Description

Live Chat: Discord.
Get the latest builds: Patreon.
Get Mods here: Reddit.
Public Version for Heroine Rescue Team (v0.51): Here.
Download for Heroine Rumble is at the Heroine Rumble page.

Friday, September 30, 2016

Whats next #2

Say Hi!

Did I mention there is a menu/pause button now too?

Working on the 3rd heroine for the game. She will be a low fantasy character and her moves (both ground strikes and holds) will be heavily based on existing wrestling moves. Her costume will be a cheerleader's outfit and what you see here is only temporary. She is a face character as you probably guessed. In addition, she will feature throws! Throw works very similar to submissions: grab, then punish!

Compared to submissions, throws will be balanced to be stronger when characters are fresh and submissions are more effective when characters are tired. So make sure to test out different combinations!

Those who are keenly following the blog probably noticed a poll on how I am going to patch her in. (either in one big patch or patch her in gradually in multiple patches) Some of you already voted on it. Thanks! Feel free to discuss the pros and cons in the comments too.

I know some of you will be thrilled and others maybe a little disappointed on this particular character, but don't worry, I don't intend on stopping on the 3rd character and there will be more characters to come. Patience :D.

Tuesday, September 27, 2016

Alpha v0.111 released!

Download LINK.

EDIT: Sept 28 2016 released patch to fix the following issues:
  • Fixed AI going rogue and being more difficult to be than intended
  • Fixed AI prioritizing going into stand grabbing from ground grabbing too much
  • Adjusted camera orbit position to give a better view of girls during grapple
  • Rolling from downed position now has a much higher acceleration which also increases the distance of ground rolls
  • Fixed blocking caused your character to slide forward

This is a large quality of life patch and makes the game plays a lot nicer. Included in this patch is a complete lighting overhaul, a model overhaul, an animation overhaul, a physics overhaul which will now allows for boob physics and a engine overhaul to support various requested features. Yes that is a lot of overhaul and required many under-the-hood changes. Some are fairly drastic and the one liners in the change log really don't do them justice.

A new mechanic introduced in the patch is pin-fall. Rather than the match instantly being over as soon as one heroine is defeated, instead she will lay there in the ground helpless and at your mercy. Once you are done with her, you can initiate the pin-fall sequence which will end the match (attack button while grabbing the defeated heroine on the floor). Hopefully this allows for a "punishment time" that allows you to experience the game's moves fully.

There are still a couple things I wanted to include the patch but wasn't able to. But I figures there are already enough content to get excited about, and the game is in alpha anyways :). They will be added in the next patch.

Here are some of the new features:

New outfits
Camera Pause - works in combat too!
Auto Camera Zoom
Miss Pink in action
(Gif is such a bad file format for animations and I think I am going use something else in the future.)

Change log (Sept 27, 2016):

     - project is now renamed to HeroineRumble (from PrincessClash)

     - implemented pin falls!

     - you can now play as the pink girl in exhibition mode

     - fixed animation system bug that caused animations to not play correctly
          * this have a very noticeable effect in game and the game is now much smoother!
          * this is a BIG system level change and affects many parts. If something looks weird, please report!
     - fixed bug that caused ability visual effects to be 1 frame slower
     - fixed bug with rig that caused the heroine's boobs to deform improperly
     - fixed bug with some bones in the heroine's face not animated by the correct skeleton

     - heroines went through a rigorous workout session and now their bodies are sexier
     - heroines drunk lots of WonderMilk(TM) and now their bodies are softer
     - WonderMilk(TM) had a particular big effect on heroine's boobs which will now jiggle and bounce
     - heroines were send through disciplinary school to correct some of their awful posture (more to come!)
     - in technical terms, the above means the heroine received a model overhaul, a skinning overhaul and an animation overhaul
     - due to this growth, the outfit the heroine had no longer fit and now the heroine will wrest in bikinis instead (for now)

     - camera will now automatically zoom on the girls when they grapple, then zoom out to the original distance afterwards.
     - game is now paused when you are actively controlling the camera.

