Dev blog. Currently working on a party based tactics dungeon crawler/rogue like! Inspired by Divinity Original Sins and Darkest Dungeon!
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, March 30, 2017
Forest of Consensual Rape
Working on the forest stage. Currently focusing on getting the general setup to look right and then will add more details later.
Monday, March 27, 2017
Introduction to Adventure Mode
With Nyaa-Chan finished, the next thing todo is Adventure Mode!
What is Adventure Mode exactly?
In short I want to expand Heroine Rumble include the following design elements:
- Asymmetry -> enemies with different power level than the main character(s), for example, "mobs" (numerous, but weak individually) and "bosses" (single unique tough enemy).
- Variety -> To succeed where the Endless Mode left off, and expand the range of encounters and moves in one play session. Possibly even augmenting the grapple system to have the moves usable vary based on which enemy is held rather than fixed to the default 8.
- Progression -> Add persistence to the game. Allow the player character to get stronger over time, rescue/corrupt allies that fight with you, and possibility start giving the player some options in customizing their character's moves and appearances.
Obviously it's going to take some time to implement all the features. In the first iteration I am aiming for lewd beat-em-up like Streets Of Rage. Fortunately, most of the hardwork were already done in Team Mode so it shouldn't be that far until it's playable. In the meantime, stay tuned!
What is Adventure Mode exactly?
In short I want to expand Heroine Rumble include the following design elements:
- Asymmetry -> enemies with different power level than the main character(s), for example, "mobs" (numerous, but weak individually) and "bosses" (single unique tough enemy).
- Variety -> To succeed where the Endless Mode left off, and expand the range of encounters and moves in one play session. Possibly even augmenting the grapple system to have the moves usable vary based on which enemy is held rather than fixed to the default 8.
- Progression -> Add persistence to the game. Allow the player character to get stronger over time, rescue/corrupt allies that fight with you, and possibility start giving the player some options in customizing their character's moves and appearances.
Obviously it's going to take some time to implement all the features. In the first iteration I am aiming for lewd beat-em-up like Streets Of Rage. Fortunately, most of the hardwork were already done in Team Mode so it shouldn't be that far until it's playable. In the meantime, stay tuned!
Saturday, March 25, 2017
[Patreon] v0.343 - hotfixes
Patreon LINK.
- fixed RNG girl generation not have as many options as they should
- implmented a simple loading screen
- fixed soft freeze caused by setting window size above desktop screen size
- this also fixed the load into a blank screen problem
- fixed some model issues
Friday, March 24, 2017
[Patreon] V0.341
Patreon LINK.
Special thanks to everyone in chat for reporting many bugs in v0.34!
- new features:
- new head and body for everyone!
- jiggling for the whole body!
- there is a now a (tempoaray) yuri nyaa-chan together with 4 new moves!
- in match dialogues!
- Added a fullscreen toggle under graphic options!
- Added a window size option under graphic options!
- CONTROLS ARE RESET due to some adjustments in saving/loading system.
- buffed parry: 400 ms total, parry frame start at 50 ms, ends at 250 ms. (doubled the parry frame compared to previous)
- Endless Mode is now officially depreciated to make room for the upcoming Adventure Mode
- Victory Poses are currently broken due to model skeleton changes
- fixed BGM music volume being reset on a new grab
- AI no longer spent meter to "speed up" humiliation moves
- special meter gain is nerfed by 33%
- fixed an instance of character flag not resetted properly when exiting match in middle of a hold
- fixed bug that caused flickering when grabbing an unit
- added a repulsion forced for downed-on-floor units (reduce bodies from piling together)
- armor strip rate is halved; but armor damage bia strikes is now higher
- fixed bug with eye moving erratically when game is paused
- fixed a crapload of bugs in v0.34.
Wednesday, March 22, 2017
Tuesday, March 21, 2017
New face and head-body separation done!
Head-body separation tech is done! We can finally assign different heads to different characters!
Below is a picture to show that it works! WARNING: SCARY HEADLESS BODY!
Friday, March 17, 2017
Working on some new tech
Currently working on some new tech. The goal is to separate the head model from the body model to enable having different heads for different characters. Shown is the new body model, you guys like it?
The second piece of tech is to enable additional juggling, such as butt and thighs to make intimacy time more dynamic.
