Wednesday, May 21, 2014

Changes..

Another day, another major change to gameplay mid-development -__-


Specifically, I've made it so that enemies don't hurt you when you touch them (sort of like Kurovadis), but I've also made it so that enemies will flinch from attacks, interrupting their attack patterns.

I often thought that making enemies harmless upon contact limits the game's level design. After all, it removes enemies as an obstacle, and makes them easy to bypass. What would Castlevania be like without such enemies, after all?

Well, that kind of thinking is dumb, and now I feel sort of silly.

The thing is, certain games would suck if you made enemies harmless, but that's because the games aren't designed around it. Harmless enemies only make a game too easy if you're still make them move as if they hurt the player. As a designer, when contact is harmless you can make enemies move faster, and in more extreme patterns, because you don't have to worry about how it would effect the player directly. You also can have more enemies that actively pursue the player without it becoming impossible.

Likewise, making enemies flinch seems like it would make the game way easier. However it just makes things different. Including flinching means that there's more emphasis on enemy positions. For instance, you can have enemies attack from both sides, because the player can split their attention between the two, focusing on interrupting their attacks simultaneously. In combination with not getting hurt on contact, it allows for more scenarios where the player has to deal with multiple enemies, and act a bit more strategically on the fly, rather than thinking through a single action, and trying to execute it without messing up.


Also, I just noticed in that gif that there's 1-3 frames of the idle animation in mid-air. So...I need to go fix something -__-

81 comments:

  1. Oo air combos. Already looking forward to this game...also, who do I have to assimilate to gain skill and knowledge like you? I'd have quit my QA job long ago if I had your ambition.

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  2. the combat looks so fun cant wait to try it in the game. (*¬*)
    and as always keep up the good work

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  3. That animation looks really cool! Keep it up Kyrieru-sama!

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  4. This is already beyond what I was expecting

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  5. You have to make more attack animations if you make them harmless on touch but I think that is better in the long run. Also the pic makes me really want to play this game even if it wasnt an H game

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    1. Yeah, you do have to make more attack animations. However, it only takes an hour at most to make one, so I don't really have any excuse not to, if it makes it better.

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    2. Also you can still use some kinds of enemies as obstacles if it makes sense to be hurt when you touch them like flaming enemies or spiky enemies. You can also just use still obstacles like spikes or fires. LOL only spikes or fires hurt

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    3. Don't forget flaming spikes.

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    4. And spikes made of flame...

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  6. At last you were enlightened on the matter. Well done.
    Also, you can trade harmful contact with occasional, but much more troublesome and taxing on the HP grabbing attempts. I hope that this game will be more like Kurovadis in other aspects such as character stats.

    Could we also get some super-secret flying ability here, to make returns a bit simpler? A little hidden bonus after hardest optional jumping puzzles is fine, though having an entire aerial stage(or pair of 'rooms') focused on airborne manoeuvring would be very nice. And fun, especially when you'd give enemies guns and only close combat weapon to the player.

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    1. You won't level up in this game like you do in Kurovadis. One of the problems I had with Kuro was that there weren't any good items to find, since stat items were more or less pointless because you could just level up. In this game, you find upgrades and they make an immediate difference. (making an enemy take 3 shots instead of 4, for instance.). I might make it so you can increase health by "levelling up", though, but I haven't decided yet.

      Basically you can dash, double jump, and do an uppercut every time you hit an enemy. So I might have a section based around it for an optional item or two. It isn't really required in normal gameplay, though.

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    2. Hah, don't bother with levelling for the sake of health. I meant the difference in player mechanic between Kurovadis and Eroico. In Kuro's system you don't really need health/damage bonuses, only unique weapons an abilities, and I liked that. Stat bonuses in general are dull and unappealing when compared to unique weapons and abilities, so you shan't use them more than necessary. Or at all. Gradually increasing health bar or medkit/healing potion drop from enemies will do.

      No gem-hitting jumps? Good, those were a bit annoying. Enemy-hitting jumps are at least satisfying.
      I still would like full-fledged flying in your platformers somewhere in the future. That'd be cool.

