Live Chat: Discord.
Get the latest builds: Patreon.
Get Mods here: Reddit.
Public Version for game under development (v4.9.2): Here.
Download for Heroine Rumble is at the Heroine Rumble page.

Saturday, July 28, 2018

[Patreon] V4.6 - Base Building?!

Patreon LINK.

V4.6 is here! Here are the patchnotes:

  • The "Tent" area is now saved across playthroughs! Which means farming/gardening progress is saved! Container(s) in the area will have their contents saved as well. This is a very important feature to get right, so please report any bugs you find!
  • Fixes:
    • Using items on allies will now correctly consumes the item when at 0 stack
    • Fixed bug that cause loot items to not appear when the box is stashed with too many items
    • Practicing multi participant positions on/by camp members will try to get as many involved as possible
    • Added new IK behaviour for standing positions that targets the waist area to mitigate the "arm not long enough" animation problem
    • Removed "bunnysuit-fishnet" -> combined with the bunny shoes to be more consistent on how thigh-highs are handled
    • Removed "Unequip" action in the hotbar, it is no longer necessary due to the presence of Equip window. (you can drag it off if loading from previous save)
    • NOTE: grass is disabled until a future version
  • And Finally, the Terrain Editor tool!
    • Is meant to be a development tool/modding tool but I like for people to try it if they are interested.
    • You can find a "Terrain Editor" item in the box near the tent. Note: since the container is now saved rather than refreshed on restart, don't lose it!
    • You can import custom models via editing the json files. Refer to data/_unstable/prop_data.json for examples.
    • You can import custom tiles via editing the json files. Refer to data/_unstable/tile_data.json for examples.
    • You can only create "dumb" props atm. This meant, for example, you cannot use it to create a garden that you can interact with.
    • An exception is made for container props - which you can place container props anywhere you like and you can use it like normal. Note: containers placed this way starts empty.
    • NOTE: AI Pathfinding is likely to not work super well yet.
    • If you have any questions, feel free to ask! The actual base building part will likely build upon the Editor so any feedback/suggestions are welcome!

Wednesday, July 25, 2018

[Public] V4.5c

Download HERE.

V4.5 is now publicly available!

Here are the highlights from the previous public build, v4.2:

  • Threesomes!
  • A lot more positions!
  • Initiating H with anyone - foes, allies, bosses alike! 
  • Futa conversion potion for you and allies! (optional)
  • Color & hair customization for you and allies!
  • Bows & Arrows
  • Armor & Armor Destruction
  • New Encounter Map if dungeons isn't your thing
  • A new inventory UI
  • Modding support! Check out previous posts for mod packs

In Game Terrain Editor - Part II

V0.1 of the Terrain Editor is done. And one of the new features, is that changes made to the farm/garden and containers in the tent area is now saved! This happens regardless of whether or not you use the Editor.

Another feature is the ability to save/load user created maps (to external files). This obviously have a lot of implications. I think the UI is probably a bit clunky, but certainly useable. I was able to create the zone in the picture in about 5-10 mins. (It's just a testing zone)

One problem the Editor addresses is that previously, any new modded item must come from the merchant. While this works decently when there are only a couple items, it can be hard to get what you want with many mods. With the map save/loading, the modder can just put the item into the containers within the map and have user acquire the item that way.

Limitations - currently, there are no way to edit metadata with the Editor. Things like player respawn point, enemy spawn points and so on. Another issue is that the base game doesn't have much tile/models to pick from. This is mostly due to the difficulty in creating hand crafted environment without an Editor so it was somewhat neglected. I am sure the situation will change.

Currently, working on exposing additional modding functionality to load user defined tiles and models. Unfortunately this will have to be through editing json files directly rather through an in game interface. I want to release another build soon, to get the editor and surrounding features to work already took a long time.

Saturday, July 21, 2018

In Game Terrain Editor - Part I

Been working on a fairly major feature - an in game terrain editor (that can place/remove objects too). It's not 100% done yet but enough of it is working already to start writing a post about it.