Before all the new stuff is done there isnt going to be much to show. Unless headless girls, floating eyeballs, and random spaghetitified body parts interest you. In that case, head over to the chat.
Wednesday, March 15, 2017
In-match dialogue system fully functional.
Patreon PREVIEW.
The resolution settings are pretty sweet. The quality of these screen captures has gone up noticeably. Considering to implement a fullscreen toggle too because I know some of you have trouble with the un-resizable windowed mode.
The in-match dialogue systems are done engine-wise but the dialogue themselves still need to be written. So far, only Lucia's and Sapphire's are done. The rest are in an incomplete state. The dialogue themselves are stored in a JSON format for easy editing. Eventually I may decide to expose them as files in the game folder for modding support.
The resolution settings are pretty sweet. The quality of these screen captures has gone up noticeably. Considering to implement a fullscreen toggle too because I know some of you have trouble with the un-resizable windowed mode.
The in-match dialogue systems are done engine-wise but the dialogue themselves still need to be written. So far, only Lucia's and Sapphire's are done. The rest are in an incomplete state. The dialogue themselves are stored in a JSON format for easy editing. Eventually I may decide to expose them as files in the game folder for modding support.
Tuesday, March 14, 2017
In match dialogues!
Showing the upcoming in match dialogue feature. The dialogues are played independently from the combatants in the ring - IE they are not frozen in place and can do w/e.
Ignore the outfit clipping problems as those are in the works.
Monday, March 13, 2017
Any demand for a futa/yuri toggle per character?
Currently implementing in-match dialogues for that extra spiciness and character personality.
In the meantime I recall that there was some demand for an individual yuri/futa switch for the characters and that wasn't possible to do back then. But now with some new Tech its a possibility. The reason why I am revisiting this is because I want to make a unified character selection UI that can handle both 1v1s and team modes. Having 2 separate UI path - one for exhibition and one for team mode is just too much maintenance work and prone to bugs.
Vote is to the right side of blog.
In the meantime I recall that there was some demand for an individual yuri/futa switch for the characters and that wasn't possible to do back then. But now with some new Tech its a possibility. The reason why I am revisiting this is because I want to make a unified character selection UI that can handle both 1v1s and team modes. Having 2 separate UI path - one for exhibition and one for team mode is just too much maintenance work and prone to bugs.
Vote is to the right side of blog.
[Patreon] v0.33 is here!
Patreon LINK.
- implemented parry
- double tap <guard> to activate
- if the timing is correct, the attacker will suffer recoil and loses a big chunk of stamina, leaving them open to counter attacks
- added graphic option to change the internal rendering resolution; those that have problem running the game at good fps should try using a lower resolution
- added sound option to control the volume of bgm, voice and other sound effects - added combat moves for Nyaa-Chan
- added an hold reversal animation
- nerfed several special abilities
- added an hold reversal animation
- nerfed several special abilities
- BGM volume is now lower (this is separate from sound volume controls)
- changed "Not enough Meter" to "Need more Special"
- changed the cooldown for attempting reversal or breakfree from 0.25s to 0.1s
- changed movement check to be on each frame instead of key press/up -> this change behavior of what happens when holding strafe -> tap forward ; new behavior is that the character will continue strafing; old behavior is character will wonder off in one direction
- fixed penis being show for enstrangle
- decreased AI spread for escaping hold to 75% of original (they escape better)
- tears are now only shown when characters are in pain or humiliated
- heroine base stamina buffed from 70.0 to 80.0
- grab attempt no longer have superarmor
- heroines no longer automatically resist the grab attempt
- fixed additional bugs associated with character selection;
Sunday, March 12, 2017
New mechanic: Parry/Counter
In the next patch there will be a new combat mechanic: parry! How it works is that upon double tapping the <guard> key, the character will start a parry animation. During a specific interval in the parry animation, enemies who hit the character with melee attack will suffer recoil and loses stamina - possibly making them open to counter attack.
Parry is currently a player only action.
With the implementation of parry that is all the new combat stuff I want to do for Nyaa-Chan part 2/3. Whats left is to add some new tech to the game then we can say hello to next patch. Hows a sound control and a toggle to half internal render resolution for the toaster enthusiasts sound?
Patreon Preview.
