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.

Saturday, May 9, 2020

Demo 1


Patreon LINK.

Here is the short dungeon crawling/"wrestling tournament" demo as promised. Not quite sure of the difficulty level yet. Let me know if you find it too easy/hard.


Friday, May 8, 2020

Dungeon Crawling v0.1




Faster Than Light (referred to as FTL from here onwards) was one of my favorite games. It is a roguelike game where you pilot a ship through different sectors with the goal of defeating a big bad at the end. There is something really charming about it's simplicity in it's individual mechanics, yet when put together, creates a one of a kind experience.

Anyways, the reason why I talked about FTL is because I decided to postpone the complex, Divinity II like map exploration to a later date. Instead, I implemented a much simpler "dungeon crawling"/rogue-like experience inspired by what FTL had.

The reason for this change is because it takes a lot of effort to actually get the Divinity II-like map exploration working. Not only it needs the map generation, but also complementary mechanics such as group movement/follow leader, enemy FOV + enemy spawns, editor to author the map segments, just to name a few. Instead, I want to focus on things that are more pressing atm, such as the outfit system, porting moves from HRT over, working inventory and items.

The demo (shown in the twitter video) is more or less working, and it's currently undergoing testing in the discord as a first pass. I will be releasing that demo this weekend.

(The Exploration mode isn't scrapped. Just that instead of walking in a big map, it is confined to a small battle zone. When the combat is over, the game will switch to Exploration mode, where you can do what you wish with the spoils)

Saturday, May 2, 2020

Progress update



Another weekly update!

The new "Mahou Set" is done! It is shown in the picture above. I also put up a short video on how it looks in-game here: https://twitter.com/i/status/1256644999250186247.

I got feedback from the previous build that the targeting controls still is pretty awkward in certain spots. So I sat down and thought how about how to tackle the problem. I took a look at other tactics game again with the focus on their UI elements. One thing that captured my attention is the targeting controls from XCOM. I thought that is a great addition to the game. Here is a video showing how that works: https://twitter.com/i/status/1256645203097645056

Finally, I started to work on Exploration side of things. They are still WIP and are mostly individual components ATM. Will do another update when things become more coherent.

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.