But before that, I want to take a detour and talk about some design decisions first. First of all, I know from the beginning that making an actual real time 3D game is alot of work, and my resources are very limited. So I tried hard to reduce complexity and optimize workload whenever it makes sense to do so. One of those decisions is on how the terrain/environment is done.

I decided to go with a tile/voxel terrain system (think Minecraft) rather than the "regular " 3D mapping system. While the regular method allows one to create terrain with far greater level of detail than a tile based system, it also takes a lot more work - something that I don't know if I'll have the time to do. Whereas I think I can do a reasonable job with a tile based system.

I am not quite satisfied with the blocky Minecraft terrain, so I set out to implement smooth voxels. And that I did:

However, using only smooth voxel led to problems. For example, it is impossible to create a sharp edge (so it cannot be used to create walls) and it is extremely noisy. So eventually I created a system that can support 3 different type of blocks: terrain blocks, smooth blocks, and regular cube blocks.

But that creates another problem: because the game's terrain system is unique (afaik), I don't actually have a visual tool to create the terrain with. So far, I managed to mostly sidestep the issue with a heavy emphasis on procedural generation (the dungeon and encounter map). The village is done with a lot of pain. I had to basically write in a textfile where each object is, reload the game, eyeball how close I get, re-edit the textfile and try again. It was a valiant attempt but clearly something better is needed.

So hopefully that gives people a idea of the motivation behind creating an in game-terrain editor. To summarize:

  1. As an development tool to create environment with. I want a better Village. I want a better Bandit Camp. I want a better Ludas Lair, and so on.
  2. As an experimental tool to get experience on how to implement the base building part. Afterall, base building is just terrain-editing, but with constraints.
  3. Finally, as something for modders and other who might be interested to mess around with.
Here I am going to go in some detail on how the tool works, if this is not something that interest you, feel free to skip.

In order to bring up the editor UI, you need to acquire a "terrain_editor" item and "use" it. For example, dragging it to the hotbar and press the corresponding hotkey. It looks something like this:

The editor is divided into tabs. Currently, there are Terrain, Block, Tile, Object, and Misc tabs. While the editor is open, most regular game actions and hot keys are disabled. The right mouse button and "Use" on the item itself toggles between locking and unlocking the mouse. Unlocked mouse is used to operate the editor UI, and locked mouse is used to confirm editor action, similar to how the rest of game operates.

The Terrain Tab:

The Terrain tab is used to modify the terrain blocks. The terrain is basically a height map, in voxel form. Essentially, the game stores a height on each (X,Z) coordinate and the terrain is generated from that. Compared to smooth voxels, it tends to generate smoother geometry, but because it is 2D, it is not possible to use it to generate ceilings or buildings with multiple floors. Hence, the operations on the terrain are Raise, Lower, and Smooth.

Raise increase the elevation of the terrain, as demonstrated here.
There are also 3 modifiers:
Size increases the radius of affected zone.
Strength determined how much to raise/lower the terrain by.
Curve is kinda hard to explain, so it's probably better to use pictures instead.

Curve = 0.0

Curve = 0.5

Curve = 1.0

Lower is the reverse option, that decreases elevation. For example, if you want to dig a pit: (using Size = 10, Strength = 3, Curve = 1)

Finally, there is Smooth. Smooth calculates the average height of the selected area, and then cause each tile in the area to move towards the average. Recommended to use a low strength, medium to high Curve value for the best results. Here Smooth is used to create a ramp into the pit:

Next up we have the Blocks tab. The block tab is used to create/remove individual blocks:

Place creates blocks. On size of 1, the behavior is identical to Minecraft. But its also possible to use higher Sizes to create a bunch of cubes at once.

Remove is the opposite process that removes blocks.

And finally, we have Smooth blocks if cubes isnt your thing. For example, a sphere:

It's possible to create caves with a combination of "Place"ing and "Remove"ing smooth blocks:

At this point, some observant readers might ask: with smooth voxels, why do we need terrain blocks as well?

Good question. It's what I thought so too at the beginning. However, there are some problems with a only-smooth voxels approach. The first is that the geometry generated by smooth voxels is noisy. It might look smooth from a distance but it actually may contain lots of small bumps and ridges. If a character tries to walk on it, she may get stuck. Whereas the geometry generated by terrain blocks is much smoother in comparison.