Parry is currently a player only action.
With the implementation of parry that is all the new combat stuff I want to do for Nyaa-Chan part 2/3. Whats left is to add some new tech to the game then we can say hello to next patch. Hows a sound control and a toggle to half internal render resolution for the toaster enthusiasts sound?
Patreon Preview.
Saturday, March 11, 2017
Friday, March 10, 2017
Moves swap
As mentioned before, the moves that each girl possesses (not the RNGed girls) may not necessarily fit their character. This is due to a significant number of moves are made based on demand/request rather than the coherence of each character. So b00marrows decided to help fix that and proposed this new moveset for each character. What do you guys think?
As for Nyaa-Chan, the animation of her specials are done and currently is the possess of implementing the new specials in-game. More information on that to follow.
Wednesday, March 8, 2017
Handstand spin2win kick
Finished 2 attack animation today: handstand spin2win kick and high spinning kick. Shown here is the handstand spinning kick.
She jumps into handstand, then spins for a number of hits, followed by a final jump kick that knocks foes into the air. Probably. Havn't programmed the move effect yet.
Saturday, March 4, 2017
[public] v0.309 released!
EDIT: updated to v0.3091 fixing game crush with RNGed girls.
Updated version of team battle build that fixed a magnitude of bugs! Download.
Changes:
- RNGed girls:
- - the game now generates a greater amount of RNGed girls
- - each RNGed girl now has several outfits to choose from
- fixed exhibiton mode UI bug that cause soft crush
- fixed rolling de-targets opponent
- helping allies in a hold is now twice as effective
- fixed the cumming bug where the characters slide off each other; attempt to fix the bug that causes the characters to not shake together again
- futa moves that targets head causes the victim to let out a different voice
- Kiss (Ruby) changed to humil-move- AI no longer release holds against the player
- Escape meter is no longer filled when the character is knockedout
- Fixed outfit not resetting properly for RNGed girl in team mode
- Fixed pounce move bug when used on characters performing a hold
- Fixed head looking animation bug
- knocked down on the floor lying duration from 5.0 sec to 1.5 sec
- Fixed Kiss And Finger checking for top on instead of checking bottom being on
- Fixed bottom of tongue being colored incorrectly
- Fixed bug with team mode not setting match parameters correctly if endless mode was chosen previously
- Escape bar progress is not longer reduced when humiliated (was a really old mechanic from wayyy back)
- Added a yellow line for the escape marker
- precum effect is now only played for sex and humil moves
- Fixed bug that caused drool to not being shown
- Fixed bug that caused the victim not vibrating with the attacker during cumming animation
- Throw moves stamina cost from 35.0 to 50.0
Friday, March 3, 2017
Requests for female Nyaa-Chan is now open!
Currently ironing out the game-critical bugs of v0.3 and v0.31. When that is done, there will be another public release because v0.3 is just too buggy for my tastes.
In the meantime, requests for female sex-move/wrestling-move is now open! Simply leave a comment here. The only restriction is that it must be female on female and that there must be at least a good reference picture. Otherwise, anything goes.
There are 6 slots lefts out of 8. The other 2 is taken by commission, if interested in commissioning a move send an email to enlit3d@gmail.com or use chat. For the best chance to be picked, the submission should be within a week from now.
Thursday, March 2, 2017
[Patreon] V0.31 - Nyaa-Chan part 1/3
Patch notes
- Added 1/3 of Nyan-Chan in game!
- Added 8 more holds to the game!
- Modeled bare feet in for the foot fetishists!
- RNGeg girls can now be futa!
- Lots of internal changes, if everything goes well there shouldnt be any changes except maybe faster loading times.
- Bug fixes and tweaks:
- - AI no longer release holds against the player
- - Escape meter is no longer filled when the character is knockedout
- - Fixed outfit not resetting properly for RNGed girl in team mode
- - Fixed pounce move bug when used on characters performing a hold
- - Fixed head looking animation bug
- - knocked down on the floor lying duration from 5.0 sec to 1.5 sec
- - Fixed Kiss And Finger checking for top on instead of checking bottom being on
- - Fixed bottom of tongue being colored incorrectly
- - Fixed bug with team mode not setting match parameters correctly if endless mode was chosen previously
- - Escape bar progress is not longer reduced when humiliated (was a really old mechanic from wayyy back)
- - Added a yellow line for the escape marker
- - precum effect is now only played for sex and humil moves
- - Fixed bug that caused drool to not being shown
- - Fixed bug that caused the victim not vibrating with the attacker during cumming animation
- - Throw moves stamina cost from 35.0 to 50.0
Wednesday, March 1, 2017
[public] v0.3 released
So, the MEGA account got banned without reason and without notice. And with it, pretty much most of the past Heroine Rumble versions. I am not pleased.
