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HGameArtMan
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HGameArtMan
Making lewd games and art!
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HGameArtMan

Lily's Erotic Potion Delivery V1. 0 Release!

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HMA Devlog: Tech innovation, Focus shifts, and Combat Update Demo Reveal!


Sorry for the large pause between updates, but progress spiked and then went sideways!
Introducing Incubus Delight: Lily’s Erotic Potion Garden! Coming soon to everyone!
The tentacle dungeon is still coming, but I hit upon a series of technical innovations during prototyping and pre-production work for the tentacle dungeon, and as a result, I've shifted focus for a short time. The result is that there will be 2 very small, almost tech-demo-esq games are in the works to put systems together and integrate in long-term planning and strategy into developing HMA as a proper game.
Let’s dive into these projects, starting with the first of the side-side projects:

Incubus Delight: Lily’s Erotic Potion Garden

Incubus Delight is a combination gardening sim and action rpg where you play as Incubus, a mysterious demon who was rescued by Lily on the verge of death and brought in to be her full-time gardener and sex friend to keep her company while she's bored running a shop!
The goal of this game is to save up enough gold so that he can travel the world, but in the meantime, Lily will have plenty of work for him as she makes potions from his harvests!
In terms of gameplay, this game will have a slower pace than the dungeon crawls, more reminiscent of the core gameplay loops of HMA, particularly this is a prototype of how gardening club may end up working in the future.
You wake up, care for plants, fight off the slimes and monsters that want to eat your plants, and then, when you're all tuckered out, you go inside and manage your energy by fucking your boss! (A dream job for many of us, a shame we aren't all feisty catgirl familiars who love fucking or have twelve-inch demon dicks and the need to feed off human energy via sex)
One of the core things this game will explore is also worldbuilding, in particular I've begun to flesh out the races of demons (Imps and Incubi both belong to the demon race), and Bunnygirls (a relative of the nekomatas, these are native to this new continent, a more wild area of the world that few have explored)
This may seem a bit superfluous, but the more I developed the more I realized that I can't properly write courses and classes in many areas yet because the content just isn't there yet. For HMA's academy to truely shine, it needs a world for it to study, and that's part of what these current projects aim to explore (as well as building out the core combat systems and dungeons for HMA!)

On Tech and Shifting Focuses

While prototyping, I hit upon a couple of things that are really exciting, in terms of both combat systems and life-systems. I found ways to pass and store data in the engine that shouldn’t be possible, and this will allow for so much.
One example that I'm really going to focus on here, and the easiest to explain, is multiple player characters.
These two new short stories are designed to explore these new technical improvements, starting with a new system I’m prototyping that will let me swap the player character around to allow for things like playing as party members, doing little role-playing quests while playing as them, and more!
To truly get this system working, I’m going to make this project follow a male, the next project a futanari, and then Lily’s proper tentacle dungeon (which acts as the first major dungeon in HMA) The goal here is to program a base layer that can handle the player character having a penis, a vagina, or both, and finally get some proper coding architecture into these basic layers to make things far more easily expandable.
In the combat side, I hit upon systems and methods to control targeting and aggro of enemies that I might be able to use to control how party members attack and defend, how the player interacts with flying or underground enemies, systems to run fire spread and have lightning magic interact with metals and water, ways to play erotic animations performatively and dynamically during combat, and more!
All of these systems are massive undertakings in their own rights, and I envision including them into Lily’s Erotic Tentacle Dungeon(and, by extension, into HMA proper), but I realized that it would be best to separate out these systems properly and develop on them for a bit of time before properly making the first dungeon for HMA.
After brainstorming for a bit, I decided that the best way to move forward was to create a small, very small project that explores just one subset of these systems. In this case, it’s a new core combat layer of exploiting weaknesses, a newly implemented day-night cycle plugin, plant growth and interactions, fire spread, enemy and ally aggro control, and more, via a small game about raising and protecting magical plants, fighting off enemies with magic and tools, and, finally, playing as a unique character so that the game will have to take that into account(so everything must be programmed to take into account your unique current player!)
In essence, I’m secretly building up to having proper futanarism for Olivia, as well as memory/dream style events where you can play as, say, Anya getting frisky with slimes, or Eillana exploring ancient ruins!
When I was developing pre-production for the tentacle dungeon, these new discoveries overwhelmed me. I wanted to do so, so much more than I originally planned... To the point where development was going to take 2-3 years at least to get there.
Instead I decided it was time for a change. This game follows a unique Incubus and his struggles living amongst humans, with Lily playing the role of mentor, and takes place at some point in the future of Lily’s adventures. 
It explores a region of the world that is little-known or explored, with the story starting in a small colony town along the coasts of this land, where Lily has chosen to set up shop to get adventuring and traveling funds!
The goal of this project, as well as the next one, is to limit my focus solely into the magical plants, enemies, and spells/skills, and really polish and iterate until all of these new systems, including the lighting engine, weather, time system, and more, and really make them shine so that I can focus on the dungeon-design and puzzles/combat for Lily’s Erotic Tentacle Dungeon.
The secondary goal of these projects is to vastly improve my iteration and speed with artwork and character design, so that I am no longer limited by my inability to make pixel art assets or new character designs and can properly build out new parts of the world freely.
This game’s goal and purpose is multi-faceted, but think of it as building the world of HMA out (as well as my tech stack!), and then getting proper feedback via releases to squash bugs and make sure the core systems are stable before finally spending a lot more time and focus on the proper dungeon itself, making it far better than it could be if I was focused on doing everything all at once.
I realized that, for the world of HMA to truly bloom, it needed a lot, and I mean a lot, more than just the small handful of enemies, plants, and encounters. It needs a wide variety of creature and encounters to make the magic you learn in the academy truly mean something in the world, and I intend to develop many of these interactions and enemies throughout the next two combat demos. (each of which is smaller than Lily's Erotic Potion Delivery was!)
As a result of technical improvements and iterations, Lily’s Erotic Tentacle Dungeon has been split into three unique projects, two smaller stories that iterate and get a baseline of interactions and systems, and then the dungeon itself that is the culmination of all of the world building, technical improvements, planning and iterations made over the past 6+ months of porting development into MZ.
Check it out and wishlist it on steam, but don't worry! As usual, patreons get first dibs on the demo and in-progress builds of the full game until release! (As soon as it's in a playable state for that.
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Horny Mage Academy Devlog: MZ Porting and Combat Update Demo 2 Progress



