Patreon LINK.
New build is here! I admit, the new mapping system took longer than expected, but hopefully that's behind us now. Now its the time to reap the fruits of hard labor. Over the next couple of patches, I'll be adding things that's reliant on the new mapping system.
I really want to get a build out before the end of Feb, so here it is. The "big" feature of this patch is an entirely new area, the "Goblin Camp" (Not to be confused with the "Goblin Lair" using the old dungeon system) Here a picture:
And an aerial view:
You might notice the "Objectives" section on the top right. That's something new too. I started to work on the story portion of the game and I want to have different mission types, for example, "scout", "rescue", "defend" and so forth.
This Goblin Camp is probably going to be part I of a mission chain. The story goes that an army of particularly mean goblins are capturing and imprisoning innocent villagers, and being a general nuisance. But their numbers are too great for a direct assault and you must find alternative paths to victory. One day, when the main raiding group is out, you (and your group) sneaks into (parts of) the camp and try to do as much damage as possible before gtfo of there...
Speaking of the story, I am working on a total revamp of the village. Since the initial appearance, there are lots of features that were added. Futa potions, male potions, restraints, dyes, etc etc. And most of those things are placed on Alchemist-Chan. And because of that, she's kind of a mess, unfortunately. So a more gradual progression is required, where those things are unlocked incrementally. For example, perhaps the blacksmith is kidnapped by the Goblins and you have to rescue her. Then she tells you her friend is missing, and so forth.
Also, I am going to abandon the farming and breeding mechanics. The farming will be left as it is but it wouldn't be required for anything. For (the non-existent) breeding, I feel that's better left for another game. The only major features that a guarantee at this point is a party management system with basic prisoners/slaves similar to Mount and Blade. All remaining efforts will be mostly devoted to content creation. I want to add more grabs, different (dungeon) zones, different races, more outfits and weapons, etc. I feel the feature portion of the development has gone on long enough and it's time to focus on utilizing those features to make the game fun and exciting rather than keep adding more features.
Changelog:
- added a "noPenis" targetPart/usingPart param for moves
- threesomes should work now (again ~.~)
- fixed hair color sometimes not updating when changing it via sliders
- fixed game crush when recruiting unique units to camp after a save
- in the "old" dungeons, despawning units will no longer block locked doors progress
- it is now possible to "preplace" grab states in dungeons
- added new zone: Goblin Camp
- implemented dungeon objectives system
- fixed an AI dead-lock when trying to grab restrained units under some circumstances
- added a couple of workarounds for AI pathing
- ranged attacks now takes no stamina (so AI will run less often into walls trying to "backup")
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.
Tuesday, February 26, 2019
Sunday, February 10, 2019
Preview Build #1
Patreon LINK.
NOTE: this a preview build for a reason. Expect unintended features. Backing up saves before running this is highly recommended, and have cheats available in case anything goes amiss.
The big feature in this build is a completely new Zone & Map system. This, in turn, enables a couple of other things, such as the new dungeon generation. Included in this build is a "Test Dungeon" to showcase and test some of these new features.
In short, how this new dungeon generation works is by sewing up premade rooms together rather than generating the whole dungeon procedurally. In the data/testDungeon folder. You can find a folder containing all the individual maps:
This, combined with the dungeon definitions in testDungeon.json is what the game uses to generate the dungeon.
In case anyone's wondering, the editor I am using is Visual Studio Code.
The individual maps can be loaded:
And modified (dont forget to save of course.)
Some of the new features are done via equipment items, as I think that's easier to use than terrain_editor.
Getting those items via cheats can be a bit annoying so here is a complementary map file with the new items: https://mega.nz/#!DCpVhKzC!N5zQnuYfH5gGXzDGA4Rgft8zQ7fgVRRJQQwU3Ev6hpk.
I think, that's pretty much all I wanted to say for now, feel free to give a try. If you got any questions, head to the discord. And make sure to report bugs!
Oh and the new cheat to disable AI is [lobotomize]. This is very useful in preplacing hostile units together. See battle.map for an example.
Changelogs:
- Notification text (bottom right) should handle multi-lined notifications better now
- Fixed hotbar key number not showing up for bars#2 and #3
- All quest progress is reset due to migrating into a new system
- Fixed bug with incorrect texture generation when block subdivide > 2
- A certain stealthy cheat should now be more stealthy under certain circumstances
- For purpose of multiple grabbers, you may now set "usingPart" for each individual attacker. Eg "attacker":{"usingPart":X, ...}, "attacker2":{"usingPart":Y, ...}
- Prevented the saving of game state when the player unit is not unique (through cheats)
- Implemented partial serialization of (some) unit data in maps
- Merchant-Chan now sells constructable crates that you can place
- NOTE: the use count for constructable items is not working atm. Meaning they have infinite uses.
