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.

Sunday, April 26, 2020

New 2v3 build


New test build here.

It's a 2v3 scenario with Lucia + Iron Mask versus 3 wrestlers. The sex attacks on Iron Mask is probably a going to be a bit weird because the game doesn't differentiate between male and female yet.

Give it a try and let me know what you think. If all's well, then I'm going to move on from Combat (for now) and start on the Exploration side of things.

Saturday, April 25, 2020

Couple of new features


Couple of highlights in the new build:

1) A new base male model! His name is Iron Mask. Nobody cared about who he is before he putted on the mask... (Just kidding, don't have a male head model with all the head animations setup yet)

And here is a brief video preview:

https://twitter.com/i/status/1253932490206502917 

2) The Rally mechanic. When a Special unit is KOed ( Special means get KOed when green HP reaches 0 instead of being Defeated instantly ), she will start regaining HP at each turn. When the HP is regenerated to be above 50% of total HP, she will rally back to action and be ready to fight again.

This change is motivated by some players pointing out that the "first team downing all opponents just wins the battle as they can proceed to defeat a single unit at a time while they can also waste turns healing (or buffing if it's added) completely unopposed." So this change is to address that.

Example: https://twitter.com/i/status/1253932390075912194.

3) Alot more sounds! Added a whole bunch of sound effects to game, from footsteps, to attack swings, hit sounds, sex moans, squirt and ejaculation effects...

4) Modding improvements: I implemented a generic JSON to C++ struct deserializer, and implemented the "inherit" keyword. This probably doesn't mean much to most people, but to those that do, this means that you can now define new things with less repetition! For example, "inherits": "default_behavior" and then only need to define what you want to change.

5) Various QoL changes, such as: left clicking an empty spot will now select the unit that is taking turn. Units in grabs will auto "Relax" when KOed, (other actions have 0% chance.) Grab ending when attackers KO themselves by orgasm.

Sunday, April 19, 2020

Test 3

https://twitter.com/enlit3d/status/1251274541155770368

Download LINK.

Here is another build to test. It features a single 2v2 battle with AI. The selection is pretty wonky on units in a grab atm, so it's recommended to not deselect if you can help it. Otherwise, everything in combat *should* be working right now. Give it a shot and see if there's problems.

Please do take a moment to leave comments and suggestions on how to improve things that are working atm.


Tuesday, April 7, 2020

Sex-fighting systems Done!

Turn based sex-fighting system is done! Here is a brief overview of how everything (currently) works:

Before I started, I did some research on other turn-based sex-fighting games and their sex-fighting mechanics. However, I feel like the majority of them are meh. This is because they are either a simple “reskin” of the default RPGMaker mechanics, or they fallback to a Quick Time Event (QTE) based system. I find neither systems to be satisfying.

So, back to the drawing board and this is what I came up with. I decided to go with a chance-based system to try to capture the randomness during grapples and to prevent the obvious best-choices. There are quite a few RPGMaker sex-fighting games where it is very apparent which move you should use - for example, the higher the damage, the better.

The second idea is that stats matter. A character specialized in sex-fighting should be favored at it than a character that is not. This is represented in the game by their higher success chance. Here is an example:



Now, just because a character successfully grabs another, doesn’t mean the followup (sexing up the opponent) will guarantee to succeed. This is for two reasons. The first is to allow for differences between sex moves - for example, picking a move with higher chance to hit versus a picking a move that deals more damage, but less likely to hit. The second reason is that this gives room for non-sex actions too. For example, perhaps after a grab, you can also choose to pick a restraint to put on the opponent, or to carry, etc.

Here are the 3 different types of grabs to start off. Notice they are different success chance:






During each unit's turn, they can pick which action to use in a turn-based manner:



Expressions now change based on the lust level of the target, too:


Finally, orgasm and lust are now separate bars, here the orgasm level is shown in white:



That's it for now. The stat to success chance calculation may require further change in the future, so I am not going into details how those calculations work atm.