The second problem is that path finding with only smooth voxels is too computationally expensive. With a height map (terrain voxels) , path finding is a 2D problem - expensive, but doable, whereas with smooth voxels, it is a 3D problem, which is very expensive to calculate.

So here is the rule of thumb: use terrain block to denote areas where characters can walk on, then use smooth voxels for things like obstacles and ceilings that cannot be done with a height map only approach.

Also, the Block tab cannot be used to modify the terrain, and the Terrain tab cannot be used to modify blocks. (But you can certainly raise the elevation such that the terrain will engulf the blocks)

Thirdly we have the Tiles tab. The tiles tab is used to modify the texture/image of existing blocks. Kind of like of what the hoe does, except faster. For example: use it to convert grass to dirt.

I should probably mention here the "cheats" options as well. Currently, under the Misc tabs, there are 2 options - Gravity and Collision.

When Gravity is disabled, you can fly! Woohoo! Space key flies upwards and Ctrl keys flies downwards. For example, if you really really want a minimap, you can!

The collision toggle, well, toggles collisions. Useful if you accidentally entomb yourself and such.

And I also feel obligated to mention that any "interesting behavior" resulting from enabling cheats are all "unintended features." Bugs with the tool itself, of course, send a bug report. But if enabling cheats causes things like AI don't know what to do with an aerial unit, those are all "features" :P

Finally, we have the Objects tab. This tabs is used to place/remove "dumb" objects. For example, if we want to place houses in the dungeon because, why not?

The Facing option changes the rotation.
The Scale options changes the scale.

And of course, we can remove objects with the remove option - because building houses in a dungeon is probably not a good idea (it really isn't)

Phew, that's a lot of text for part I. So I'll end it here. There are still a few things I need to do - the save/loading of map files being one of the big things that is still WIP; the ability to load models - probably will be using a similar method with custom clothing, but static models should be much common and easier to handle than skinned models; finally, the ability to load new tiles/images as well, such as this, to make everything prettier:

Tuesday, July 17, 2018

For Modders: additional references.

@Mike W is working on a new outfit shown in the picture. He wanted a couple more references that he can build and extend from. So here is the reference file with more things!

Reference_2 which contains the fighter set, a tail for reference, and a "skirt" reference - from the fighter set bottom piece.

Reference_bow which contains the bow skeleton, mesh, and the animation for the bow as well. I don't know how easy to use to use and figure out so feel free to ask me questions.

As for me, I am currently working a very exciting feature that will finally lead to your farm/garden and "storage" being saved across different play through, along with other things. More info to follow :D

(Copy of Patreon Post HERE)

Thursday, July 12, 2018

Demon's Pack

Ported the demon's set from HR over and made some horns. Here is a preview:

One great thing about the mod system that I didn't realize at first is the ability for me to release incremental content without having to commit to a full patch. That's really nice. So if you want to try these new items yourself, download the file HERE and unzip to the game/data/_unstable folder. Then the new items should randomly appear on the merchant. Recommended to do her quest line if you haven't so she gets a bigger pool to work with.

Of course, if you prefer a more... exotic look, you certain can via the body color window:

Tuesday, July 10, 2018

Some (many?) words on what’s to come

Before continuing, I invite people to check out the following:

The first is a recolor pack by @Pricholas Lamp that you can download here. It contains over 30 items of various colors, including transparent ones.

The second is a FAQ on the game by @paradj you can read online here. If you have any questions on the game, perhaps there is an answer there!

Finally, the two mod packs by @Ursa here. and @PowerModder here. They are introduced in a previous post so it's for those that missed it.

And now, the wall of text:

With v4.5c, Stage 1 of development is nearly coming to an end so I thought to give an overview on what kind of things to expect in the (not so distant?) future.

So first of all, what is Stage 1? Well, it is “base building blocks.” The stuff necessary to build the rest of the game on. There are still a couple of things missing, such as crossbows, but I’ll get to them in due time. The demo as it as is fairly playable in my opinion, but of course still very barebones - let’s change that.

