders now begins with "_" to help differentiate between base game and mods
   - added a new NPC in Town that sells furniture
  &nbs...

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