Description

Live Chat: Discord.
Get the latest builds: Patreon.
Public Version for game under development: Here.
Download for Heroine Rumble is at the Heroine Rumble page.

Saturday, April 29, 2017

Decisions, decisions


FAQs:

1) Yes, the decisions will make a permanent change to the game/your character.

2) No, the camera wouldn't be so zoomed out once it is fully completed.

3) Yes, the entire thing is controllable by both keyboard and mouse. <ATTACK> to pick option/advance dialogue, <GUARD> to quit talking at anytime, <DIR> keys to pick an option if they are available.

4) Undecided if time should be "frozen" during dialogue. The engine supports both.

Thursday, April 27, 2017

Bare foot?

After getting char save/load to work, naturally the next thing to do is to start on character customization. Been working on a mechanism that allows the player to change the looks of the controllable heroine in Adventure Mode, but it isn't ready just yet. More information on that to follow.

In the meantime, I wonder what's everyone's position on bare foot/removable footware? Keep in that mind, that the animations are done with characters wearing a heel and a barefoot character is going to tip toe. Are everyone okay with that?

Sunday, April 23, 2017

Body slider


So after a long week of engine coding to support char save/load, it seems to be finally working. Decided to take a break from that and play with some body sliders instead. And here is the result so far. Only the left side is buff for... reasons.

Tuesday, April 18, 2017

Working on character save/load + sharing(maybe?)

Lots of invisible backend stuff happening.

When the tech is done, we will be finally be able to save/load and really take advantage of the customizeable character feature.

I want to add a camp/nexus/firelink shrine kinda central area to the Adv Mode that the Player will return to in between Adv Mode segments.

Perhaps the Player can use item there? Something like "Succubus Milk" to make their boobs bigger?

Also I noticed Adv Mode gets too chaotic once you have mind controlled too many thralls so some sort of ally/enemy indicator is desperately needed.

Monday, April 17, 2017

[patreon] V0.411 - bug fixes, QoL and Optimizations



Patreon LINK.

Fixed many bugs and implemented many improvements suggested by people in the chat:
  • Implemented culling for backgrounds; draw count is reduced by ~75%
  • New Tech to completely generate the background scene. Applied to the forest.
  • Added a new 1280*720 render resolution. For those that have low FPS, try lowering the resolution! Also would love to know the FPS improvements for ppl that wasnt able to hit 60 FPS.
  • Allies are now attackable.
  • Bodies are spread apart for easy pickings
  • "Zone change" (as oppose to next wave) can now only be initiated by the Player, also "Zone Change" requires the Player to actually walk off the screen
  • Changed AI checks so now the AI s will do less standoffs
  • The player will now get raped when defeated
  • Despawning units that were grabbed now properly reset the aggressor - several bugs related to this;
  • Camera dist is now closer when fighting, and camera auto dist is now further on grapple
  • Exiting Adv Mode will now cleanup certain resources (like dialogues)
  • Minions have less targetting priorty than Elites
  • Targetting will only pick non-defeated enemy units unless every enemy is defeated
  • New enemies spawns will cause the targetting queue to reset (deals with issue why newly spawned units are sometimes not targetable)
  • Prevented using Targetting cause the camera to rotate in Adv Mode
  • Crowd no longer cheer in adv mode

Thursday, April 13, 2017

Terrain Gen I


Fixed a whole bunch of bugs today and got the terrain generator working in-engine. It allows for far greater control over Blender's randomizer and allows for the expedient creation of various background environments. Also, it should help with the load times as the previous forest model was almost 30 MB in data because everything is "unpacked." This newer way of doing thing dont even uses 2 MB in total.

But whats interesting is that this allows for culling to be implemented. Which is to say, dont even attempt to draw things that clearly can not be visible. Like stuff from behind the camera. This is whats been worked on now. I anticipate that this will reduce the amount of draws to about 1/4 to 1/3 of current.

Tuesday, April 11, 2017

[public] v0.344 - Nyaa-Chan


Download LINK.

Notable features:

  • Nyaa-Chan! 
  • New yuri and futa positions!
  • New upgraded models!
  • Adjustable render resolution, window size, sounds and full screen mode
  • In-match dialogues!
  • Parries/Counter-attack
  • Reversals!
  • Body Jiggles!


[Patreon] v0.4 - Adventure Mode!


Patreon LINK.

- Implemented Adventure Mode! Follow Ms Succubus as she makes a trip in the woods. Note: not very optimized. Toasters beware!
- increased the effect of SSAO
- fixed left boob not being animated in some moves
- tweaks to model: head slightly larger and butt lower
- implemented fog for engine
- changed orgasm and H-move behavior
- fixed bugs with collision behavior between characters
- optimized sprite rendering shader, should a FPS boost
- optimized the rendering routine for the ring arena, toasters should see a significant increase in FPS

Sunday, April 9, 2017

Almost there!


Happy to announce that Adventure Mode, in its most basic form, is now fully functional! However, I like to take a bit more time to polish it. The new patch will be available shortly!

Afterwards, going to add a couple more moves to the game and augment the grapple system to be more dynamic. Like making the choice of moves to be based on both the aggressor and victim instead of the aggressor only. This is a pre-requisite tech for anti-futa moves for those are looking forward to that :).

Also as a side note, on my PC I can run ~25 fully AI ed characters on screen at the same time @60FPS. This is fairly promising given that there are lots and lots of possible optimizations to be done.

Wednesday, April 5, 2017

Some upcoming control adjustments for side-view-mode.



One of the things that I want to do for Adventure Mode is to have greater emphasis on having multiple opponents and allies at once. To facilitate this, the camera is locked on a parallel plane like the picture above to give a much better overview of the surroundings compared to the Team Mode camera.

The second change is that targeting are no-longer done automatically. All targeting selection changes are manual control only. When a character doesn't have a target, it will automatically face either to the left or to the right. Attacks are subjected to the same rule and attacking without a target will be locked to either to the left or to the right. This setup is very similar to what you expect in a traditional 2D beat-em-up.

Oh yeah almost forget to mention that these changes are exclusively for Adventure Mode only.

Tuesday, April 4, 2017

Forest.


Whats special about the grass is that unlike the other models (trees etc), they are generated in-engine via a new tech. The obvious implication is that the same technique can be applied to other models too for the eventual fully randomize terrain! The second advantage is load time. The current forest model is very large due to it need to "repeat" all the data for all the trees and such, so there will be a significant reduction in file size once I get around to apply the same tech for trees.

But I think that enough for the environment for now. Still need to get the side-view beat-em-up working. Fortunately, most of the hardwork is already done in Team Mode so just need to do a couple more things to get it up and running: a new camera mode, spawning/despawning and stage transitions. In the first build for Adv Mode my aim is to at least replicate Endless Mode functionality of infinite RNGed opponents.  And the good news is that it wouldn't be that far away!



Sunday, April 2, 2017

Saturday, April 1, 2017

Up Cumming Changes


In anticipation of the upcoming adventure mode, cumming behavior is now changed. It is now possible to have multiple orgasms during any one match! When the character orgasms, they loses a percentage of their health (red bar) instead of being instantly defeated. In addition, they are no longer tossed into the air afterwards and the H-move will continue where it left off.

The progress on the forest is going well. Probably went overboard and modeled in all four sides instead of only 1 side that is needed for a side-view beat-em-up. Oh wells. Now working on filling up the ground with grass so it doesn't look so barren.