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    3. Ah, well there are weapons in this game. Mostly secondary. The main gun's bullets can be switched to different types, however.

      As for full on flight, I had an idea for a platformer with a harpy protagonist a while back. However I wouldn't be doing something like that for a while. There are a couple of other games that are a higher priority.

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    4. I'd like a harpy game very much, as long it is metroidvania-like, and not a plain linear scroll-shooter.

      Also, could you think about an idea of pre-order system for your future games? I think that several of us won't mind a slightly bigger price or lengthy waiting period as long it still will be released someday, and it will provide you with some money at the development stage.
      I'll pay now for this game, harpy game and Kurovadis II if you'll implement such function. Even if the last two won't see the light for years to come.

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    5. Okay, personally (different anon here), I think you shouldn't discount health on levelup that quickly. Extra staying power is nice to have, especially if you like to see the animations. (Assuming there's damaging grapples here...)

      Also, I figured the problem regarding the stat-ups wasn't "that you can increase your stats at all" but rather, that stat-up items were made redundant by the ability to increase the same things via level ups. If acquirable items are more unique in nature, then why can't we have generic stat ups gained from level-up only? Unless you're intending for leveling up to follow some kind of 'perk' system where, when you level up, you gain unique advantages.

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    6. Well, enemies wouldn't have enough health to see an immediate difference from leveling up and increasing atk. For instance, there were enemies in Kurovadis that would take quite a few level ups before they would take even one less hit, so it only made a big difference with bosses. With item upgrades, I can specifically make enemies take one less hit. They also change what your attack looks like.

      While I have unique items to find, I want every path to have a powerup, so having enough to spread around is important. I'll be making a more rpg oriented metroidvania at some point, so in that case I'll have more stuff to find, and real leveling up, and perks, but not with this game.

      To the other anon, I don't think I'll ever do pre-orders. As long as I'm developing consistently, I make more than enough to develop games and hire artists. The only reason money is tight right now is because I haven't released anything for more than a year. Plus, the way I develop, changes are made frequently. If I decide that a game I planned on having flying in is only going to have gliding, or something, I don't want people who pre-ordered on that basis to feel ripped off.

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  7. I actually prefer that the enemies don't damage on contact. I can understand if the enemy is electrified or has spikes, but making them damage just by "touch" usually ends up falling on my nerves.

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  8. Looks like your enemy s largely influenced by Megaman Zero's Pantheon mavericks :3
    (the usual mavericks roaming around)

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  9. Super stoked for this game! Looks great!

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  10. Combat looks real solid! Imagining the programming hurts my head.

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    1. Nah, it's actually pretty simple. I doubt I could do something complicated enough to hurt your head -__-

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  11. Looks sweet :). A combo system plus Shoryuken ? Nice. As far as the enemies is concerned, I think that was a good observation from your part. Do you consider making some moves unlockable or adding some extra effects as you progress the game ? ( or level up ?)

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  12. Those enemies better be able to gang up on the heroine. Not just one at a time.

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  13. I'm not a fan of Air Combo, staying in the air for 3 or more sec without falling even an inch, but the animation looks great, looks awesome.

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  14. This protagonist isn't cute!!!!11

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    1. Wait until you see the CG's or her cloths fall/break off before you judge ^_-

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    3. Sure she looks Hot in the CG's, but you'll see more of her sprite's in game, but I agreed with him, her sprite isn't as cute as the CG.

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  15. I guess one of the reasons why Eroico was so infuriating was because of that Castlevania feel (tight jumps, getting hurt and knocked back by touching an enemy) so I guess you are backing away from it.

    Will the enemies be able to gang up on the heroine? Seeing you can face a horde of them it would make sense, and it could make it harder to escape, given grapples deal damage.

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    1. But I loved the tight jumps, getting hurt and knocked back by an enemy. I just don't understand you non-oldschool gaming folks, sometimes.

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    2. I like them too, both have their place.

      My main point was that things that make a game easier (such as flinching enemies) allow for difficulty in other areas, and depending on how the rest of the game is designed, one kind of difficulty may be batter than another.

