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.
Showing posts with label wip. Show all posts
Showing posts with label wip. Show all posts

Monday, June 25, 2018

[Patreon] V4.5


Patreon LINK.

I was actually aiming for the patch release in the last week, but one thing led to another, and here we are. (That's why there's no release dates :P)

Implemented lots of new features this patch, so hopefully its not too buggy. The Encounter Zones are very bare-bones atm, but you can be assured that it will be extended in the future.

Changelog:
  • implemented item descriptions when hovering over items
  • implemented bow and arrows
  • - implemented ammo, the game uses a global ammo pool that is shared with all ranged weapons that consumes weapon
  • implemented non flat terrain and encounter maps
  • implemented 8 new positions (5 M/F, 2 F/M, 1 F/F)
  • implemented outfit stripping
  • enemies now select positions based on what's available (include mods) rather than from a fixed list
  • minion enemies are now grabbable. Weapons with high impact damage is especially effective at this.
  • implemented a yes/no prompt check when "back to camp" button is pressed to help against fat fingering
  • implemented a chatbox/logging system on the bottom of right of screen to notify players things that may not be obvious
  • - when "ammo" are looted - they are automatically looted when opening the container
  • cumming may now leave cum behind
  • implemented new collision handling for already colliding objects
  • implemented various optimizations

  • fixed incorrect weights in the slave_set
  • fixed bug that cause the interaction prompt to linger longer than it should
  • fixed possible crush due to HotBar loading invalid or spent items
  • fixed units in orgasm not having invulnerability at start
  • fixed crush at bartering window when dragging invalid item into it
  • fixed quest not working
  • fixed bug with projectiles not hitting nearby enemies and issue on enemies near walls
  • fixed inv icons disappearing when dragging the scrollbar while inventory size is small
  • fixed bug with swapping items in the hotbar not updating the change visually

  • modding changes
  • - more diagnostic messages
  • - simplified the mod installation process
  • - as a result, mods from previous versions are incompatible with new version

To Modders: the game now loads from every folder in the /data/ folder. In each folder there must be a _FilesToLoad.json but you can freely structure the files inside each mod folder however you see fit. To migrate from previous version, simply move all the file dependencies into a new folder, and add an appropriate _FilesToLoad.json inside.


Tuesday, May 22, 2018

[Patreon] v4.3


Patreon LINK.

Refer to previous post for changelogs.

This is primarily a "features" patch introducing new mechanics into the game. As such, it could be pretty buggy. So make sure to report bugs!

I haven't got the chance to address all the issues people brought up on 4.2 yet and there are still lots of work to do in the future, such as a description window when hovering an item on inventory, and move selection.

Wednesday, April 4, 2018

Welcome Home, Master~



This is a full set, meaning that it have separable pieces that can mix and match with others. Whereas some outfits, like merchant set, are a single piece that are meant for NPCs only. (You monster)







Thursday, March 29, 2018

v4.0c - bugfixes

Patreon LINK.

FIXES:
 - fixed the inability to control the player unit while sliders are open 
 - fixed bug that cause units to spawn with derpy faces/tongue sticking out/etc 
 - allies now consider each other as allies and may even decide to help each other out 
 - downed and getting up allies no longer applies repulsion forces against other units 
 - helping allies getting up is now interrupted when the target are no longer in a downed state (for whatever reason) 
 - the prompt to initiate dialogue no longer pops up when the target is too "occupied" 
 - player ranged attacks: projectile path calculation now ignores teammates
 - the bug looks like the projectiles "bounces" off allies when they are near (this is because its a 3rd person game, the path of projectile is not the same as from camera/eye to crosshair but have to be calculated) 
 - fixed Sapphire's hair turning grey from abuse 
 - pressing right click during a grab no longer lowers stamina if the guard direction option is set to "Auto"

NEW FEATURES: 
 - downed heroines will slowly regain green health. They will get up by themselves if the green health fully regenerates 
 - lootbags now despawns if all their contents are looted
 - experimental feature: on despawn, items on the despawning unit will be put into a nearby, already existing lootbag if possible
 - day cycle is now every 10 mins instead of every 3 min KNOWN

 ISSUES: 
 - need a breastplate strecher for big chested girls 
 - glasses are not unequipable 
 - slowdowns when there are many "active units"

Wednesday, March 28, 2018

[Patreon] Demo v4.0 - Sliders and Sex

Patreon LINK.



Good news everyone, lewds are finally here!

A lot of effort (time) were spent getting body sliders to work with sex animations, so this patch may be a little rough on the edges. Make sure to report bugs!