Lots of interesting things in the works, but nothing quite concrete ready to release, so here's a devlog for everyone to see how things are coming along!
Firstly, as mentioned previously, I've begun the process of porting HMA's development into RPGmaker MZ, and that process began and continued with plugin selection and systems porting.
I have the core combat system developed from Demo 1(Lily's game) mostly implemented in MZ now, but I wanted to expand the development of HMA and try to add a few features that I always wanted, and now seemed to be the perfect time as plugins must be redone from the ground up anyway!
So without further ado, here's a sneak peek into how development is going, starting with...


New Feature: Multiple Outfits!

This took far, far too long. It's something I've wanted to do forever but the logistics of the plugins and performance just didn't support it.
It's here now, which means everyone's going to get at least 1-2 new outfits in the future, and HMA can now have both uniforms and casual clothes, as well as the fabled bikini armor and stuff!
I celebrated this discovery by making Lily wear a leotard styled outfit for the next combat demo, with her original outfit and perhaps the dancer armor I drew for her before as alternate outfits available for her in her role as the star of the next combat demo.

Engine Work: Menu Redesigns and Changes

Engine Work: Lighting and Fog of War

For a variety of reasons(mostly to do with how I want to utilize zoom in/out for development now), All menus need to be redone, and I think I found the perfect plugin for it.
As a bonus, visible above, I now have working Live2d model support in the menus, meaning you can see Lily/Olivia/Perhaps Party Members/Friends just by opening the main menu!
This can allow for some fun things like showing status effects via facial expression changes (Aphrodesiacs-horny, poison->sick, slime goop -> slimed, etc), Pregnancy is easily visible from the main menu, and cured womb tattoos will be able to be properly displayed right on the player's bust image!.
In other news, I replaced the previous plugin I was using to control night fog with this one! It's got far more control over lighting effects and direction, so I'm excited to play with it, especially with the main theme of the first dungeon for the combat update being a dark cave filled with tentacles!

Prototype: Material-Based Equipment System

Make your own equipment by combining various materials you find throughout the game! This can tie into artifact crafting/engineering classes by making the study of magical ingredients and compositions actually mean something, give a good selection of loot throughout the game world to harvest/collect rare and exotic materials to make new stuff, and more! I'm going to start small with Lily's game though, nonmagical/weaker ingredients for the base system and focus on gameplay effects and differences. A cracked wood sword like above might have an inherent +int and accuracy buff, while a scrap iron sword gives you +str at the cost of accuracy.
The combat system has also been overhauled in several ways, including the addition of accuracy as a new component, a newly-remade damage formula, and much more. 

