Poll question

What kind of content are you most interested in? Discussion. *Voting for everything is basically the same as voting for nothing.*

What kind of content are you most interested in?

Description

Heroine Rumble is a 3D action rape or get raped fighting/H-wrestling/battlefuck/sexfight game currently under heavy development (for real). Choose your favorite character from a roster of sexy, unique heroines and guide her to victory! (Or watch her get dominated in the arena XD)

ヒロインランブル(Heroine Rumble) は現在開発中の、「凌辱バトル/エロレス/バトルファック」のゲームです!(嘘じゃないよ!) キャラクター選択画面からオリジナルのセクシーヒロインを選んで、彼女を勝利へと導こう!(それかアリーナでドミネートされる姿を眺めるのでも(笑)

Download HERE. (v0.232)
Support/donate/get the newest version (v0.3) at Patreon! - current goal: $2000/month for character customization!

Tuesday, January 31, 2017

[Patreon] v0.25 released


Change log:
  • futa changes:
    • futa dick is visible when the character is naked in those areas, even outside of futa-moves
    • dick is invisible when fully clothed
    • dick is invisible when subjected to a H-move targetting the crotch area due to clipping problems, until there are futa-specific moves
    • using futa moves on an opponent will remove your own cloth in those areas; but futa moves are going to be strictly superior to H-moves as a gameplay balance
  • stats are implemented in game!
  • improved character selection menu to show the stat of each character and the moves they have
    • hover over the the stats to see what they do; note that their effects ARE SUBJECT TO CHANGE
    •  you can select the char level of each character as well to give the character an advantage/handicap
  • added EXPERIMENTAL outline-drawing on characters to see how people like it. The implementation is currently hacky and may impact performance.
  • RNGed girls now have at least 1 special move and different auto attack ending chain
  • fixed some model weighting issue causing outfit clipping problem
  • fixed animation problem caused by incorrectly using a non-existent animation when hurt characters are moving
  • fixed various animation problems, and will continue to do so for the rest
  • AIs may prioritize humil moves on certain occasions (if the character have them)

Monday, January 30, 2017

New character selection screen


Stats v2

Had a lot of time to ponder about the stats and how to incorporate all the suggestions from the first time, so here are the new stats and their effects:

MIG:

Might increases the character's strength and physical prowess. Strong characters inflict more damage with their strikes and their moves are harder to interrupt.

+ 10% strike damage

+ 10% stagger tolerance


DEX:

Dexterity influences the character's speed and quickness. Nimble characters can use moves more often and removes armor with ease. In addition, their flexibility allows them to endure grapples for longer.

+ 15% cooldown recovery (cd = base_cd * (1/(1+cdr)));

+ 7.5% grapple resistance (damage during submission/humil/H-move = base_damage * 1/(1+grapple_resist));

+ 10% armor strip speed


END:

Endurance improves stamina and stamina recovery. High endurance increases the number of abilities that can be used consecutively and guard to block more attacks. In addition, these characters are resilient and difficult to take down.

+ 10% stamina

+ 7.5% HP

+ 7.5% grapple resistance

WIL:

Will determines the strength of physical grapples. Determinated character are more proficient with throws and submissions, in addition to being less susceptable to direct attacks and less likely to yield to negative effects.

+ 10% physical grapple effectiveness

+ 7.5% HP

+ 10% debuff tolerance (being hurt and humiliated)

CHA:

Charm affects the effectiveness of H grapples. Highly charismatic character's humil and H-move are more difficult to resist. In addition, they enjoy faster special meter recharge rate.

+ 10% H grapple duration

+ 10% special meter recharge rate

Also dont like how buggy v0.24 is so expect another patch soon with various fixes, futa changes and character stats!

Sunday, January 29, 2017

Futa dick visibility

Awkward title.

There are many people find that having the dick only out when using a futa-move jarring, and because there will be more futa characters in the future, perhaps its time to revisit that. The problem with having dick always visible is that it clip with the outfits. It would be a development nightmare to support 2 sets of outfit, one for non-futa and one for futas.

So here is the plan:

  • futa dick is visible when the character is naked in those areas, even outside of futa-moves
  • dick is invisible when fully clothed
  • dick is invisible when subjected to a H-move targetting the crotch area due to clipping problems, until there are futa-specific moves :)
  • using futa moves on an opponent will remove your own cloth in those areas; but futa moves are going to be strictly superior to H-moves as a gameplay balance

Saturday, January 28, 2017

Some attempts at drawing outlines

Been trying to to get outlines working. Tried a couple of methods but none of them are satisfactory yet. Thought I show some of these WIP stuff as well for those that are curious:

Method1: draw a slightly larger model 
Pro and Con: thickness of outline is constant with regard to world space, (thick when viewed close, thin when far). 

There are some noise on the face but that is fixable.