      - changed lighting settings to put more emphasize on whats going on inside the ring
      - implemented shader dithering to reduce color gradient banding
      - improved skin shader quality

      - AI improvements:
            - fixed AI bug that allowed them to be defeated easily
            - AI will now attempt to "superarmor" through your attacks

      - buffed blocking so that it now has a much higher chance of blocking something
      - a successful block of melee attacks causes the attacker to lose an additional amount of stamina equal to the ability's stamina cost
      - characters with depleted stamina will be unable to act until they regain 50% of their total stamina

      - submission attacks cause ~10% less damage
      - fixed sliding attack causing the character to turn towards opponent
      - fixed grabbed-hit hits counted twice
      - evasion roll base cooldown reduced from 12.0 sec to 6.0 sec
      - doubled evasion roll stamina cost
      - evasion roll cooldown is now reset when the character is grabbed
      - some animations/abilities are now faster
      - basic attack now takes stamina to use
      - running now takes more stamina to maintain
      - disabled during-grapple actions except "release" for now
      - fixed bug with wake-up kick doing the spin-in-mid-air animation
      - helper box will now inform you of the abilities your character possesses as well

      - strikes now causes some permanent damage
      - regenerative state (when green bar goes to 0) now takes ~5.0 sec to complete instead of ~7.0 sec

      - the world is now more dense and gravity is about 20% stronger

      - added a text pop up when the player is trying to use abilities they cant use yet

      - implemented additional engine optimizations

      - the game now uses a fixed time-step logic loop which will make the game-play more consistent.

      - added preliminary support for head, tail and dick model attachments to the engine

      - the game is now more resource heavy (on purpose). If you experience performance issues, please report!
      * PLEASE MAKE SURE YOU HAVE A DISCRETE GRAPHICS CARD BEFORE RAISING PERFORMANCE ISSUES * SUPPORT FOR LOW-END SYSTEMS WILL COME LATER *

Monday, September 26, 2016

Graphic overhaul

Demonstrating new graphics! Available next patch! soon(TM).

Punishment Time!

Pins!
And here's "before" for reference:



Friday, September 23, 2016

Incoming changes

For those that are following, here is a sneak peak of parts of the changelog for next version, alpha v0.101:

    - implemented pinfalls
    - you can now play as the pink girl in exhibition mode
    - camera will now automatically zoom on the girls when they grapple, then zoom out to the original distance afterwards.
    - game is now paused when you are actively controlling the camera. 
        * ability effects sync may be off atm due to animation system change

    - changed lighting settings to put more emphasize on whats going on inside the ring
    - implemented shader dithering to reduce color gradient banding

    - fixed animation system bug that caused animations to not play correctly
        * this have a very noticeable effect in game and the game is now much smoother! 

    - fixed sliding attack causing the character to turn towards opponent
    - AI improvements: (thanks Anon)
        - fixed AI bug that allowed them to be defeated easily
        - AI will now attempt to "superarmor" through your attacks

    - fixed grabbing-hit hits counted twice
    - evasion roll base cooldown reduced from 12.0 sec to 6.0 sec
    - doubled evasion roll stamina cost
    - evasion roll cooldown is now reset when the character is grabbed
    - some animations/abilities are now faster
    - basic attack now takes stamina to use
    - running now takes more stamina to maintain
    - disabled during-grapple actions except "release" for now
    - prevented wake-up kick from doing the spin-in-mid-air animation

    - strikes now causes some permanent damage
    - regenerative state (when green bar goes to 0) now takes ~5.0 sec to complete instead of ~7.0 sec

    - the world is now closer to the sun and gravity is about 20% stronger

    - added a text pop up when the player is trying to use abilities they cant use yet

    - added preliminary support for head, tail and dick model attachments to the engine

Wednesday, September 21, 2016

Whats Next

Hello everyone,

I started today kinda anticipating bugs with the demo and I am surprised (glad?) that doesn’t seem to be the case. Since I haven’t received any complaints/issues (at the moment of writing) regarding the game performance I am going to assume the following:
  1.  The game starts and runs (for most people)
  2. No crushing/critical bugs while in game
  3. The game plays at stable 60 FPS
This is great! Because it means I can throw even more stuff at it to make it even better! In fact, I certainly didn’t sit here twiddling my thumbs today and I used the time wisely to implement additional improvements. I hope you will be able to spot the differences in the next release!