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    3. I never said I didn't like the mechanics in Eroico, in fact I love them because they are so reminding of Castlevania and Megaman (the classic ones). I'm just saying most demographic won't like that kind of difficulty while they are trying to play the game with one hand

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  16. Shut up and take my money!

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  17. Those guys look remarkably similar to Copy-X's grunts from Rockman: Zero. I think that's good.

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  18. Flinching enemies is cool. Like Battletoads.

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  19. I played Kurovadis for the porn, at first. Then I fell in love with the gameplay. It wasn't just a shallow, "Put-a-wiener-in-woman" RoR game. It changed how I felt on these types of games. I know Kyrieru gets a lotta flack for being super-slow, but this little snippit looks wonderful. The environment looks clean, the combat looks fun, and I'm sure the more -adult- themed parts will please most.

    I, honestly. Am pleasantly surprised by all this. Keep it up Kyrieru, we eagerly await (but respectively) await the final product.

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  20. Awesome I knew you would be again just splendid -^.^-

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  21. Hey kyrieru, if there are any idle-animations in the air, i don't see them! maybe it's cause you made it yourself that you know its that way, but it looks great the way it is regardless.

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    1. It's right after the mid-air dash.

      It was because I made it so the dash can be cancelled by holding the opposite direction, but forgot to make it switch to the falling animation instantly.

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    2. yea, tried to see it, i couldn't. :P oh well, i think it looks really fun to play though, which is always a huge plus in the porn gaming industry, since there's not enough solid game-play in this genre at all!

      Any chance we could see some of these enemies early game make a comeback later on near mid or end game that move differently? would be cool to take them on like you always do only to get slapped in the face with something you don't expect. Like how dark souls 2 decides to throw red phantoms into new game plus everywhere. (i hate them, plus, its the only new thing. -.- Does change up the game-play though.)

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  22. ...I really like what I'm seeing here '-' Keep up the good work, and thanks for all the informations and stuff <3

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  23. What if the enemys get stunned only after the first attack? So you cant do a 1000 hit combo like in Streets of Rage (which was a good game after all) but still hurt the enemy at least 2 times?

    Or maybe you can program that the enemy gets stunned only by "heavy attacks". Long heavy attacks takes their time and if the enemy doesn't get stunned by it, he will probably hit you which would make heavy attacks useless.

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    1. The point with this is higher enemy density combined with proper timing. Essentially after ending a combo there is a short, invisible "cooldown" period, typically done via an animation (like resetting the pose) these small windows are when enemies have their chance to dish out damage.

      An alternative method to this would be making you vulnerable from behind, making you earn/unlock longer and longer combos (usually combined with the invisible cool-down period) giving enemies block and counter abilities, giving them lightly charged lunge attacks that interrupt you, or any combination of these things. Believe me, making an enemy flinch after ever hit does not make you OP as the player, there are ways to balance almost anything.

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    2. The balance in this game comes from the fact that some enemies have projectiles, so you need to utilize attacks that make you move up or down, you're vulnerable from behind, and some enemies have lunging attacks that make them invincible when in use.

      Most of the enemies were done by the time I decided to added this kind of combat, however, so they aren't all based around it. At the end of the day, this game was meant to be simple, so at some point I'll make another game based entirely around melee, and expand on this style of gameplay.

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  24. Omfg we're really glad to see you are still fucking awesome!
    This will be the one of greatest milestone of H-action game history.

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  25. Wow, looks pretty awesome. What I like about games with that kind of mobility is that they tend to be DANGEROUS, you can move all over, but god help you if you didn't land that one hit to flinch an enemy. I really like how you have to keep up the momentum, less you be punished heavily, depending on how much you are willing to risk (play it safe? or dash in a group, trying to flinch as many as you can, only to end up missing one and getting ganged up on multiple punishes?).

    Gives you the "Damn that was badass!" kind of tingly feeling.

    Hell, this screams and "looks" similar to Muramasa: The Demon Blade. Just the thought of that is giving me goose bumps. I say similar only 'cuz it seems you have to manually dash, vs Muramasa's air dashes being most of the time attacks themselves.

