Thursday, August 27, 2015

Fight Club II

 

As a continuation on the last post, I have been getting a beta battle system down. This means creating formulas for certain attacks and battle mechanics for aroused/neutral enemies...




Along with the screenshots, there are some things you should know about the battle system...

1 - A new skill has been added to the game. The 'seduce' skill has been implemented,  using it will run a 25-30% chance of further arousing the enemy. Yes, stronger versions of the skill will be obtainable as you get stronger/more experience/cash in some quests/etc...

2 - There is a new 'arousal capacity' for enemies. Basically, if you can manage to force the 'dying for it' status on them before they relieve their own arousal, then they surrender to you. This pulls up a short scene where they beg you to fuck them, and you can choose whether or not you want to regardless if you are aroused or not. You still get loot drops this way too!

3 - Enemy attack patterns change. You have two attack branches: Aroused and Neutral. Neutral, or unaffected by arousal states, means they will only focus on hurting you. Aroused means that they will be unable to actually attack, due to them being hindered by their own lust. Instead, they will either try to relive themselves or to arouse the player.

4 - Loss rape scenes will vary. Originally, I was going to only put one scene per encounter in, but there will be a randomized scene of maybe 3 possible outcomes if you lose to the enemy. A few of these are still under development, and the possible scene outcomes will vary with each monster type. 

And just in case you weren't already looking forward to the shiny new additions to the game...I present to you the quick travel/map system! This will be accessible by the same house crystal in your inventory, by the way.




There are also some notes to keep in mind about the new map system~

1 - Outside maps WILL change with the seasons. The town and the beach, for example, will teleport you to the correct seasonal map each time. Which also means the previews will change based on this. 

2 - Enemy zones will NOT be directly accessible.  It would suck to teleport somewhere and be immediately bombarded by monsters, huh? For example, instead of dropping you off in the middle of the woods, you will be able to teleport to the abandoned tent inside the woods. This means that you will have to find a safe zone, like a tent or empty cave, before you can teleport to enemy areas. 

3 - There could be some new bugs. Now, this is pretty obvious. There is always a risk for new errors and bugs when making new additions, but I completely expect there to be bugs with this one. Mainly, conflicts with the weather system. For now, it seems I have gotten it to work pretty well, but I am only one player where as you guys are several.

4 - Special/Hidden events might be easier. Are you a fan of the orgy club at the hospital? Don't like all that exhausting walking? Do you get confused on WHEN you can go there? Good news! If you have unlocked the club, the option to teleport there will be added every afternoon! However, this will ONLY happen when 3pm hits, and ONLY if you unlocked it...

5 - Pagers will probably be rendered useless. Well, we already have the teleportation system tied to the crystal now...So likely, it will also be used to teleport to work instead as well. We may either remove the pagers completely, or perhaps find an alternate use...Most likely we will just remove them.

I'm hoping to get most of the map locations ready for use, and a few of those loss H scenes finished before the next release.


Thursday, August 20, 2015

Fight Club

 

Don't you just love it when you move into a new place and then have to move to ANOTHER place only a week or so later? Oh well. Still having an opportunity to get shit done, I have finished all the new kitsune profiles, including the new herm design! Here is a teaser for their nude profiles~
Since we have those 3 polished and ready to import into the game, it's time to get serious on the new battle system. As discussed, some new details have been made and added to the basic system, and a plan has been agreed on. Now it's just a matter of putting it all together and testing it out. If it works fine and seems to fit in well, then we have more time to add scenes and bug fix before the next release.


We already have some designs for the elves sketched out, since it has the most votes as of today. There is actually a special lay-out for the elves encounter wise, but I made a poll to see what you think. Read this about the elves before you vote: Ok, so typically you have 2 types of elves in most fantasy settings, the light and dark elves. I thought about this, and while we could make 6 new profiles [Male, female and futa] and a total of 2 new 'races', why not make it more interesting. What I have planned is for the 'light elves' to come in the standard male and female genders. And the 'dark elves' to be a pure futa race. This is because dark elves would be described as former light elves who have succumbed to their lustful desires, causing their bodies to change by means of dark magic to better suit their desires. Again, I put up a poll to see how well you all like this idea before it becomes permanent.

 

 And all the nocturnal posted by Paws have had their final profiles sketched out too, lots of profiles got sketched out this week!

Monday, August 17, 2015

I'm a- well, but I still dig holes... + Ask Paws!

Paws here, chuu! Heat is strong, too strong... So I hid in the basement. No wifi there, so I hope you are grateful that I stepped out into this blasted sun to scan and post this, chuu. I am not good with heat... It would be so much easier if I actually had a drawing tablet, and didn't have to scan things, then color them with the mouse... but, oh well, chuu.
But, since I have the time now for a while, until Nekomama settles in, I leave you with a magical opportunity, chuu: On this post, in the comments, you can ask me questions, which I will answer - with pictures, if they're interesting enough! Neat, huh? Now, don't be shy, chuu; I will answer all them questions.
Nothing is sacred.


MOLIANS
Habitat: Mountains - Abandoned Mine
Element affinity: Earth

Molians live in a close-knit communities. Large colonies formed of family tribes, with a Chief Molian on the head. Chief has a small harem of Earthmothers, and other males from his tribe get one partner - with which, they can leave and start their own tribe, or stay in their home tribe. Their lives gravitate around digging up treasures, and spreading their tunnels. One thing they all hate is water - for obvious reasons, since it makes mud, and drowns their tunnels. But they seem quite fond of hot springs. They are all mostly blind, so they don't depend on their sight too much - rather, they use their hearing and touch to go around, but still have a strong dislike for strong light. They are rather slow as a species, but have strong, sturdy, defensive builds, and can further enhance their DEF and HP with a racial skill "Earthbound". They hold little interest in surface dwellers, but dislike it when they enter their own domain - though, some molians were heard to trade with overworld.
  •  Molian Chef - large, massive, bulky male of the species, armed in large, deadly claws, and amazing sense of smell. They are main warriors, diggers, and rulers of their community. Their strongest point is their physical defense and attack - but they are very vulnerable to more subtle forms of attack, especially light and scent based damage. They may fall into berserk when their health falls low enough, and throw explosives around recklessly.
  • Earthmother - those, surprisingly enough, appear to display some human characteristics in their looks, granting them a bit more speed than their massive, brute counterparts. Fairly strong defenses, both special and physical, but their physical damage is limited to a single attack with their claws. In place of their male counter part's brute strength, those display special plentiful magical abilities, ranging from weak healing, earth-based spells, defense enhancing spells, and darkness status inducting ones.
  • Molekid - these short, stumpy, chubby built ones are the runts of the litter, but I would not underestimate them. They move in small groups, and choose a tactic of dodge and strike, hiding underground to dodge your attacks, and popping out to strike. Fighting with them is a real game of bash the mole... still, they are more friendly and simple-minded than their larger tribe members.They're just playful.


Sunday, August 16, 2015

Bleh...

 

The important part is over, and we have a place to stay for now, but most everything else still needs set up. Because we lack many important items and resources, we have found all this free time on our hands until things get set back up. And with this free time comes cabin fever...Which has to be staved off by entertaining yourself! I managed to get the male and female kitsune profiles complete. So help yourself to these two previews!



 

Unfortunately, we don't have internet, so I am using this scarce opportunity to update you all while I have it. An important note on the male and herm kitsunes: the cocks will be very feral, taking on a more beastly shape and color. So, hopefully there won't be any shocks when they take off their clothes upon beating you...

 

 Oh, and it's been confirmed, the herm kitsune WILL get a redesign, so expect her to get some work next.This is mainly to reflect her bodily changes, as well as to get better detail in her profiles to match up to the other 2 now.

Friday, August 7, 2015

Bittersweet Release of V2.15

 

Well, 2.15 is out and put up, but along with the release comes a bit of bad news. Due to some unfortunate events and a short notice surprise, I will be moving this Monday. We will be moving states, so it might be a while until I get my lair set up enough to work on Collars after this release. Sorry for the bitter after taste of the new release, but I will be working to make the time gap as slim as possible.

 

Anyways, as usual, check out the changelogs if you are curious on all the tweaks. Also, I am proud to say that I have accomplished my goal for this update! Each npc now has 1 scene specifically for Izu, so there's that!

Wednesday, August 5, 2015

80% Of The Way There

 

GAHHH...Finally got the Miko conversion for Izu out of the way...Only leaving one for Silver left before the release. Remember, if you are curious on the conversion progress, you can now monitor it on the 'Details and Features' tab...You may have noticed that the 1st scenes aren't being converted at all. This is because I plan to do a full remake of those, so it's useless to make conversions for them right now. In between scene making, I have been fixing the game up here and there, so hopefully it will keep getting better.


Once the Silver x Izu scene has been wrapped up, 2.15 will be uploaded and linked up for all of you. Sorry for the delayed updates, surely all of the scenes will be worth the added wait! And again, regarding the new poll keep the last post in mind~

Saturday, August 1, 2015

Confirmed Encounters

 

This post is being made to remind everyone of the few monster encounters that are WITHOUT A DOUBT going to be in the game sometime. That way the new poll makes more sense, it's asking about what other types would you want to see.


Already sketched/designed:

-Kitsunes [Male/Female/Futa]
-Lagomorphs [Male/Female]
-Nocturnals 
-Bats
  
Not designed yet, but confirmed:

-Harpies
-Dragons 
-Wolf types


While the poll gives you options for those encounters, feel free to suggest others. The ones mentioned up in the above categories are unlikely to change, however. More work will be done on these once enough of the gender-bend stuff is out of the way enough for a content break.