- Implemented placement tranforms that change the scale/rotation/position of the object to be placed under Character - Commands
- Implemented new item type - markers, theses are used for construction of user made maps
- Implemented a new dungeon generation system
- Re-implemented the Zone Transition System
- Implemented various things to make new dungeon generation work
- Implemented light emitters that can be placed on map and saved
- You can adjust the light settings via the following console commands:
- m_light_color r g b // changes the light color, can be > 1
- m_light_attenu const linear quadratic // changes the light falloff. Calculated as 1.0/max(1.0,(const + linear*dist + quadratic*dist*dist));
- m_light_spot x y z angle_inner angle_outer // changes the area of influence of the light to a cone. X Y Z forms an direction, and angle_inner, angle_outer are radius of the cone in degrees where influence = MAX when angle < angle_inner and influence = MIN when angle > angle_outer
- m_light_point // resets the influence of the light to a sphere
- Implemented a light culling system where the game will only use a fixed number of lights with the most influences to the scene
- These new lights may have an adverse performance effect on systems with poor GPUs.
- Removed the day - night env light system
- Env light can be now set at each map rather than only having one global env light setting
- Implemented dynamic loading of cubemap/skyboxes
- Applied the generation of ambient light data to dynamically loaded cubemap
- Currently, the game can only use 1 global ambient light source rather than from an aggregate of light probes around the map
- Implemented marking regions capabilities
- Use the m_region X command to change current affected region
- Use the m_region_list command to list all used regions
- Implemented randomly spawning units/props in designated regions in maps
- Implemented new map-development console commands:
- m_create w d // creates a new map with specified dimensions
- m_save // save the current map to
- m_load // load a map from file
- m_spawn_npc "unitID" amt // spawns invulnerable NPCs at cursor location
- m_gen_enclose h "wall_tile_id" "ceil_tile_id" // generate enclosure on the perimeter (walls and ceilings)
- Implemented new cheat to disable AI
- Implemented a buffer for the console that stores previous inputs.
- It is now possible to access previous inputs via UP and DOWN arrows
- Embeded an kindof playable experiment "Test Dungeon" to well, test stuff.
The big feature in this build is a completely new Zone & Map system. This, in turn, enables a couple of other things, such as the new dungeon generation. Included in this build is a "Test Dungeon" to showcase and test some of these new features.
In short, how this new dungeon generation works is by sewing up premade rooms together rather than generating the whole dungeon procedurally. In the data/testDungeon folder. You can find a folder containing all the individual maps:
This, combined with the dungeon definitions in testDungeon.json is what the game uses to generate the dungeon.
In case anyone's wondering, the editor I am using is Visual Studio Code.
The individual maps can be loaded:
And modified (dont forget to save of course.)
Some of the new features are done via equipment items, as I think that's easier to use than terrain_editor.
Getting those items via cheats can be a bit annoying so here is a complementary map file with the new items: https://mega.nz/#!DCpVhKzC!N5zQnuYfH5gGXzDGA4Rgft8zQ7fgVRRJQQwU3Ev6hpk.
I think, that's pretty much all I wanted to say for now, feel free to give a try. If you got any questions, head to the discord. And make sure to report bugs!
Oh and the new cheat to disable AI is [lobotomize]. This is very useful in preplacing hostile units together. See battle.map for an example.
Changelogs:
- Notification text (bottom right) should handle multi-lined notifications better now
- Fixed hotbar key number not showing up for bars#2 and #3
- All quest progress is reset due to migrating into a new system
- Fixed bug with incorrect texture generation when block subdivide > 2
- A certain stealthy cheat should now be more stealthy under certain circumstances
- For purpose of multiple grabbers, you may now set "usingPart" for each individual attacker. Eg "attacker":{"usingPart":X, ...}, "attacker2":{"usingPart":Y, ...}
- Prevented the saving of game state when the player unit is not unique (through cheats)
- Implemented partial serialization of (some) unit data in maps
- Merchant-Chan now sells constructable crates that you can place
- NOTE: the use count for constructable items is not working atm. Meaning they have infinite uses.
