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.

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:


Sunday, February 18, 2018

Plate Armor and Zone Selection

Added "Platemail." This is another set designed by Judasilfarion. If you like these kind of armor, you know who to contact! Here are the front and back views with the help of the new "change outfit" option for your companions:

NOTE: the capes are clippy when on the move. Will solve at a later time.






Another new feature is the ability to select which zone to move to. This obviously opens up the possibility to go elsewhere rather than the default dungeon. For starters, there is the "tent" area, the "village" area, the "dungeon" area and possibly a few more extras. You can expect this (the different zones) to be greatly expanded on in the future.

With that, that concludes all the new things for patch v3.x. Still need to wrap up and clean up a few more things, afterwards, its alpha-test then patch time.





Friday, February 16, 2018

LewdVille?


Here are some previews of the upcoming hub area. It is rather small/empty right now due to limited number of assets. But I think it's good enough for a first pass. Gotta implement the lewds in a lewd game after all.

Going forward, I am considering implementing a real time in-game editor of sorts to facilitate the creation of new area/zones. And if there are enough demand, perhaps a base building/construction feature to the game as well. But that will have to come (if at all) much later.


Bonus:

Tuesday, February 13, 2018

Sticky White Stuff



Preview of something to come. Couple points:

  • No, it's not gonna be available in the patch right after. 
  • Only works on a naked character. (No clothing/armor etc - too many combinations otherwise)
  • The effect is separate for each location. Eg. its possible to have it on face but not down there.
  • Blocks equip/unequip of equipment on that region when it's on. 
  • May or may not cause additional effects.



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 ( ͡° ͜ʖ ͡°).

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):