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Wednesday, December 21, 2016

Upcoming grapple changes

As many are aware, grapple system changes are coming next. Once its done, then we can finally move on to career mode where you manage your own girl, train her to be more powerful, and make her the best ever!(or not) If/when the customizeable girl feature is in game, it will be a lot more awesome! Almost 1/20 the way there, have faith :)

Got lots of feedback and ideas about the grapple system, so here is some planned stuff:

  • Resisting a grab will push back the opponent instead of knocking them down.
    • this is to be more consistent with the direction to make downed state more meaningful
  • There shall be a hidden <grab resist> meter. This meter is reduced when taking strike damage. It will regenerate slowly naturally and when a hold used on the character. When a grab attempt is used on a standing character, if the character have more than X <grab resist>, the grab attempt will be resisted. 
  • Together with above, using the grab attempt no longer requires two auto attacks previously.
    • Was for balancing reasons but it feels unnatural
  • There shall be a <special meter>. This <special meter> may be filled differently based on the character's personality but for now, its filled on delivering strike damage and taking submission damage.
    • You can spent <special meter> during a hold to reset the opponent's escape progress and speed up the animation. 
    • Many of you want special/finish move in game so here is an attempt at it.
  • When attempting to use H-moves on clothed opponents, a stripping animation will play instead. This stripping animation does some damage to the armor but more importantly will strip off the armor when the opponent's <armor points> is reduced below 0. Using H-moves on already naked opponents proceeds as usual.
    • That is to say, H-moves can no longer be used on clothed opponents.
  • AI shall punish the defeated opponent for a certain amount of time first before proceed to end the match.
  • Horizontal panning of camera during a hold (in addition to vertical panning) is possible.
  • Still looking for ideas on what minigame to be played during a hold (if any).  Another important consideration is that the UI bars can obscure the view and may need to be adjusted as well.
    • Also plan the make the exact moment when the opponent is able to free herself from a grab more obscure. So the player needs to take a risk keeping the hold longer for more damage versus potentially getting countered.
That is certainly many changes and may very well break the game. So Patreons will get these experimental releases first! 

3 comments:

  1. Alright, here's a new idea for the submission hold system to add some interactivity to it. You can keep the current system with the meter that fills in and you escape, but at random intervals during the hold a bar should appear. The bar's speed should be random, and the point where you are meant to press the button (somewhere on the bar) should be at a different spot each time.

    If you succeed in timing it correctly, you should get a small but significant boost to how much longer you are stuck in the hold. If you fail in the timing (and the timing should be tight, this is a risk you are taking) your escape progress will actually freeze for a bit but will resume soon. Think kinda like dead by daylight repairing the generators for an example of what the mechanic looks like. If you want, you can also choose not to attempt to press the button to stop the meter at all, and not be punished or rewarded in any way, the benefit being you'll still be escaping at the same steady rate.

    Your progress bar for escaping should be completely removed from the screen (like your idea), and hidden to both players. This will create a risk/reward for both players, where they have to decide if holding onto this hold anymore is still worth it, or attempting to escape is worth it since surely they must be near the end of it by now.

    The main advantages of this I feel is the workload won't be too crazy, you can remove some of the UI elements that are getting in the way like the old health and time remaining meters, and you can keep existing systems in place such as the "stop resisting" button for us sadists out here.

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  2. There shall be a hidden meter. This meter is reduced when taking strike damage. It will regenerate slowly naturally and when a hold used on the character. When a grab attempt is used on a standing character, if the character have more than X , the grab attempt will be resisted.
    Together with above, using the grab attempt no longer requires two auto attacks previously.
    Was for balancing reasons but it feels unnatural

    Then don't hide the bar. Make it something to think about and manage.

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  3. would a boxing mode be possible? i would love that

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