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.

Friday, November 29, 2019

Progress


Hope everybody had a good Thanksgiving! (if you celebrate it)

I been working on the new game and made lots of progress. Dungeon generation, path finding, UI, transition, just to name a few. Here is a quick gif to demonstrate the dungeon exploration + encounter/combat portion of the game.

The graphics/animations (or lack of) are just placeholders, my primary concern is to get a Minimum Viable Product up and running first.

Next step: the framework for the grab system. Stay tuned!

Sunday, November 24, 2019

Why make a turn-based game?

“Turn based RPGMaker games and VNs are a dime a dozen, and is usually uninspired, why make another one?” 
On that, I wholeheartedly agree. But, I am not making another RPGMaker game, I am making a party based tactics game. Even though these two genres are both turn-based, the game plays out very differently. Most people would agree that games like XCOM, Final Fantasy Tactics, Divinity Original Sin I and II are vastly different experiences than generic JRPG #15235.

So while there are countless RPGMaker H-games and VNs, there are very few tactics H-games in comparison. I’ll be happy to go into the details on the key differences between the two genres in another post if people are interested in that from a game design point of view.

The big reason to make a turn-based game is that it will allow for far greater flexibility and choice in terms of H-content. Let me illustrate via an example. Let’s say you wanted to make a pure H-focused character that doesn’t get involved with physical combat at all. This cannot be done in HRT, because you need to knock down an opponent before you can use H-move on them. Reversing a H-move isn’t possible.

In contrast, consider a turn-based game. Perhaps you can start off by using a “Seduce” skill that brings both parties into a H-move. Perhaps it starts off by you being in the “disadvantaged” position. But, now, instead of only having the option to escape, now you get to choose what you wanted to do: Escape, at say, 70% chance, Reverse, at say, 30% chance, or Enjoy, which may do something like restoring health. Now it’s very obvious what your choices are and what the tradeoffs are, and you can make the appropriate decision.

But what about something like the escape system in HR. The issue with that is that it is potentially very confusing. “What is that red bar?” “Why does the progress reset when I press a button?” But more importantly, I am personally not a fan of Quick Time Events in general and I rather make an interesting turn based H system, that players can play at a pace they want ;) instead of gluing their eyeballs to a portion of the screen to not miss the QTE prompts.

Isn’t it better to completely finish up a game first before moving onto another? 
That is certainly good advice. And that was my original plan. HRT is in development for ~2 years now and content wise, I believe it is on par or exceeds most other H-games. So H-content wise, I consider it done. That is why there haven't been any new H-content for some patches now.

The truth is, I need a break from HRT. I am especially frustrated at HRT at the moment because of the “bodyMesh” loading problem that some people seem to have. I couldn’t reproduce the bug at all in my end. So imagine trying to brainstorm all the possible things that could cause it, come up with potential fixes, getting people to try the build with those fixes, only to find out it doesn’t solve the problem. Many times. (The solution is to upgrade windows/drivers)

I don’t expect everyone to agree with the decision but at least I hope this gives an understanding of where I am coming from. So I am going to take a break from HRT, focus on something else, and come back with a fresh perspective.

Wednesday, November 20, 2019

What if Heroine Rescue Team was a turn-based game?

Working on a new game! Like HRT, it is a party based and feature in-combat grabs. However, it wouldn’t be an action game but is turn-based instead. 

Here is a super duper early concept video of the gameplay:


Originally, I was aiming for a side-view camera like darkest dungeon. However, that limits the angle you can view the grabs at, so a grid + full 360 degrees camera is more preferable.

There was a lot of good ideas and suggestions for HRT, that I wanted to do, but simply takes too much time and resources to implement due to the high animation requirements or is simply unfit for an action game. For example, more options during grabs, having bondage playing a bigger role in combat, non-humanoid enemies, and so on. 

I feel like that if HRT were turn-based instead, those things would have been implemented by now. Working on a new game also gives me an opportunity to fix some of the things I consider as mistakes in HRT. For example, not being able to customize all your party members. 

What does this mean in the future? Well, for HRT, my original plan was to finish up the Ruins map and maybe add one more zone to the game. H-Content wise, I was pretty much finished with what I wanted to do. I was going to work on finishing up HRT and the new game at the same time, but that just isn’t working out. 

I was getting pretty frustrated at HRT chasing after the “stuck on bodyMesh.json loading screen” bug that I just couldn’t reproduce at my machine. (BTW, people that had this issue told me that upgrading your windows solves the issue.) The new game is also done in a new C++ engine that should have ~10X CPU performance improvement over the current electron-based engine. But that meant switching between different programming languages. That would be fine, if not for the fact that the new game uses blender 2.8+ but HRT relies on blender v2.7X. (The exporter doesn’t work for blender v2.8.) The problem is, blender 2.8 have a completely new UI - selecting items changed from right click to left click, a total reorganization of... everything. 

So, I decided to take a break on HRT and focus entirely on the new game instead. Again, the game is still super duper early - only about 2 weeks of actual development on the game at this moment. There is a barely “playable” demo on discord if you want to test it out and give feedback. In the near future, I will be posting progress updates on the new game.

It’s that exciting time again when you are dealing with something new and shiny. Meaning that nothing is set in stone! So if you have any questions or suggestions on the kind of things you want to see, getting those ideas in early will have a much higher chance to get them included!

I will probably be writing about the design considerations about the new game in the future, but this post is already long enough as it is, so that’s it for now.

Friday, November 1, 2019

Happy Halloween!

Patreon LINK.



This is a small bug fixing patch that fixes some bugs with v0.64.

There seems to be an issue with the game stuck at loading bodyMeshNAnim for some people. I spent the last two days looking into this issue and examined various saves/mods/etc and I wasn't able to replicate it here on my local machine. So still not sure what that is about.

Changelog:

 - fixed bug that cause NPCs (such as recruitables) to not appear in dungeon
- fixed a bug that cause the bgm music in town stacking with other bgms
- fixed a potential crush caused by AI trying to "weaponSwitch"
- only direction key input (WASD default) counts for button mashing now
-   this is so you can still control the camera via arrow keys in town without instantly ending animation