Method2: detect pixels in the model that are perpendicular to the camera
Pro and Con: thickness of outline is inconsistent and varies based on viewing angle. Easy to implement.


Method3: post processing edge detection filter
Pro and Con: thickness is constant with regard to camera space. (Always a few pixels), Outline applies to the entire scene, cant vary based on model. - also doesnt work on the crowd silhouettes so that have to be changed. 

 (Its also currently messed up on the hair but I think that is a separate issue)



Which method do you prefer? (Assuming the quirks will fixed but the base characteristics of each method remains)

Friday, January 27, 2017

[Patreon] v0.24 [Public] v0.232



Finally finished all the refitting for model vIII. It was a lot of work and took about a week longer than anticipated. Nevertheless its good to get this roadblock out of the way. There are many features in the works but they arent presentable yet.

Ideally this patch should be released a couple days later but I also want to adhere to the schedule. Haven't got the time to throughoutly play test all the new stuff yet so I consider this build to be more for enthusiasts.

Also v0.232 is now available for everyone! There are a lot of improvements over the previous stable build but the two major features implemented were controls customization and playable RNG girls! Download link at top of page.

Change log (v0.24)
  • new model vIII, tweaked animation, tweaked outfits – but havnt got a chance to really playtest all the animations yet given the scale of the changes. Expect awkwardness in some animations. 
  • new feature - characters in a hold will now look at the camera instead of aimlessly ahead 
  • outfits are now removable via strikes again (not all pieces removable) 
  • players have additional time to react when grabbed/grabbing against lower level AI (for newer players) 
  • all the moves are now named! Thanks to everyone for the suggestions on the move names! If you have an idea for a better name, dont hesitate to leave a suggestion! 
  • increased base animation speed for H-moves

Saturday, January 21, 2017

Progress report

About 50% done on the animation adjustments.

If everything goes to the plan, there will be a patch next week. In addition, v0.232 seems stable enough so that will be available to everyone once the Patreon exclusive build is released. I like always having a Patreon build that is ahead of public builds because of reasons, hehe.

The criteria for public builds is not to release them at a set interval, but only when a stable build is found (no bugs/crushes). Also please note that I will not respond to any comments that is tangentially related to "whens the next build/feature going to be released".

I will also reintroduce outfit removal via strikes back as the two separate systems are now integrated together. However, the pieces will be removed at a random order instead of a set order. Footwear is not removable but the 6th girl will probably feature a open-sandal for those foot-fetishist.

If time permitting, I want to include the stats system and an improved character selection UI that shows the stats and moves of each character upon selection. Thanks to everyone that provided the names for the grapples which makes this a lot easier to do!

Speaking of which, we now passed the 1/4 mark for character customization Patreon goal! Thanks everyone for the support and it seems very likely that we will make it! Its both very exciting and terrifying to think about the amount of work required for that feature.

Wednesday, January 18, 2017

Look at the camera!


Here is a neat little feature: having characters look at the camera instead of staring ahead aimlessly.

This picture also shows the new body model vIII. It features various tweaks from the old model. Most notably the arms and leg are shorter now. It was causing quite a bit of problems because the model doesn't match the reference poses. The skeleton also had to be adjusted to accommodate for the change. Which means that all the outfits need to be refitted and animations needed to be adjusted. Yikes.(thats why the zoomed in view and they are naked) There are about 150 of them. So that will be the focus for the rest of this week and maybe the week after. It is also the reason why there is no new girls for January.

Also need some help with naming the poses. Want to improve upon the character selection UI to show the stats and grapples of each character. So obviously, "submission top" will no longer be sufficient. The moves need to be given proper names. There are currently 44 such grapples in game spread across the 5 girls (Wolfie has 4 different move base on Futa or not) and each girl have 4 hold on standing position and 4 downed position. Each hold is associated with a dir key. If you are interested in helping out, send an email to enlit3d@gmail.com or leave a really long comment that presents the above information in any organized fashion. For example:

Sapphire:
Stand Up: XXXX
Stand Down: YYYY
...
Ground Up: ZZZZ
Ground Down: WWWW
...
Ruby:
Stand Up: UUUU
...

Friday, January 13, 2017

[Patreon] v0.232 released!



Change logs:

- humiliated state causes both H-moves and submissions to last 30% longer
- decreased H-move and submission damage per tick
- decreased humil damage inflicted on cloth tear off
- when grabbed, pressing <attack> (break free) now requires half of special meter to use, but will end the grapple instantly
- changed ring color scheme to be more lovely
- fix bug that caused characters to keep blushing when they are no longer humiliated
- fix bug that caused game to crush occasionally when grapple is used on opponent

Wednesday, January 11, 2017

[Patreon] v0.23 released!