Notable features:
  • Body Sliders (initiated via dialogue)
  • In Combat Lewds, currently 6 different animations accessible in game - no enemies requires sex to defeat and none of the members in player's party have a penis 
  • AI upgrades to sex enemies and rescue allies
  • Experimental observer camera controls during sex (WASD and mouse wheel)

Wednesday, February 21, 2018

[Patreon] Demo 3.3


Patreon LINK.

Patch Highlights:

Equipment window, for you and your companions:


Bartering and Trade:


Tasks and Quests:


New options, which are now saved across different playthroughs:


New items and enemies, including the first ever ranged weapon and a "Hard" dungeon mode:


Saturday, February 10, 2018

Tasks and Quests, part I


Been working on implementing a quest/task system. Quests are one pillar of the RPG genre. Indeed, if you really think about, many RPGs can be viewed as a series of quest/tasks. So it only make sense to implement a quest system as well.


There are quite a few moving pieces in a quest system, and I have only implemented some of them. This first is the"talk" icon that appears above on the NPC's head. That talk icon is dynamic, and will only show up on NPC that actually have a quest/task for you.

The second thing I did is to implement a "template" to author quests quickly. Although the dialogue system inherited from HR is fully capable of implementing the quests, but it gets verbose and tiresome really really quickly to deal with all the branches and jumps.

With the new quest template, the "code" for the quest looks something like this if you are interested: https://pastebin.com/GzdC98Z1.

TBH the scripting portion is definitely a little over engineered at the moment. It may be well on its way to become a scripting language for the game...

Oh yeah, I thing I almost forgot to mention is that I had a decision to make on whether or not to allow the NPCs to initiate dialogue to you. For example, perhaps if an NPC is really "thirsty" maybe she should run up to you and start "asking". But the problem with that is the NPC may initiate the dialogue at really inconvenient moments and break the flow of the game.

So It's probably better to only allow dialogue initiation by the player, and have the talk icon appear on the NPC that really wants to "talk" to you. Maybe even make them follow you (for a bit?).

Anyways, lots of "background" stuff for this week, there should be more visual stuff next week and even more for the week after ( ͡° ͜Ê– ͡°).

Monday, February 5, 2018

Say Hi to Merchant-Chan


Added a new NPC, Merchant-Chan. (For now.) As her name implies, she is a vendor and she buys your crap trophies you found in your adventures. Of course, she sells stuff too.

Here is what the trading GUI looks like:


A couple things to note:

  • Drag n Drop or double clicking on the item both work
  • Currency is now an "item" and is visible in inventory and trading screens
  • There is no need to directly drag currency onto the buy/sell window. Instead, the amount required for the exchange is automatically calculated and used. For example, if you drag an item worth $50 onto the "Items to give" window, then $50 is automatically added to the "Items to receive" window.
  • You cannot pay with what you do not have:

That's pretty much it for the trading window. It should be easy and straight forward to use, although it was a huge PIA to implement.

Another change is that "seeds" no longer have infinite use, but have to be brought individually:


This is the more intuitive behavior, but also a step towards implementing things like ammo for range weapons, and items with "charges" and limited uses effects. 

Thursday, February 1, 2018

Ranged Enemies and Projectiles


Added projectile attacks and ranged enemies to the game. The AIs are upgraded as well to handle the range combat possibilities. This particular enemy fires slow-moving and large projectiles and is fairly easy to handle one versus one. However, they can be dangerous in packs or when you are distracted.


Gif demonstration of the charging animation (on an older version):


Monday, January 29, 2018

Equipment Window


Implement an equipment window. With this window you can drag and drop to equip/unequip items. Double clicking works as well. This also mean a couple of changes:

  • Items will actually be transferred over when they are equipped
  • It is now possible to customize the equipment of your allies as well
So this is what your inventory looks like at the start now:


You can control the outfit on your companions as well:






Also, here is a preview of the downed state with some cheats on. The downed pose is based on how the character fall. There is also another possibility when the character isn't knocked into the air. 


Thursday, January 25, 2018

Demo 3.2b public version.

Download LINK.



It seems v3.2 is pretty stable, and I know there are some of you want to try the demo out, so here it is.

Notes: No lewds in game yet. Still missing several core features. Not even an alpha, so not worthy of a name. For enthusiasts only. 

Saturday, January 20, 2018

Demo v3.2

Demo v3.2 is now available on Patreon!


Featured in the picture is another outfit designed by Judasilfarion. She makes her appearance as the "boss" of the fighters floor. Her outfit, along with her giant fist weapon, are available as drops when she is defeated.



I haven't actually done everything I wanted yet under version 3, before moving onto version 4. Version 4 will start to get into the "meat of the game," *wink wink, nudge nudge*. So there will be another build on version 3, probably sometime around mid Feb.

