Sunday, July 7, 2019

Ongoing update 2




Update - 2

-Programmed initial auto-mode for animations
-Added zoom.
-Did initial work for hit-numbers and damage.
-Started work on UI elements for future updates.

Most of the additions at this stage will be much different later on, so don't worry about feedback on them at this point. (For example escaping animations will be much different looking).
Things like the zoom function will be possible to toggle, and you will have more control over them.

I will probably be making a blog for this game like I did for my animations, since there may be polls, and I want it to be obvious when I did updates, have a place for versions, etc.

The way I'm rolling out updates is that there must be an update every 1-2 weeks. However there MUST be new H at least every 2 weeks. So for example in this case there was no new H, so next week will include new H in some form or another. Later on H can be every week, once more of the gamey stuff is already done.

12 comments:

  1. Occasionally the enemy will stutter back and forth when mounting the main character. It seems relatively common if the animation is initiated on the small slope, however I can't pinpoint if that's the exact cause

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    1. Generally if there's a bug, I've seen it, but I have to balance fixing bugs with adding stuff/getting to a playable state, for now.

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    2. I also got it to happen by jumping directly onto the monster from above, maybe slightly behind.
      I'm sorry if getting intel you already know is bothersome, but I don't really know what else I would do with myself after playing an early build

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  2. I don't know how you plan to implement the escape system, but at least for a lot of the h-games I've played the system is very lackluster, with no difficulty or dilemma. If you don't plan to make an interesting minigame for it, could you perhaps try to create a dilemma for it instead?
    In a game like this, where some kind of stat system seems to be planned, perhaps one of the stats could make it easier to escape a hold, while all enemies also had a stat that determined how difficult it was to escape from them. Coupling this with the idea that struggling to escape a hold damaged the player character, while submitting didn't (I think this makes more sense than taking damage from not struggling for most enemies as I doubt the enemies would hurt you if didn't struggle). This would create a dilemma for the player, where they had to consider their own stats, the difficulty of the specific enemy and whether trying to escape with their current hp is possible and/or preferable. You could even make it into a somewhat randomized system to make the results slightly more varied, unpredictable and exciting, by creating a chance to be hurt every time you struggle.

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    1. Not much point in talking specifics yet until more of the game is implemented. Like I mentioned in the description of the update, most of the basic things in the updates will be more complex as they go, and I already have a lot of plans for stats and resource management.

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  3. Mamono Assault ForceJuly 8, 2019 at 10:31 AM

    Even if it's one H-anim every 2 weeks, isn't that kind of tight when coupled with other updates you'll be making? It feels like a lot of content for so short a time span. In terms of development in a year, that's 24 Animations and 24-48 updates in a year, give or take.

    Granted, I'm mostly comparing that to other H-Game works that will have that scale of content. Though, if your hands are like lightning, I can see how working on this isn't too much a bother. Though, in terms of having a creative outlet (since I know you like to swap to lots of different interesting concepts) I suppose that's why you're doing this. This game can be like a sinkhole for all the ideas you have while working on things like Noaika and that game with the wolf.

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    1. Animations can be anything so long as it's H, so there is a low minimum bar to clear. The animations in this take also less time than the animations in something like even Eroico (the updated on), since the sounds and climax stuff is way simpler.

      Mechanics will be the harder part, but even with this update, behind the scenes I spent one of the two days on other stuff that wont be in the game till next update.

      In general, keep in mind I make games for a living, so working all day isn't that big of a deal for me. Not working tends to be more stressfull than working.

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  4. Do you plan on releasing this game on Steam like you did with Eroico?

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    1. It won't be a game that is sold, it is an ongoing free game.
      It will have things in it that wouldnt make it possible to be on steam.

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  5. The multiple climax that tails off is something that I wish other H-game makers would finally learn. Most of them are guys, you'd think they know that they don't just blast their entire load in one go and that's it. I also like that it seems to have random timing pauses programmed in too, makes me really excited for things in the future.

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    1. Yeah, it will be a bit more refined in the future, but I'm trying and include as many things like that as possible (randomized things, things based on stats, etc). Pretty much anything that I can do with code allows me to get more out of what are fairly simple sprites.

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    2. Yes that's true, more people are doing that for Mugen tops and it makes things more interesting and doesn't get stale as quickly.

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