The next stage, Stage 2, is “RPG elements.” It includes (not final, not exclusive… blah blah) the following things:

Leveling and Stats - a stable in the RPG genre. There will be 6 primary stats with the approximate bonuses:
  • MIG - influences physical damage dealt, requirement for strength weapons 
  • DEX - influences action speed, ranged accuracy, requirement for finesse weapons 
  • CON - influences health, stamina, requirement for armors 
  • WILL - influences lewd-defense, stagger-defense, status-defense 
  • CHA - influences lewd-offense, attitude of allies 
  • INT - influences out of combat skills 
Separate from the Stats, which gives small % bonuses, there may be perks/talents as well, which gives “build defining bonuses”, such as:
  • Seduction - unlocks new skill: Seduce - leaving yourself open, compels foes to grab you 
  • Energy Drain - slows drains the health of foes that is currently engaged in sex with you 
  • Pacifist - can no longer attack, doubles allies cap 
  • Loner - gives combat bonuses, can no longer bring allies to help 
More fantasy focus
  • Non Human enemies 
  • Monster girls - lets start with the more humanoid kind then expand from that 
  • Traps - yes that kind 
  • Status effects(maybe?) - makes traps more interesting 
  • Btw, in case anyone’s curious. I am not too concerned about creating an “authentic” or “believable” setting. If having both swords and guns makes the game more interesting, then so shall it be 

  • The idea is that the current “Change body shape/color” window is only temporary. In later versions of the game, the player must do work to free themselves from the constraints of the human body they start with. 
  • Sources of transformation includes: 
  • Items dropped by enemies 
  • Items found in the wild 
  • Farm products 
  • Effects applied by enemies? Not sure about this, could get really annoying if you are trying to maintain that perfect shape 
  • Quests 
  • Alchemy/Crafting (maybe)
  • Players will probably have a single shot at the sliders window in character creations, but transformations after, or transformations applied to allies, will have to be worked for. 
(Party) Management
  • Many have pointed out that the game is too easy with all 5 allies. This is certainly true. Not only each allies have effectively 500+ hp in total (player have 100 hp as reference), every time they are downed they also CCs one or more (thanks to threesomes) enemies for a very long time. 
  • In future versions of the game, you will gain companions at a much slower pace, and at a greater maintenance cost. For example, they wouldn’t just instantly start fighting for a you, nor drink “questionable liquids” from strangers. You will have to gain their trust first. 
  • Ideally, I like to gave each companions their own personality and perhaps questlines, but obviously, that takes a lot of effort so no concrete plans at this point. 
  • In addition to companions, players have access to Hirelings, which are “Mobs” that the player can bring to battle. Unlike companions, they are perishable (gone when KOed) and they have a recruitment cost and upkeep cost. 
  • Upkeep cost - there will be an upkeep cost to be paid daily. It will scale based on approximately the strength of your party - so players better manage their money and time wisely, and not sleep in a tent all day :). 
  • AI battle groups and settings - want to assign archers into a “Ranged” group and heavily armored melees into a “Infantry” group? You should be able to. Want to tell the “Ranged” group to “Follow” you while sending the “Infantry” to attack? You should be able to. Want to set the “Infantry” to grab at every opportunity while “Ranged” to fire and never grab? You should be able to, too. 
Maps & Environment
  • There will be more environments/ playable zones coming, beyond forest 
  • Will be more detailed than what it is currently 
  • Village will be expanded. 
  • There will an actual player base area - the Nexus. 
  • The rest I can’t guarantee at this point. But I would like different towns, different hand-crafted zones in addition to pure RNG generated zones. 
  • I like to have an overmap where the player party to move in, with various towns and other groups that the player can encounter like Mount & Blade 
  • I don’t like the Mount & Blade AI that always run away when spotting a stronger party. It leads into silly behaviour like the AI lord parties would chase a smol bandit group for days. 
  • I like to have a real dynamic system going if possible. For example, regional price disparities due to differences in resource production; bandits that ambushes player/trade caravans; monster lairs that spawn monster parties; less visitors to player’s base due to dangerous roaming enemies; towns and areas lost to the corruption without player’s influence, and so on. 
Rescue & Breeding - yep this will be a thing. Pillows out boys!

