Description

Live Chat: Discord.
Get the latest builds: Patreon.
Public Version for game under development (v4.5): Here.
Download for Heroine Rumble is at the Heroine Rumble page.

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 
Transformation

  • 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!

11 comments:

  1. If possible,I'd thought it be great to have the option of building a teammate an automaton ,it would have it's own weapons of sorts an depending on the mc cha would determine the orders it follows otherwise it will ignore you an kill mobs ,I only thought this because you would include guns an in a game with rpg aspect that would require a blacksmith of sorts,just something I threw out there

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    1. Yea Cha will influence leadership. Forgot to mention it

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  2. Everything is looking fantastic! But I have two quick questions. First, sorry if it's supposed to be obvious, is the Traps referring to dungeon-like traps or the person trap. Secondly, I noticed it's been a bit over two months since the last public update. When it is updated, are you going to jump it straight to whatever the most stable semi-recent build is? AKA once you get a v4.6, maybe releasing some level of the 4.5 build, or are we gonna just be permanently a couple of months behind and get 4.3 next?

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    1. Booby traps, the dungeon kind. Futas already exist and tbh they are not so much different than traps. Plz don't hurt me for saying that :p. Yea my goal is to release stable public builds, not withholding them on purpose. However each build tends to introduce new features and bugs, so it's never truely stable. That being said, I think v4.5+ is a good candidate for next public version.

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    2. Alright, thanks for the response! I kinda understand what you mean by futa and trap being about the same, I was definitely hoping the dungeon kind was what you meant. And you probably get bothered a lot about the next public one, but everything just looks so good that I keep checking back every day hoping for an update, so it's nice to know that the time may be nearing soon!

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  3. Oh gosh i will wait with pleasure for all those new things !

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  4. Wow, what beautiful work you've done, and all by yourself too. Can't wait to see what this game develops into. Btw, what are your plans for the future in regards to player defeat; will they lose anything, etc. Keep up the great work!

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    1. My aim is a "minor setback," something you want to avoid but is totally possible to continue from that point.

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  5. Huh,do you plan on letting it so your character can get captured/bred as well?

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    1. Possibly as a game over. However they are very low priority.

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  6. It would be great that many traps, not only take you to have special sex with enemies like the leghold trap, but some will take you to slavery, for example a rope on the ground that you step and drag you on the ground to enter a hole in a wall that It takes you to a pleasure room with many slaves and there is an enemy that captures you

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