New Art Area: Pixel Art

And finally, I wanted to really start digging into pixel art. I made and animated the tentacle larva(top), tentacle pitfal trap(Bottom), as well as the enemies attack patterns and telegraphs!
That's all I've got for now, but I'll have something playable at some point soon! The games opening and tutorial are well underway, and a good amount of the mapping and combat systems are online. It's just going to be a little bit longer before it's ready for an alpha build.
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        HMA Combat Update Devlog: Development Plans  

          For a general overview, I want part one of the combat update to cover the areas around the academy and village, with 4 main dungeons, 6-10 minor 2-5 room mini-dungeons, and several large field areas like the fields of HMA, but divided into a few regions of mountains, plains/farmlands, and forests.
                I plan on attempting to port development into RPGMaker MZ because plugins are more stable, and during this timeframe will be redesigning several parts of the castle to make traversal easier and the areas of the castle more distinct and interesting, while still keeping the expansive secret passageways and the designs of many key areas!
                This plan is ambitious, so I’m breaking it up into several smaller parts, primarily more combat demo projects so that I can get feedback on the combat system’s continued design evolution over time. So let’s start with at the top them!

Development

                Stage 1: Porting/Updating to RPGMAKER MZ
                                -Its time for an update, and this will speed future development up as support for most of the core plugins, including the combat ones, is mostly focused on MZ
                                -As such, the second demo(Combat Update Prototype 2) is going to be very, very small. I want to make a game in 4-6ish months that sets the stage for the rest of development…. And also have lots of tentacles.  I’m kind of upset the tentacle wall didn’t get more love in Lily’s demo (I ran out of time) and want to rectify that.
As such, the goal is 1 dungeon with 2 floors/areas, 3 enemies (Tentacle Larva, Floor Tentacle Pitfall, Mimic Tentacles), and 1 non-dungeon area (A tavern where Lily and Eillana have made their base of operations to research and purify the dungeon!)
                                -Now that I have a good grasp on what I can do, the next few prototypes are going to be tightly designed in this way, with the goal of answering questions like “Can I redo the pregnancy system to realistically model womb contents with things like womb volume/rates, or will this be a technical/implementation nightmare( this prototype), or “Can I have roleplaying-style quests where you play as another character for a short time such as Anya” (Prototype 3), with each prototype both testing out a key section of the combat or game systems, as well as developing out the maps for a dungeon or area of the combat system I want to have in HMA, in this case doing double-duty as both prototypes and development of HMA (As long as said ideas work, if it turns out that the code is awful or the idea is broken then it’s getting scrapped unfortunately)
                Stage 2: Finalize Combat Design and Balance
                                -The goal scope of Horny Mage Academy’s first update will be to go from Levels 1 to 20, with several archtypes being supported (Pure Mage, Swordswoman, Priestess, dark mage/corruption, and Ranged)
                                -As such, a plethora of things still need to be nailed down, so I plan for 2-3 more prototype games before HMA’s next update to flesh out these ideas.
                                -The goal as of now is for 2 or 3 of the 4ish major dungeons planned for the first update of HMA to be split off into their own little side-games to allow me to beta test these systems, as well as get a codebase in MZ and port/redesign key systems including the pregnancy system and field day-night cycles.
                Stage 3: Porting and Redesigns
                                -During and after this process, I’m going to be porting and redesigning the main castle and village, connecting these and the prototype-game dungeon maps with the connecting field areas, and settling the refactored systems for part time jobs, relationships, and quests, all of which are receiving some small to large revamps and reworks to make them all flow better and be less buggy.
                                -The general core gameplay loop will remain the same, with attending classes in the mornings, and other activities available in the afternoon and night, but the goal is to clean up the code and make everything feel more cohesive and make room for the rest of the world to fit together along with it.
                                -The tutorial is going to be massively expanded to be closer to 3 semesters long, with a focus on introducing several connecting character/side storylines, particularly around the church and corrupt churches, and re-introducing the dark tower as a proper central dungeon to the game.
                Stage 4: Development and Release
                                -This combines with the previous one, but after the Prototypes I’ll still need some time to properly have a release for HMA! I plan for 4 major, indepth dungeons for HMA’s first build (The Underground Waterways and Dark Tower are two, the tentacle dungeon mentioned above is the third, and the fourth is a forest-ruins style dungeon that’s a secret harder dungeon for part 1), followed by roughly 6-10 mini-dungeons (3-4 room towers, forests, and caves that respawn much more frequently, with varying enemy types, to be prototyped and developed in Prototype 3 or 4), and connecting field areas of low-intensity exploration consisting of the castle’s dungeons (redesigned into a LV1-5 tutorial dungeon area), the plains (New home of the dark tower once it unlocks), the mountains (home of Prototype 2’s Tentacle Dungeon and tentacle larva), and a mysterious forest (home of the forest ruins dungeon)
                -The end goal will be to have the mini-dungeons set the tone for monster spawns and levels, so if, for example, the tower mini-dungeon has human bandits within it then you will find little bandit camps pop up along the main road to ambush you, and the nearby village will have a quest to take them out, at which point spawns will vanish for X time until the tower respawns, and now it might be filled with imps instead!)
                -On the castle’s side, I’m going to be working on creating better cohesion with the classes and the world at large, with a focus on creating a core gameplay loop of adventure/dungeon crawling  -> return to the castle for school and study and preparation for a few semesters -> adventure/dungeon crawling -> repeat
                -To really tie things together, the world will be varied and your spell slots and inventory will be limited outside of the castle.   The goal will be to make entering somewhere like the underground waterways or tentacle dungeon require vastly different setups and preparation, with things like combat inventory restrictions to prevent you from bringing 505325 healing potions and antidotes, an energy system to limit you from spending forever outside (and systems to restore/fix it that are immersive like camping!), and enigmatic and cryptic areas like the new forest ruins dungeon which require study and observation from the player to even enter safely, let alone complete.
My first “Test” of these sorts of systems will be in the next combat prototype, Lily’s Erotic Tentacle Dungeon (Name potentially subject to change if I think of something better), which will be very focused on the smallest of the dungeons, a cave within the mountains surrounding the academy, which ties heavily into the corrupt church and church’s lore and questlines, that tasks you with harvesting from or exterminating these strange tentacle larva and traps that inhabit it.
The goal will be to create several interacting threats, as well as a few ways to get past them, from traps requiring trap detection magic or quick reflexes to dodge/evade (I could have the resistance scene start off with one button press to escape, then quickly boost it up if you’re slow!, or have character agility stat influence natural evasion! The tentacle larva could have poisonous or paralytic venoms, the tentacles themselves could sap your mana or inflict asphoradic status effects, etc etc!), making the dungeon into a puzzle that requires studied magic, firsthand accounts and knowledge, items such as antidotes, raw stats for defenses and health and mana, and more to layer upon it a system where, at least to start, you won’t be able to just waltz into it without preparation and expect to be fine!

