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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.

7 comments:

  1. you do deserve a break dude you earned it things don't need to be rushed ok just makes me wait for new stuff and that's even better no rush ok dude :D take your time

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  2. When it comes to H-games with mid-combat grabs, I feel turn-based is one of the most ideal gameplay types to facilitate them. Especially where animations are involved, the player can view them/their current stage at their leisure before deciding to continue playing; that pause is built-in to the gameplay, unlike action games where the grab will be draining some meter as the animation is playing, and/or things are occurring outside of that combat-H, which incentivse you from a gameplay standpoint to break free as soon as possible.

    I also believe the same can apply to action games, particularly those with survival-horror type gameplay. I.e. when grabbed by an enemy, the gameplay transitions to turn-based so you don't have to act until you've viewed that stage of the animation for as long as you wanted to.

    While it's always a shame to put a project on the backburner, it's infinitely better than letting it put YOU on the backburner.
    While I'm here, I'd love to see more tentacle/monster content, the stuff that's in HRT is already great. Regardless, I really look forward to seeing how this progresses and what you come up with. Good luck!

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  3. i would like to see a like a creepy dungeon type map with hand like tentacles or maybe slimes or wall shadows or hands out of the ground but there is always modding

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  4. Maybe an obvious idea that you will have definitly have thought off but how about combining the turn base gameplay with HRT, with that i mean jjust change the combat system of HRT to this turnbased system while being able to keep the towns and dungeons and all. And then while you are in a dungeon you can go from room to room and be able to encounter enemies/traps and treasures and the likes as you go.

    I think it would keep the idea behind HRT more or less intact while being able to fix any problems with the combat more easily.

    Now i am not a game designer at all so i dont really know if this would make it any better but i do think i would enjoy seeing it for sure.

    Either way i am mroe than looking forward to whatever next you have in store for us!

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    Replies
    1. One of the motivation is a new, more powerful engine. The existing engine was sufficient for HR but isn't as capable as I had hoped for HRT. So I feel that, in combination with other reasons, it is better to make a simpler game from scratch than continuing from HRT.

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  5. i don't want to sound grim but ... your not giving up on what is worked on or just taking a break like i said you do deserve a break don't push yourself too hard but your not quitting HRT are you?

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  6. i like the actual game,dont do this,this is worse,the actual game is better,you only need implement more things,more lewd thing best body,more animation enemies etc etc,i dont care if you do a new game but first finish this pls

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