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Tuesday, December 6, 2016

Looking for input on the grapple system rework

Time to get started on the elusive grapple system rework as other things require it to be done first. Looking for input/feedback/suggestions/improvements to the grapple system and all it's complementary components.

List of issues that will be looked at already:

  • Dislike how standing grab move must be after 2 auto attacks, required for balance but feels out of place. 
  • Dedicated grab button "A" will be depreciated. Neutral "W" (without dir key down) will replace it.
  • Give players an options to stay downed on the floor if desired.
  • Make AI go for grab faster on a depleted green bar opponent.
  • Make outfit relevant. H-moves will either not work or does reduced damage if outfit on. Considering replacing H-move with a stripping animation when H-move used on opponent with outfit on. The stripping animation does some damage and will strip the armor if enough damage is dealt to armor, allowing H-move to be used on the opponent.
  • Resisting grapple animation should no longer put opponent into downed state but rather only pushes back.
  • Make the AI use a couple of moves on pinned opponent. If the player cant take it anymore they can always exit the match.
  • Looking for input on how to re-balance submission/throws/humiliation/H-moves. 
  • Looking for input on what kind of "mini-game" (if any) people want to be played during grapples.

EDIT: here is another AI SFW match:




15 comments:

  1. LoveSeeker here,

    pls dont remove panty when doin H-moves :)

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    Replies
    1. Could that be a toggle on an options menu or something? Could remove SFW toggle and change it into two separate toggles, Nudity/no nudity, h-moves/no h-moves.

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    2. Cleans up the hud a little, and also makes room for an options menu later for graphic options/gameplay/etc

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    3. LoveSeeker,

      i like the way it was right now. i have fetish for women only in sexy underwear. either nudity or not i still gonna love this game. hopefully i dont want my fetish to be damaged. :D

      Delete
  2. It's snowbally and doesn't have many reversals other than landing more punches than you receive.

    This is REALISTIC, but...

    Here's my suggestion: add a meter that starts at zero and fills as certain things happen, mainly taking damage. As a general rule there should be something 'winning' which also fills the meter, but to avoid defeating the purpose that something should be fairly uncommon instead of just spammed constantly.

    The intended result is to have a kind of 'anger' system which causes comebacks and reversals back and forth, rather than a realistic lopsided spankdown.

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  3. Some sort of counter system when you are being grappled from a standing or laying position would go a long way to making players feel like they can fight back even when they are losing. We already discussed it a little bit, but I figured I'd list it here for everyone else to see. When on the grappled, with perfect timing you could fight your way out of a move right before its about to be applied to you, but make sure the timing is very difficult to pull off. Maybe the move also becomes harder or easier to pull off depending upon how tired you are getting. You could force the opponent to let go of the grapple state, or immediately change who is in control of the grapple.

    Aside from that, I would not add QTE's or any type of super complicated mini-game to the system. They get really old and has anyone ever honestly said "Boy, I sure do love QTE's!" But I humbly request that you keep some form of the current system in where... well, you can choose not to escape from a hold if you want to. I hate it when in modern wrestling games today there's a like 10 second period where if you don't press any buttons, you auto-escape. Sometimes I enjoy it when the AI is uh, femdomming me heh.

    To escape a submission or h-move, I like the idea of using a similar system to stardew valley's fishing game. Briefly, there's a weighted bar on a vertical track that you can move up and down at will, but if you weren't to press anything it would naturally return to the bottom. Somewhere on the track is a fish and you have to keep the bar on the fish as long as it takes to fill up a meter. The fish randomly moves up and down the track, sometimes super quickly, and your bar is awkward to leave in one place because of the gravity pulling it back down when you let go.

    Another idea for that is what Karyiume Shota does for escaping its h-moves. If you've never heard of it, its simply a rapidly moving bar that goes up and down a track, and you have to press the key at the right time when it flies over the correct spot. You could force the player to do this multiple times, and vary the difficulty based upon the player's remaining health.

    Stardew valley fishing makes it feel like you are actually struggling to escape, while the second system is pretty simple to understand.

    -- Dedicated grab button. I feel like this is a really good change, the other way feels a little awkward.

    -- Stay downed if desired, AI after pin does a move or two on you. I love this, yes please :D.

    -- Resisting grapple not knocked on your ass. Yeah that sounds good.

    --Rebalancing submissions/throws. I would consider making submissions and h-moves do the same amount of damage, so there's not one clear winner on which thing you should use. Leave it up to the players imagination on which move he wants to apply, instead of feel like "well submissions are the optimal thing." As for throws, they should probably do less damage than either of the other two things, the trade off being you did some guaranteed quick damage and have put the opponent in a downed state for further moves.

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  4. I'm not a fan of the player/Ai having to punch twice before engaging in a grapple. I reckon it should follow other wrestling games and allow grapples at any time and keep the punches separate from the grapple combo.

    I would love the option to stay down. Lying down and allowing the opponent to do anything is one of the good features of a hentai game. Sometimes when this feature is desired the player would have to amp the difficulty to 5 to increase the chance of the AI doing a ground grapple within the lie down period and even then the AI has a 50/50 chance of picking up the opponent and continue to punish them without a grapple.

    Other than those two the game is great as it is in my opinion.

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  5. I wonder if as an addition to H-moves could be some bondage ones? Maybe dominatrix type girl which ties up her opponents gradually, when fully bound - win. And escaping it should be easier.

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  6. Sooo thre will be stripping move?? That will be nice

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  7. Perhaps adding reversals would be a viable way of getting some ability to come back from H-move / holds?

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  8. Also I am sure not all would enjoy the addition of sweat + slip being part of the game play. Though, I want to just throw it out there to see what is thought of it.

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  9. I think you should start focusing on adding more content to the game, I mean make more than a H-game, until now every demo you release can't be played for more than 30 min then the game become boring and then I have to wait for the next demo ...

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    Replies
    1. Well, the simple thing todo is to play after multiple patches.

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  10. Sorry,I posted this comment to wrong thread.

    >H-moves will either not work or does reduced damage if outfit on.


    If you implement this content,I think Armor Break must be more easier.

    ReplyDelete
  11. 1. I have concerns that if you make grapple and punch the same button, then you'll accidentally do one when you're trying to do the other frequently.

    I propose that you do something similar to the WWF games on N64, like WWF No Mercy. In that game, strike is one button, and grab is another. When you land a grab, hitting the same button executes the grab move, with the move determined by the direction you're holding when you hit it.

    Basically I want grab to remain its own button, but for that button + direction to determine the move instead of strike + direction as it is now.

    2. Having H-moves be clothing-dependent messes up the SFW mode, where clothes do not get removed.

    3. Standing grab requiring two strikes is silly. There must be another way to balance this. The fact that it's very easy to strike an opponent out of a grab should be enough risk:reward on a grab.

    ReplyDelete