Some of you expressed interest in supporting the project and I thank you for your interest and confidence in the project. At this point in time, the absolutely best thing you can do to help is to spread the word! Share the game to various communities across the world; make videos show casting the gameplay; or just simply start discussions on various aspects of the game. What do all the numbers mean? Does their color have significance? What happens if you press E-UP-Q? How to cheese the AI? Did anyone beat AI difficulty 3 legit? I am very interested to know.

Feedback and suggestions are welcomed as well and I will try my best to incorporate them into game. Speaking of suggestions, two suggestions that makes a lot of sense to me is azurezero’s idea to have the camera automatically zoom in during a grapple and (from pixiv)’s issue of getting defeated while controlling the camera. What happens now is that while you are actively controlling the camera, the game pauses. As an additional bonus from this feature, this now allows for matrix style shots and they look damn cool. These features will be available in the next build.

Until next time

Tuesday, September 20, 2016

Alpha v0.1 Release

Download LINK.

>> NOTE: VERY EARLY ALPHA VERSION <<  

Instructions: extract and run PrincessClash.exe. 

You might want to take a look here as well if you haven’t already done so. 

It is highly recommended you start with AI difficulty 1 and work your way up if you are up to the challenge! :)

Sunday, September 18, 2016

The first public alpha and expectations

Good news everyone, the demo will be out very very soon!

I feel that now is a good time to talk about what you can expect from the demo. Our primary objective with the demo is to catch and eliminate as many game critical bugs/crushes as possible. (and bugs are expected). Because of this, the demo is feature light on purpose.

One feature that was omitted from the demo is customizable graphical settings and the demo is locked at 1600x900. Its also worth mentioning that you probably need a non-antique graphics card for a smooth experience. The game make use of graphical resource intensive effects such as SSAO, bloom, dynamic shadows, etc. For those with integrated graphical cards, you probably need to wait for a future release which will allow you to choose which effects you want enabled.

Of course, we certainly don't want to waste anybody's time with a tech demo. You will be able to play as the blue girl you probably saw in previous posts. Only a limited version of exhibition mode is available and you can choose to go against the pink girl with 3 levels of difficulty:




Your character have a different set of action based on the state the character is in. This context-aware controls/tutorial window shows your options:



You can disable it by clicking on the pink X in the top left corner of the window:



Located nearby is the cinematic mode toggle. This will disable some information shown in game for a cleaner view experience:



That's it for today, for those that are waiting, hold on tight! :)


Friday, September 16, 2016

Armor Destruction

You know how in many games the armor of heroines becomes less and less as the game progresses? 



What an awesome idea. Following this sacred tradition, here is my attempt at it:

Armor progression?

Wednesday, September 14, 2016

Submission Moves


What is a wrestling game without submissions?

Here is one such move for your viewing pleasure. Quality kinda bad due to gif sorry!


Thursday, September 8, 2016

Hello World!

Hi everybody,

Today we just want to get the word out there for our next game, Princess Clash, a 3D action H-wrestling game. You play as a heroine fighting in the ring. You probably guessed it, the first one to climax loses! The heroines fighting in this special ring are strong and wouldn't give up easily, and you must find an approach that works for you. Whether it is to subdue your opponent with superior ground strikes; or dominate your opponent with submission holds; or humiliate your opponent by ripping their costume/armor to shreds; or locking your opponent in endless waves of pleasure, the choice is yours.

Of course, you opponent will try their best to do the same to you. Sometimes, they may even succeed. But fear not, losing is its own reward too :).

Features (currently implemented):
  • Full 3D characters and environment
  • Unique heroines each with their own appearance, fighting style, moveset, strength and weakness
  • Costume/armor destruction
  • Dynamic facial expressions
  • Watch mode
The game is still in active development so stay tuned! Feedback are welcome and if you have suggestions, now is the time!

Screenshots (from actual game):


Ouch!
Gotcha~
Give up yet?