    And now I can't wait for this, or the Dark Souls sprite game being made... Gah...

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    1. Dark Souls Sprite... What and where was I???

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    2. Different game. Not really much like Dark souls, honestly.

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    3. Different developer*
      It's not something I'm working on.

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  26. We're never going to get a demo of anything....

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    1. Stop that. He said no. We could play the demo when he release the game i think, but not before for sure.
      That gif is amazing Kyrieru, i really want to play that game. Keep the good work and release it ASAP ^^

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    2. Well, actually, he never said no, he was just not happy with what the demo offered initially.

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    3. Because of the changes I've made to combat, a short demo would be more viable now than it was then. So I may release a demo before the game is done, and before I've implemented everything that will be in the full demo.

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    4. Guys remember, "may" is the magic word. Don't go make a rant if it doesn't come out.

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    5. This might be a comment.

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  27. Hello~
    I think you can try this
    セイナルモノヘ
    http://www.dlsite.com/maniax/work/=/product_id/RJ132648.html

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    1. I've already tried it, it's really satisfying although there are WAY too many buttons to use abilities. Combat is ok and the animations are nice.

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  28. It's my birthday, Kyrieru! So how about some ecchi! (ノ ̄ω ̄)ノ

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    1. Thank you for ignoring my birthday wish. :(

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    2. Name a character and a fetish.

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    3. Queue everyone having a birthday.

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    4. Really?! Thank you! ✧*:・゚ \(´◇´)ノ *:・゚✧
      Princess Peach?
      My fetish is...animated pixel boobies. I'd love even a crappy few frame copy and paste loop from you. I don't know how long it'd take you, but if it's not too much trouble, that'd be awesome!
      Your little pixel animations are basically the only good ones I've seen. I'm one who posted boob suggestions for your blue sketch, btw. Hi again, hahah. :D
      Thanks for considering my request, sir. Here's a cute girl as thanks for all your ecchi hard work:
      http://imageupper.com/i/?A0200010090013K1401430925592388
      Thanks again!

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    5. ...Quick edit on the girl, because of course as soon as I posted it I found a few things I didn't like about it. Here you go: http://imageupper.com/i/?S0300010050013J1401431699595615
      =)

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    6. Well, I'll have to do it when I have some more time. Pixel art can take a couple hours.

      ...But I will do it!

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    7. Awesome! Thanks, Kyrieru!:D
      I'll do a quick "thanks!" animation tomorrow if I have enough time after work, hahah.

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    8. Well, do the animation when I actually do it. Might be a couple days before I have the time -__-

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    9. Sounds good. I'll probably end up doing an animation or two today anyway now, though. I've been needing the practice, haha. I'll hold off on yours till later though. :3

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    10. http://gyazo.com/eb4d0f4d24581a64330c9617c223b818

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    11. Ah, awesome! Thanks Kyrieru! Adorable art, as always!:D
      I'll work on a little something soon. =)

      I didn't know about Gyazo, either, so thanks for that. Looks convenient!

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    12. I prefer puu.sh, tbh. Cleaner. On that note...

      Kyrieru is such a nice senpai. Here's a little something from a Kurovadis fan.
      http://puu.sh/9fISm/50adcd8cad.png

      (-not the same Anon as above)

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  29. Kyrieru, how do you get the camera so smooth like that?

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    1. Rather than following the player, you make the camera follow an object. Then you make the object move towards the player based on it's distance. (so it will slow down as it gets closer)

      y=y+ (player.y -y)*0.1
      x=x+ (player.x -x)*0.1

      I also make it so it moves faster if the player is moving faster.

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    2. Ah, okay.
      Appreciate it!

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  30. Find it a bit odd that the character is in front of the platforms but behind the enemies

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    1. Ah, yeah. That's because I haven't done a lot of the depth sorting yet. If you notice, the player is in front of enemies when attacking, in that gif. The player will probably just be in front of everything that isn't some kind of ranged attack, or effect, when the game is done.

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