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.

Thursday, June 10, 2021

Game is still in development!

Going to stop updating this blog because the engagement is low and making copies of Patreon posts is a lot of hassle due to the need to lots of reformatting.

If you are looking for updates, you can head directly to PatreonDiscord, or Twitter.

Hope to see you there! :)

Monday, February 22, 2021

Stains, Binds and Devices.

 Next patch is almost ready! Just need to do a few more things... Here are the new features:

1) Stains: leftover residues from climaxing during grabs. 

2) Binds - various attachments that enemies can place onto your character(s). Like face binds, vibrators and so on. They give a penalty to the character and dilute your hand. You can optionally use up a turn to remove one piece of bondage. Whether or not it is better to remove attachment asap or to fight on with them is your call. Choose wisely.

Here is how they work in action: https://twitter.com/Enlit3D/status/1363718464179818498 

3) Devices - devices are making a comeback! These are total restraints that immobilizes your character completely, functioning similarly to when you are placed under a grab. 

To place a unit to a Device, you must first Grab the target and then select the Carry action. The Carry action allows you to move the grabbed unit, or, in case of selecting a tile with a Device, carry the target to the device and place him/her onto the device!

Here is a vid of the AI doing the Carry -> Device: https://twitter.com/Enlit3D/status/1363718619411087362 

There is a change I made to the Devices comparing to the HRT version though, which is how the "Helping Ally Escape" work. In HRT, there is a separate action for freeing from device. This is no longer the case in CATC. Instead, Devices have a HP bar and allies can issue attacks against the device to break it. 

I feel this method is more intuitive and more aligned with how regular grabs work. In addition, the code is already there for when I want to implement destructible obstacle or containers in the future. A win win.


Friday, February 5, 2021

Hair customization!

Video LINK: https://twitter.com/enlit3D/status/1357772862736637952.

Hair customization is (almost) here! This is an improvement over the HR/HRT system because the hair is separate into 3 categories for additional flexibility. You can freely mix and match between the front (bangs), side and back hair to pick the style you want.

Color and shininess can be adjusted via the Surface button as usual.

I will probably add another "Hair Extensions" category in the future that attaches additional strands of hair.

Saturday, January 30, 2021

V6.5 - a very experimental build

 Patreon LINK.

I decided to try a couple of things in this patch. 

The first is the experimental card background art you see in the picture above. Here is another screenshot on the Deck display:


I also upgraded the engine to use OpenGL 3.3. Some may see a slight performance improvement. More importantly, it allows me to use tools such as RenderDoc to help with debugging. RenderDoc, for example, only supports OpenGL >= 3.2. Everything should just work as usual but if you experience problems with this build please let me know.

The third experimental feature is a fundamental game mechanic change. Previously, your characters discard their old hand, and draw 4 cards at the start of every turn. Now, cards are kept in between turns. However, you draw 8 cards at the start of encounter, or if you start the turn with less or equal to 1 card in hand, or by using the new "Redraw Hand" button right above the "End Turn" button. I may very well revert back this change but I want to test how this new system plays out.

Exhaust mechanic got changed too. The game now separate between per-encounter cards, and per-rest cards (the old Exhausts are per rest). The Exhaust keyword now means that card can be used once per-encounter (aka, they get "recharged" at end of combat), and the "Long-Exhaust" keyword means that card can be used once per-rest. (What the old Exhaust did)

Finally, there is this new radar-ish feature in the minimap, which should help you determine which room each door actually led to.

Changelog:

  • Added experimental card background art
  • Added camera line-of-sight indicator on the room minimap
  • Experimental change: Player-controlled characters do not discard their hand + redraw automatically every turn, instead cards are kept between rounds
  • Added auto redraw if start the turns with less or equal to 1 card in hand
  • Added redraw hand button that allows you to redraw your hand at cost of your turn
  • Added new card keyword: Unplayable
  • Exhaust card are now playable once per combat instead of once per rest
  • Added new card keyword: Long-Exhaust for cards that are playable once per rest
  • Added new card keyword: Free Action for cards that costs no action point to play
  • Added new hand-affecting effects such as draw, discard and disrupt (not used in this build)
  • Upgraded to Opengl v3.3
  • Fixed softlock in Dresser
  • Fixed AI releasing it's grab target too often
  • Fixed Pass Turn button not reappearing sometimes


Tuesday, January 12, 2021

V6.3 - resolution change and more!

Patreon LINK

Resolution change and borderless option is finally here! It should probably be available sooner, but, in my defense, working out how to scale the various UI elements is not a trivial problem. The text scaling was particularly problematic.

One new feature of this patch is the Beckon, a self-inflicted status effect that cause enemy attacks to grab you instead, similar to what happens when you are KOed. This allows you to do things like "avoiding" a potentially big enemy attack, or enemy aggro management by sending someone in there and take one for the team. Of course, you can use this to sit back and enjoy the scene as well.

Armor/outfit breaking is also in! Pretty straight forward, characters take outfit damage when hit, and when they take enough damage, outfit will break and leaves them exposed! Currently, armor only protect against Finisher-type of moves, nothing more.

I also did some tweaking on grab damage values. Here is a summary of what each category of grab does:

== Tease ==

  • Inflict Moderate H damage
  • Inflict Minor O damage 
  • Inflict Minor H damage to user

== Pleasure == 

  • Inflict High H Damage 
  • Inflict Moderate O damage 
  • Inflict Modern H Damage to user

== Finisher == 

  • * target must be stripped *
  • Inflict High H Damage 
  • Inflict High O damage 
  • Inflict High H Damage to user 
  • Inflict High O Damage to user 

* Using H and O here to represent the pink and white damage. Else the post gets flagged.

