Saturday, June 15, 2019

Collisions, tiles



The work on the onoing game was mostly tile and collision work.
You may have noticed that in the pose mockups, the ground was stretched. This is because larger enemies may need more space in order to position all entities involved. It also adds a few more options for small enemies as well, with the addition of depth


This also meant that I had to add a drop shadow, since otherwise platforming can look very "detached". Ended up being a little complicated since the collisons are tile based, and I had to make sure something so simple wasn't going to have a huge performence hit.

However the question now is how wide should the ground be, exactly. For now I'm sticking with the width in the top image, however I may change it later. The problem is that it can look a little weird once you get into floating platforms and such, and then you have to worry about the visual depth of tiles being above you.




I also spent a lot of time overhauling collisions in general. It will now be possible to have slopes of different sizes and shapes, which was not possible before. (It's also like 3X as fast, which is also good.)

Because I spent a lot of time working on the collisions (which is the same code used in all my current games), I may spend a couple extra days this week to get out the first  real version. Will more or less just be enemies spawning infinitely until you're defeated, since there aren't any other mechanics yet.

Once that version is done, that will mark the first real update, and then from that point they will follow the 1-2 week update schedule (where every update must be playable and contain H.)

Anyhow, that's all for now.

Saturday, June 1, 2019

Pose system.



Currently figuring out how posing will work.

Like I've said before, the player will have unique animations with every enemy while naked.
However, while clothed the player will use generic poses across all monsters, as seen above.
Female enemies will also use these poses, so that male and female enemies can all H each other.

The hard part is figuring out which poses to use, since some poses offer more possibilities than others. For example, the first pose can be used horizontally or vertically, or flipped, to get different variations. As long as all the parts match, the sprite can be rotated and positioned through code, which means I only have to animate 1-3 poses per enemy.

So basically, I need to decide on some sort of system. For example, let's say the male and female pose in image 1 are "F-A" and "M-A".

F-A can be flipped vertically with M-A. 
Both variations can also be rotated 90 degrees

In total, there would be 4 variations.

However, depending how M-A is drawn, other poses can work in the same way. For example, the animal girl's above pose works in the same situations as F-A, despite being a different pose.

So...is this animal girl's F-A, F-A2, or F-B?
While it works in the same situations, it has possibilities that F-A's doesn't such as the face-sit pose seen with the goblin.

In other words, can F-A be anything so long as it works with the same male poses, OR, do I just have a wider range of poses in the map?

And also if there is variation, I will likely have to choose between male or female to have variation. If the male poses are always A-B-C and specific, then female poses can be anything as long as they each work with the male poses. Yet at the same time, the player will probably be more interested in having more variations for monsters, since they will be seeing the player's animations the most.

Thursday, May 30, 2019

Collisions. Beat up a goblin.


Did the main work on attack collisions. Leads to some funny interactions when you dial the attack speed up to 11. 

No H yet but soon. Wanna make it so you can get hit and defeat the eney, then H.
http://www.mediafire.com/file/ky0yk8jgpl9cqkp/example.rar/file


Ignore weird inconsistencies in the controls, not really done with them yet.
Main thing was just getting the attacks programmed. Won't work on defending until after the first H is added, probably. Also will make it so knockback is effected by attack charge. Or at the very least damage will be. 

Friday, May 24, 2019

In the loop

Been working on main games for the most part. Not moved in completely but enough to work all the time.

Starting tomorrow I'm going to start working on the ongoing game consistently. (The plan in the beginning is around 2 days per week, main game for the rest.) Then a new version will be uploaded every 1-2 weeks.

Tomorrow I'll animate the first enemy and an H animation so that the first real update has some content, and H content can be added as game mechanics are worked on. In the beginning it will be little more than enemies spawning that you can fight.

I'm still not entirely sure what I want to do for combat. I keep flip flopping between feeling like single/double attacks with blocking and parrying are enough, and feeling like it would be dull pretty quick. With boring attacks, the game would have to be driven by the desire for loot, but the question is if that's worth sacrificing fun combat for.

I've considered a few options;

1. Say fuck it and just have more moves and animations. Just have clothing and weapons added less often but make them all high fps.

2. Switch to something like martial arts, and have faster, more creative combat and moves. Have the attack swooshes change based on "style", which would take the place of weapons.

3. Have classes of outfits with entirely different move-sets. Each class can only use it's own moves. Changing your outfit would essentially be like changing the game you're playing, and prevent committing to one, however this would make the looter style more difficult unless outfits break, or some other design cheat is used (If one class has the double swing, and another class has a shit ton of martial arts moves, people probably wouldnt ever want to use the more boring one).

4. Stick to the double hit attack, and just focus on adding simple weapons and clothing that dont add much, but have a lot of them, driving the looter/rogue-lite nature of the game.

5. Abandon the notion of looter outfits almost entirely, and have a shit ton of moves. Outfits could be limited to non-combat actions (For example if you equip a bathing suit, you only have a kick, etc)
Trouble here is choosing a main outfit. (Or 1-3, if there are at least a couple.)

Regardless, I'll go forward with the basic attack as it is, since the main goal right now is to get the H train rolling.