- Implemented placement tranforms that change the scale/rotation/position of the object to be placed under Character - Commands
- Implemented new item type - markers, theses are used for construction of user made maps
- Implemented a new dungeon generation system
- Re-implemented the Zone Transition System
- Implemented various things to make new dungeon generation work
- Implemented light emitters that can be placed on map and saved
- You can adjust the light settings via the following console commands:
- m_light_color r g b // changes the light color, can be > 1
- m_light_attenu const linear quadratic // changes the light falloff. Calculated as 1.0/max(1.0,(const + linear*dist + quadratic*dist*dist));
- m_light_spot x y z angle_inner angle_outer // changes the area of influence of the light to a cone. X Y Z forms an direction, and angle_inner, angle_outer are radius of the cone in degrees where influence = MAX when angle < angle_inner and influence = MIN when angle > angle_outer
- m_light_point // resets the influence of the light to a sphere
- Implemented a light culling system where the game will only use a fixed number of lights with the most influences to the scene
- These new lights may have an adverse performance effect on systems with poor GPUs.
- Removed the day - night env light system
- Env light can be now set at each map rather than only having one global env light setting
- Implemented dynamic loading of cubemap/skyboxes
- Applied the generation of ambient light data to dynamically loaded cubemap
- Currently, the game can only use 1 global ambient light source rather than from an aggregate of light probes around the map
- Implemented marking regions capabilities
- Use the m_region X command to change current affected region
- Use the m_region_list command to list all used regions
- Implemented randomly spawning units/props in designated regions in maps
- Implemented new map-development console commands:
- m_create w d // creates a new map with specified dimensions
- m_save // save the current map to
- m_load // load a map from file
- m_spawn_npc "unitID" amt // spawns invulnerable NPCs at cursor location
- m_gen_enclose h "wall_tile_id" "ceil_tile_id" // generate enclosure on the perimeter (walls and ceilings)
- Implemented new cheat to disable AI
- Implemented a buffer for the console that stores previous inputs.
- It is now possible to access previous inputs via UP and DOWN arrows
- Embeded an kindof playable experiment "Test Dungeon" to well, test stuff.
Thursday, February 7, 2019
Modding: generating IK data tutorial
A while back I mentioned that I'll add a tutorial on how to generate IK move data to handle grabs between non-standard size participants better. Finally gotten around to do it, here it is. Mostly pictures, but should be straight forward. Feel free to ask questions if anything is not clear.
Regarding the new Zoning System and Dungeon generation, what I'll probably do is release an $10 tier experimental build. The reason behind this is very likely to be buggy and most of the new features are probably only interesting to modders. Many things expect that the user have access to cheats anyways. So that's what I'll do. Then when most of the (major) bugs are fixed, probably going to release it for the $5 tier.
Picture Tutorial:
Regarding the new Zoning System and Dungeon generation, what I'll probably do is release an $10 tier experimental build. The reason behind this is very likely to be buggy and most of the new features are probably only interesting to modders. Many things expect that the user have access to cheats anyways. So that's what I'll do. Then when most of the (major) bugs are fixed, probably going to release it for the $5 tier.
Picture Tutorial:
Mod!
Okay!
Non-standard size?
:(
IK!!!
:(
gen_iks!
“disabled” true !!!
Standard size.
Standard size!!!
STANDARD SIZE!!!
BAD!
“disabled”: true!!!
Standard Size!!!
Okay!
“disabled: false !!! Or delete the line.
Non-Standard Size.
Much Better.
:D
Sunday, February 3, 2019
Progressing...
On the last post, I outlined the new dungeon generation system. Here is another post demonstrating some of the things I have implemented.
So, the dungeon generation itself. It short, it mostly works now. Here is a visual demonstration of how this new system works.
We start by using the terrain_editor to create a bunch of building blocks. (These blocks are for demonstration purposes and not final in any means)
These can be saved to .map files individually.
Then, we can declare which and how many of these individual blocks to use to create the dungeon, like this:
Then, via some magic, we can generate the entire dungeon:
This is pretty nice, but it could be better.
So I introduced a new item-type. Markers. Which can be placed in the map but does not affect regular game play. One of the new markers are light emitters. This allows the user to create and use different light sources:
Their color, falloff, and area of influence can be adjust via console commands.
But that’s not all. In addition to direct light sources, it would be nice to change the ambient and environment light too. And so long story short, that works too:
Finally, I added additional tools to make placing objects easier. Under Character-Commands window, you can find a bunch of new commands to change the position, orientation and scale of objects to place.
I am working on a couple of final steps on how the enemy spawning will work and possibly a way to define regions in each map block that can have data associated with them. Things like “randomly spawn traps of type X,Y,Z in region A” and “spawn enemies of type X in region B.”
So I need to make a couple of decisions and I am not quite sure how to proceed. Which is, a) should I release the new build when the new dungeon generation is working, and b) is whether I should release it to everyone ($5 tier). The reason is that it is probably going to be extremely buggy combined with the fact that there isn't going to be any new content yet. So perhaps a better choice is to postpone the build until it is more stable and until I have the time to create a new playable dungeon.
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