Changelogs:

- added customizable controls! Its under "options" in the main menu or under "pause" during a match
- upgraded the ring model
- there is now a brand new arena model!
- H-moves used on a humiliated character are 30% more difficult to escape
- improved animation tempo when "speed up" is used
- AI will no longer release hold against opponents that are willingly not resisting
- lower level AIs will react slower when grabbed
- pressing <attack> when defeated will tell AI to go for the pin

Monday, January 9, 2017

Stats!

After the grapple system changes, the game's combat mechanics is stable enough to start implementing a stat and level up system to further differentiate the characters and allows for player progression. The game's combat can be divided into 2 categories: fighting and grappling. The grappling can be further divided into physical wrestling (throws and submissions) and lewd stuff (H-moves and humil).

For fighting, I believe the game's mechanics is complex enough to support at least the following 3 combat styles: 1) a trading hits style, with strong, but slow moves; 2) a poke style, with fast or long range attacks with low recovery; and 3) a "turtle" style going for counter attacks during opponent's recovery.

For simplicity's sake lets start with having 5 stats, each of which improves the effectiveness of one of the above categories. Here is the initial starting point:

MIG - Might increases the character's strength and physical prowess. Mighty characters inflict more damage with their strikes and their moves are harder to interrupt.
+ 10% strike damage
+ 10% stagger tolerance
+ 3% HP

DEX, Dexterity influences the character's speed and quickness. High dexterity decreases the cool down of abilities, allowing them to be used more often.
+ 25% cooldown recovery; ability cooldown = ability_base_cooldown * (1/(1+cdr));
+ 3% HP

END, Endurance improves stamina and stamina recovery. High endurance increases the number of abilities that can be consecutively and guard to block more attacks.
+ 10% stamina
+ 3% HP

WIL, Will is important for characters that focuses on physical grapples. Throws and submissions performed by highly willed characters does more damage.
+ 10% throw, grapple effectiveness
+ 6% grapple move damage resistance; damage received in submission = base_damage * (1+throw_grapple_effectiveness)/(1+grapple_move_resistance)

CHA, Charm is important for characters that focuses on humil and H-moves. Opponents finds holds performed by highly charismatic characters irresistible.
+ 10% humil + H-move duration
+ 6% grapple move damage resistance

Saturday, January 7, 2017

Lactation poll

Added a lactation poll to see if people wants it in game.

Currently working on a brand new ring environment model. Once that is done, will release another Patreon build with a "give up" option and controls customization. :)

Friday, January 6, 2017

Ring Model v3

Some people may have noticed that the game was largely untextured, and they would be correct. Well, its time to change that. The first on the list is the ring model. Gave it a nice makeover and replaced the plastic looking frame with a metallic one. What do you guys think?




Wednesday, January 4, 2017

Tuesday, January 3, 2017

Plans for January

Thank you everyone who are following the development process for your time and attention. And a big thank you for those that donated and supported the game. I remember just a month ago that we are still discussing getting some monthly "pizza monies."

I feel that the game atm have a decent amount of content but overall it still feels more like a demo than a complete game. So I want to dedicate this month to fix that as much as possible.

Here is a rough guideline of the things that I want to focus on this month:

  • Implement customizeable controls (almost done) 
  • Implement character level ups and stat progression. I understand that not everyone is super talented at these type of games so I want to give everyone an alternative to progress through the game - by becoming stronger than the enemy. 
  • Add dialogue to the game. I am not a big fan of overly long expositions but skits can add personality and purpose - "Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important. " What about H-games, I wonder? 
  • For the above it also means that I want to make the character's eyes to look at the camera instead of always staring ahead. 
  • Implement as much as possible subcomponents required for career mode. 
  • Improve graphics; 
  • Add a lot more bones and colliders for procedurally animated stuff like hair and skirt to mitigate clipping problems. 
  • More detailed models 
  • Maybe replace the ring surroundings, the current one is kinda bland 
  • Base body model IV, more details on this to come 
  • Add more "eye candies", things like stain decals, additional wetness props, camera shake etc. 
  • Attempt to have multiple combatants (>2) simultaneously, and MAYBE a "beat-em-up"/"adventure" mode (just requires some tweaks to the engine, mostly to test to make sure the systems work) 
  • The above also requires an optimized spatial partitioning scheme for the toaster enthusiasts if it ever gets implemented. 

All these new features means that its unlikely there will be time for girl #6. So instead of a complete girl this month there will only be some new moves.

Sunday, January 1, 2017

New default controls and control customization

It came to my attention sometimes ago that many people are playing the game on labtops. This is problematic because labtops have small or non-existant arrows key. So in the next patch, I am thinking of changing the default controls to WASD for movement and JKL for action keys. Or are FGH better as action keys?

Together with the default control keys changes, the next patch will bring to game control customization! If you dont like the default setup, no problem, you can setup your own. In addition, dedicated grab key (currently 'A') and roll key (currently 'R') will be removed from the game completely.