Base Building 
  • Some people pointed out that the farming seems out of the place in the game. And they would of course be right. Thats because its very underdeveloped atm (not to mention progress not saved) 
  • I think farming will make a lot more sense when there’s resource management, breeding, and base building are in game. 
  • Obviously the farming progress will get saved. (soon) 
  • There will be other “life skills” besides farming, for example, mining ore in dungeons, or finding rare herbs, etc. Hopefully by that time the dungeons wouldn’t be populated only by human enemies, but by inhabitants that makes more sense, like slime girls & rat girls. 
  • Not entirely sure how much freedom there will be for base building, I want a “build anywhere anyway you like it” system but that's tough. So might have to settle on a “here is a couple of preset plots in the base, which kind of building you want to build on each slot” kind of implementation. 
  • Couple building examples: 
    • Tent/House/Mansion -> houses “humanoids” 
    • Pasture/Pond/Others -> houses “monster girls,” different monster girl have different affinity to which type of zones they prefer 
    • Farm -> well, farm 
    • Brothel -> makes money off visitors, requires “employees” 
    • Dungeon -> houses “prisoners” and can increase “obedience” 
    • Auction house -> makes money, slavery is legal in this world 
    • Cookhouse -> produces prepared food, different monster girls have different affinity to various stuff, raise their happiness and they are more likely to breed, and the offsprings are stronger, and so on. 
  • Automation - at start of the game, the player is expect to do most of the work, but as the base and the player develop, the player can acquire help to manage the increasing complex base. 
  • The AI will be upgraded to allow AI do non-combat work, like farming. 
  • There will be something like “Work Points,” which regenerates everyday and is spent doing any non combat work. For example, when tiling a tile, it could cost 1 WP. This is similar to the “Stamina” in Harvest Moon type of games. 
  • Companions/helpers will have their own WP too and if assigned to do tasks on the base, they will spent their WP working on those task. 
  • This will occur regardless of whether the player is located in the base. A motivation for the WP system is to handle what happens if the player isn’t at the base. With the WP system, the base simulation could stop entirely and just having each AI do X = WP amount of work at each day. 
  • For those players that doesn’t like combat, you will be able to create and assign “exploration groups” that does dungeon exploration and bring back goods the player can acquire from that dungeon. It isn’t risk free tho... 
  • Base defense from invaders will probably be a thing too. 
Hopefully this will give people an idea on what’s to come. As always, feedback and suggestions are welcome!

Friday, July 6, 2018

V4.5c - threesomes!

Patreon LINK.
  • implemented armor
    •  protection - reduces damage taken, armor is less effective when damage is much higher than armor
    • deflection - resists stagger when struck and may even bounce weak attacks. Less effective against strong attacks, doesn't protect against damage
    • encumbrance - increases stamina cost of all actions
  • increased enemy drop rate of equipped items by ~50%
  • implemented position selection window rather than going by chance
  • implemented experimental "Delete Save" feature under Options - Controls. This requires a game restart.
  • implemented threesome animations
    • currently 2 are in game, a M+M/F position and a F+F/F position\
    • note: currently the licking positions doesn't work well with non-standard sizes
  • reimplemented the Quest/NPC/Zone save and load system. As a result, quest progress is wiped. (you keep all existing rewards)
  • fixed bug that caused bounce backs to not work
  • fixed bug/crush when switching out of bows
  • ranged AI target acquisition range is now 35 (from 50)
  • you can no longer use positions that targets boobs on characters that doesnt have any
  • AI is now more angrier at interrupters when it's busy
  • fixed summoned AI being too shy at engaging sex
  • pressing Menu Key (ESC) while under a yes/no option will now select no instead of yes
  • modding - game now reserves all mod folders starting with "_" for base game use
    • renamed "base" folder to "_base"
    • added "_unstable" folder which contains things that are far more subject to change than the _base folder
    • will gradually exposes more modding options into the "_unstable" folder