Changelog:

  • Added resolution and borderless window settings
  • Card effects are now scaled by character stats (the affecting stat is depending on card color, STR->scales red cards, INT->scales blue card and so on)
  • Added new "Beckon" status, a self-inflicted effect that cause attacks to grab you instead, similar to when KOed 
  • Added new "Shaken" status, which is a depuff that causes all attack to have disadvantage. 
  • Added armor breaking and outfit/armor points.
  • When not armor broken, Finisher type grabs cannot be used on the character
  • Added new Pass Turn button
  • Certain moves will no longer force temporary outfit removal 
  • Attackers in grabs inflict higher self damage 
  • Victim can use "Commit" as well during Finisher-type grabs 
  • When using GrabSwitch, units must switch into a more intense grab type; Tease < Pleasure < Finisher 
  • Fixed a potential crash in certain gpu drivers caused by "sampler arrays indexed with non-constant expressions"

Tuesday, January 5, 2021

V6.2 is here! First build in 2021! (Public)

 


Hope every had a good holiday and New Years. Here is my delayed Xmas present, an early public build! 

EDIT:

New Download LINK.

Updated to v6.21, fixed the following issues:
  • fixed certain attacks not working (only plays animation but no effect)
  • fixed push/pull cards not ending grab
  • fixed card pool for Nera to be much smaller than intended (although the DEX card poll is still small)
This is a preparation build for the equipment and character progression system to come soon. One of the new features is card colors, which will have an impact on how the progression system works. What I don't want to do is having to create a card-only progression system where there are better and better cards like Strike, Strike II, Strike III and etc. Instead, character will have stats, like STR, DEX, CHA, etc and those stats will make card effects stronger. However, STR will only improve the effectiveness of red cards, DEX for green cards, and so on. 

You can also use the resting spots to remove a card from your deck to make it more lean and efficient. 

I also felt that the gameplay was a tad on the slower side so I want to make an effort to make it play out faster. So in this patch, you'll find characters have a significantly greater move speed and some animations were sped up. (More to come on that)

Changelog:
  • added new feature that allows different prompts to be shown when interacting with dungeon objects
  • added card removal option at rest spot
  • added simple escape menu when ESC is pressed instead of closing the game
  • added downed/lying state - atm this is only used as a better defeat animation rather than the old target disappear in the air
  • added card color, some pickups will now only grant cards associated with each character's color
  • added card rarity, you'll find cards of different rarity during runs. Generally, rarer cards are more powerful
  • you are guaranteed rare card upgrades after boss fight
  • the overall quality of card pickups have increased
  • you only draw the Basic Action card token when you have more than 4 cards in your deck to avoid hand clutter.
  • grab initial escape DC increased from 5 to 8
  • sped up a couple of animations
  • fixed bug that cause movement to be bugged on high move speeds; increased unit move speed
  • fixed bug and now auto camera should return to current unit taking turn after that unit's action ends
  • fixed bug with auto card suggest incorrectly displaying red attack-lines when there are no attacks possible with suggested card
  • fixed bug with auto card suggest not resetting the card highlight state when player mouse over a card
  • fixed bug with cards not shrink to the small size after the player move cursor outside of card bounds

Monday, December 21, 2020

V6.1 - new dungeon exploration system!

Patreon LINK.

There are 2 main features in this build: the first is a total revamp of the dungeon exploration system, and the second is the beginning of the progression system and customization of each character's deck.

For the dungeon exploration system upgrade, I decided to completely ditch the old click-on-room and wait for yellow square system and replaces it with a real-time exploration with segmented rooms. Basically, each dungeon is made of rooms, and you click on the yellow door-arrow object to move around the rooms. It is a little abstract at the moment, as I don't have much time to work on it, but the new minimap on the bottom right should help a lot to orient yourself.

The second is the starting of the progression system. I decided to start with slay-the-spire-ish deck building system to test things out, although I would like to transition into a item drop system (that you can permanently acquire, and not reset per run like STS) in the future. 

This build will also feature 2 new girls with their new decks, which are meant as the precursor of the starter decks in the actual game. You are limited to these 2 girls in the build to help to get a better sense of balancing and such. In my own playtesting, I was able to get to floor 3 pretty consistently, managing to reach it in all of my non-aborted runs. You might be able to beat floor 3 with some luck, but I would think beating floor 4 is improbable. Anyways, give it a try and let me know what you think!


Changelog

  • added new dungeon exploration system
  • added new adding-card-to-deck feature (deck resets on each run atm)
  • added a new dungeon to test the new dungeon exploration system, along with 2 new girls with their starter decks. It is expected that you'll expand their deck by picking up the AddCard bonuses found during dungeon runs
  • added experimental feature that enemy with split cards now will now draw 2 cards per turn and attempt to use both halves, although this does mean the preview wouldn't be accurate
  • added the automatic camera track toggle if you wish to control the camera manually
  • added deck view button to see what cards are left remaining in deck and what is used
  • enemy threat range is now in a darker red to help differentiate it from auto targeting arc
  • added new Evasion status effect: it causes the next hostile attack to miss
  • added and tweaked a couple of cards
  • fixed bug that cause camera getting stuck and unable to be disengaged with middle mouse button
  • fixed the enemy move + threat range grid not showing when auto card selection is enabled
  • fixed abilities that stuns the user not ending the turn after
  • fixed enemy units turning their head towards the camera
  • fixed bug that cause used cards to be redrawn every turn instead of at when deck is empty
  • fixed auto card target selection will sometimes miss a target for multi-targeted attacks
  • fixed cards get squished to the left after grab selection
  • fixed a rare instance where cards disappear and game soft locks
  • fixed bug that cause garbage cards to appear in your hand if Back is pressed during target selection
  • fixed various bug introduced by the new dungeon exploration system, big thanks for the Discord testers!