Some highlights of this build are:

  • Unarmed moveset
  • 2 additional outfits
  • Quickbar/hotkeys
  • Farming
  • Day and Night Cycle
  • And More! Refer to the previous posts for details
More importantly, and one of the reasons why I want to release the build now, is because I decided to change how the item coloring system works. It used to be that color customization data is tied per character, like the "color groups" in HR. So if you equip an item, it's color is dependent on who wears it. Instead, I want to change it so that the color information is tied per item, and an red item will stay red, regardless of the wearer. And yes, there will be ways to modify the color on the item. 

Anyways, the reason I mention it is because it requires internal changes. Hence, possible bugs may prop up and I want to get people to test it ASAP. Make sure to report any oddities with items and equipment!

Also received a lot of good suggestions, and in fact, I plan to implement some of them. However, the topmost priority are currently, A) the lewds and B) save/load functionality. So many of those ideas will have to be done "later." But do keep them coming, because who knows? It just might make it to the game (in time).











Friday, January 19, 2018

Fighter's Set


Since there is now an unarmed moveset, it only makes sense to have a new outfit to go with it. Special thanks to Judasilfarion for helping out in the creation of this set!

Back view:

Of course, as with all other outfits, the pieces are interchangeable:



Wednesday, January 17, 2018

Quick Bar


Implemented a quick bar/hot keys. You can pick and choose which item/command/consumable to put on there for instant access:


(The colors are screwed up due to the gif format...)

The entire thing is operated via drag and drop. Open up the inventory window and:


There is a caveat tho. Because there isn't a window yet to drag the "commands" and "specials" from, the first 3 slots are currently locked. They are "Allies-Attack!", "Allies-Follow" and "Fist/Unarmed." The ally commands are the same ones as the current demo. Originally I thought perhaps the item on the quick bar could be like a toggle, so pressing the hotkey would switch between equipping/unequipping that particular item. However, with some testing, I found that having a separate hotkey for unarmed is much cleaner.

Saturday, January 13, 2018

Farming, Part II.


Got a lot of work done on farming. Here is some demos (and also as explanation) of how farming works:

The controls for farming is simple: face the desired tile/crop and then press the interact button (default: E) while having the appropriate tool equipped.

The first tool to showcase is the hoe. It allows the transformation of grass tiles into dirt/soil.



Next up, equip the seeds and plant them:



Crops in this game need to be tended. Right now, the only requirement is water. Equip the watering can and it can water the crops:



And that's it! Wait until the next cycle (day) and the plants will grow:



When the crops are fully grown, unequip your tool/weapon and you can harvest it:





Here is what the harvesting animation looks like:



This gif is taken before the crop randomization changes and it does suffer from the "clones syndrome" quite a bit.

With some slight randomization, that "clone syndrome" is less obvious:



There are still a couple things to be done but I am quite happy that the "basics" for farming is now functional.

Thursday, January 11, 2018

Unarmed Moveset



I want the "harvest" option to pop up when the player is looking at a fully grown crop while empty handed. That requires the ability for the player to unequip their weapon (something they can not do before). And if I am going to implement that, might as well add an unarmed moveset to the game as well. So here it is.

As for farming, most of the features are working now, but still lacking animations. It shouldn't take very long to finish the farming feature from now.

Friday, January 5, 2018

Farming, Ranching, Breeding; the beginning.



I don't know how much people paid attention or remember that this game will have monster girls and the breeding of them. It certainly isn't a game that will be 100% focused on combat, (even though a lewd dungeon crawler isn't a bad idea at all). It was just that 1) there is a lot of concepts that can be transferred over from HR and 2) combat is a nice way to "stress test" various game systems to expose bugs and issues.

Anyways, the first stage is farming/planting. Farming gives you the option to plant and grow crops for 1) sale, 2) food for mongirls, (gotta keep them happy and fed so they have more energy for... other activities, and 3) potential ingredients for crafting.

Farming is a simple procedure. You find an eligible tile (such as dirt) and you plant seeds. At the end of each cycle, as long as the tile is watered, the plant will grow. When the plant is fully grown, you can then harvest it. The tile is then freed for the next cycle of plants.

For now, there are 3 different actions that the player can take:
a) using a hoe, the player can convert an eligible tile (such as grass) into soil/dirt.
b) using seeds, the player can plant a crop at an eligible tile (such as dirt)
c) using the watering can, the player can water a tile

Here is a simple demonstration of the hoe in action:



Here are the different growing stages for the first crop:


Currently still working on b) and c). There are also a couple more "farming" tools that isn't utilized atm but they might have other uses: