Sunday, 9 December 2018

Music and weapons and stuff

Hi,
Here's the gif from before, since a week has passed:



This week I got the weapon quality modifiers in so there's a small chance gear dropped or found will range from -2 to +2 in quality, affecting various stats.
You might find a rapid fire gun that has a chance to return move points on enemy death with that weapon, or a heavy axe that's less accurate, but does more damage when it does hit. Stuff like that. Since weapons drop all the time and all of them are pretty valid, I thought it'd be fun to have rare drops that'd be worth holding onto, but without getting into standard bullshit rpg stat autism; that is, while you can check the stats, it should be immediately obvious if a new weapon is worth switching to, so you shouldn't have to compare, it's not exactly a high-brow game.

I corrected a targeting error, where under edge cases the wrong targeting data was being accessed. Ranged data was being used for all [3] attacks, even without a ranged weapon, which ended up being a problem after I updated target behavior last week.
Did some further combat targeting fixes, still more to do because it's not 100% perfect; sometimes when given the choice between two targets in the same direction, the further away target is chosen instead of the logical closest one. Likely to do with targets being culled from the potential target array without the index being updated. Not a massive deal, but I'll get to the bottom of it next time it really annoys me.

Wrote some new functions for scripted adding of enemies to an ongoing fight, created a more tight enemy spawning system that relied on callbacks rather than delays, then realized I need the delay for enemy units to define their own stats and if I'm going to keep using RMMV for on-map battles I can't get around this method, so rolled back.

Finally, scripted a fight scene with a few different entry scenarios, wrote some new music, which I've put on Patreon tonight.



The coming week:
- More scripting, have to really get moving on the story before I can feel like I'm making progress. Looking at the same room for the last week makes it feel like a standstill, even though it's not.
- More interviews and trying not to ugly cry because I let a company make me feel like a big deal only drop me late in the process :DDDD

Cheers,
oko

Saturday, 1 December 2018

Is it Christmas yet?


Ho ho ho, are you almost there, anon?

December 1st and I'm in the spirits already with my sleigh-bell jams and hot cordial.
I don't want anything this year, I'm really fortunate to already have everything I could want.
I mean, except maybe a job, but I have a really good feeling about one of the positions I tried out for this week, so fingers crossed!

I'm sorry I didn't post last weekend, I just didn't have anything good to show you, but I promised I'd have something nice to show patrons this week to make up for it.

Here's a little still-frame preview, the very juicy, moving version is here on Patreon:
>that feel when no chubby four-titty, milky-squirting Orkie gf

Still working on finishing the liquid animations on this one this weekend and have another waiting patiently for the same treatment afterward. I don't wanna show off too much, though, because I want the new material to be fresh when you get to it.
I think the answer there is to have more scenes, so even if I spoil one or two, there's still lots to see, but also I don't wanna pack levels with too many at the cost of them taking 3 months to reach you.

This week:
- Added stripped-down version of the Hentai engine for use on-map, to have animated scenes play out with audio synched to frames while the player is free to wander. The first example of this will be early in the new level, and it's pretty neat.
- Created the aforementioned scene, which branches depending if the player investigates.
- Created two full H-scenes, reverting somewhat to the older, less-blurry way I did scenes for the last game. I think from feedback people preferred this to the more dreamy, shiny soft focus "3D" looking scenes in the Starknave demo. I can see their point, too, adding in the blurry overlays detracts from the limited color look.
I'll have the occasional soft-focus scene here and there, but I think the bulk should go back to looking more like the above scene.

The coming week:
- I have more scenes to do, really on a roll with animation, in the swing and spirit of it, so I'm gonna keep on with that while it feels great. My wrist needs a rest, though. Even with one of those vertical meme mice, I'm still getting strained from clicking intensely for hours every day.
>"Doc, my wrist is killing me"
>"What have you been doing?"
>"Meticulously drawing ejaculate spray, frame-by-frame"
 - Scripting! Keeping the flow going on this new level, got a couple of fights and lewd setups to get done to integrate the scenes already done.

- Adding item quality, so very rarely modified +1 weapons with stat bossts will drop, ditto enemies may have lousy weapons.
I think now with the ability to take any enemy's weapon after knocking them down, the best way to make this feel rewarding and not get stale is to have a little chance of getting something imba that's fun to lay the smack down with, something worth holding onto.

That's it for now, how are you doing, what would you like for Christmas?
Oko

Sunday, 18 November 2018

Update


Hi,
So this week I've been working on the new level, creating the new maps and some music and animations to go with them.
Also changed and fleshed out the flow a bit to include a new section and some titty scenes.
Nothing really exciting to share without spoilers, but I'm happy with how it's going, I just need a good block of time to really tear into scripting it out.

Ayy I bet doesn't even run Crysis lmao

Changes:
>Movement routes for enemies are recalculated at the start of their turn even if their target coords haven't changed.
I was having problems where enemies weren't taking into account new obstacles (eg other enemies who've moved) preventing them from moving their plotted route toward their target (eg player). Previously they'd only reset their course if their target coords changed. If the player stood still and never attacked, they could get into a stalemate, which is now fixed.
>Changed battle ordering by initiative to include player proximity as a tiebreaker
So if multiple enemies have the same initiative score, their turn order is now determined by how close they are to the player as a tiebreaker. Before, groups with the same initiative would be ordered by their eventId by virtue of how the data is checked. The new method greatly reduces scenarios where enemies at the back are boxed in and effectively skip their turn until the battle opens up a bit.
>Changed the way potential targets are gathered and stored
Previously I'd get a list of all enemies within the player's attack range and order by proximity to the player. Similar to the above ordering, this would mean enemies with a lower event ID would be targeted first if you had multiple enemies to choose from. You may have experienced this is in the demo, where you wanna target a guy next to you but you have to cycle through a bunch of other targets to get to him, then repeat again to attack the same guy in the same turn. It's been annoying me for a while.
Now rather than the closest unit being shifted to the front of the available target queue, you target their indexed place in a queue that's ordered from left to right as the map goes.
TL;DR you now target the enemy you're looking at, moving left cycles left and moving right cycles right woah literally why didn't I implement this from the beginning
>Melee attacks while holding a gun now properly show melee damage vfx
Simply, the last update made hand to hand punches while holding a gun actually animate as punches, now punch vfx have caught up too, so no more sparks and puffs of smoke just cause you punched a guy while carrying a laser gun.
>Footsteps & move waiting
Changed the way enemy turns work, halting all further turns from executing until the enemy has stopped moving. This was implemented only for movements and the change might not be felt, but there's no downside to doing this as a blanket rule, and removes rare edge cases like enemy turns moving on before the sprite representing that enemy is on the same page.
>New units with sound and AIs
Added in some little cannon fodder gobbos and a big surprise enemy.

That's it for now, I'll check in again soon.
Thanks,
oko