Originally, the plan is to release publicly v0.301 with more bug fixes but that is no longer an option. So you can find the (buggy) v0.3 version download at top of page. I guess that also means for the Patreons they wouldnt get part 1/3 of Nyaa-Chan today.
Here are the change logs from v0.232:
v0.24
v0.3
Originally, the plan is to release publicly v0.301 with more bug fixes but that is no longer an option. So you can find the (buggy) v0.3 version download at top of page. I guess that also means for the Patreons they wouldnt get part 1/3 of Nyaa-Chan today.
Here are the change logs from v0.232:
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
v0.25
- 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)
v0.3
- new grapple system;
- during a move:
- characters no longer free themselves automatically when the bar is full
- there is now a marker placed randomly at between 75% to 90% on the bar that the player must time correctly with either <escape> or <reversal>
- the timing window for <escape> is 200ms, or about 12 frames on 60 FPS.
- the timing window for <reversal> is 50ms, or about 3 frames
- should the player miss or fail to do anything, the bar will reset but will fill faster, to a minimal of 1sec. Clever players may try to reduce the bar duration by deliberately failing, but that is already accounted for.
- players can also <breakfree> of the hold anytime by spending special meter
- when grabbed:
- same as during a move, except <reversal> is disabled and the grab will automatically end when bar is filled to full instead of resetting
- - new team battle/orgy mode (experimental!):
- there is now a target selection key, default "M"
- characters are invulnerable to outside damage in these states: grabbed, victim of a move, when climaxing, forcing the climax, throwing, being thrown
- you may attack the character that is applying grab/move to your ally to help her escape quicker
- each hit reduces the escape difficulty, if the escape difficulty is reduced to <= 2.0 sec, then the victim will be freed
- hitting an enemy performing a pin instantly stops the pin
- victim is also freed if HP of the character that is applying grab/move is reduced to 0; however attacks does reduced damage to those characters
- throws does an aoe attack on impact that knocksback nearby foes
- two victory conditions
- Elimination -> must knockout the entire enemy team before pin
- First pin -> first team with a member that got knockedout and pinned loses
- lengthened the after-battle-punishment scene
- new feature: camera shake!
- new feature: bouncy ropes and ring floor!
- new engine feature: engine can now handle adding more keys that works smoothly with customizeable controls!
- there will be a default setup for the new keys, such as "M" or "Z", etc. If that key is currently unused, then the new key will be to use the default automatically.
- f the default key is currently used elsewhere, then players need to input a key manually under control options.
- upgraded AI to handle multiple foes
- escape bar is now vertical for better visibility
- decreased the eye tracking bound pyramid to reduce the "side glare" effect
- the character applying the hold will try to look at the victim's face
- reduced the sweat shininess effect as it was a bit too much
- renamed the move "Spunking" to "Spanking"
- fixed futa dick disappearing when "banana split" is performed on the character
- enlarged the size of futa dick
- fixed game crush when entering exhibition -> toggle futa on/off -> re-entering exhibition
- characters are now knocked into air when their stagger meter is reduced to 0 to prevent being infinitely staggered on the ground
- added 20.0 sec non-reducible cooldown for <breakfree> (spend meter to escape grab)
- cooldown for wake up kick is not-reducible
- dexterity CDR gain from 15% to 10% per point
- might strike damage increase from 10% to 7% per point
- reduced base stamina and stamina regen by about 30%
- changed lower AI grace period to react when grabbed/grabbing to only apply if the player is not knocked out
- Lucia's panty and skirt is now 2 separate pieces instead of 1
- decreased run stamina drain rate
- AI should prioritize H-moves more often on defeated foes
- armor strip does its damage quicker; but lasts shorter
- knockedout (when green bar reduced 0) recovery duration on the ground takes longer
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