                HMA Prototype Release Goals

     -Prototype 2: Lily’s Erotic Tentacle Adventure
                                Prototype Purpose: Assess viability of porting development into MZ (checking primarily plugin support and development speed), testing dungeon design for trap-style dungeons with a focus on preparing for and avoiding traps, testing new pregnancy processing systems for pregnancy system revamps focused on higher expandability and more realistic/interesting impregnation/birthing (stuff like counting each egg implanted as a separate object, or ovulated eggs and sperm being separate objects in the system, etc etc)
                                Scope: Small, 1 dungeon, 3-4 enemies, just a tavern outside of the main dungeon
                -Prototype 3: Anya’s Slimey Adventure
                                Prototype Purpose: Develop and prototype new underground waterway design.  Take another attempt at a party system (Anya and Olivia this time!). Assess the possibility of quests that allow you to play as another character such as Anya, used as repeatable events or storyline missions.
                                Assess scaling for LV1-20 content.  Assess dungeon design where the main constraints are focused on rationing mana and dealing with crowd control in situations that enemy count starts to reach higher and higher (used in conjunction with boss design that requires you to clear mobs -> strike at core)
                                Scope: Small-Medium, 1 dungeon, but with more of a combat focus than Lily’s adventure.  This is where the player archtypes will start to come in, as Anya and Olivia will have access to more than just a few spells like Lily has as a beginner.
                Prototype 4(Final): Olivia and the Mysterious Cursed Book
                                Prototype Purpose: Flesh out light/dark character archtypes and church/corrupt church styles and themes.  Test and develop a design for the Dark Tower dungeon(though likely not the final version, this will be the first attempt).  Prototype part time jobs and clubs via a small castle town. Prototype/polish new prostitution and drinking/social minigame systems introduced previously.  Prototype difficulty and quest design via a quest board system. Test and Develop the mini-dungeons with this quest system, developing a variety of 2-5 room towers, caves, forests, and more with changing and varied enemy types and layouts for use in HMA’s combat update.
                                Scope: Medium-Large, much like Lily’s game, but as it will be built atop the previous two it should be doable within a reasonable amount of time.

                Horny Mage AcademyV0.49.0 Update

                Finally, we will have HMA’s 0.49.0 update, which will be a rather major step up!
                As each of the previous prototypes will be focused around designing dungeons that will be used for HMA, this would only leave one unique dungeon to develop, that being the forest ruins dungeon which I’m thinking will be scaled closer to the 30+ level range, to give a serious challenge and long-term goal while the development of HMA 0.49.0 and more are in progress which would add more advanced classes to increase player levels! (and 3-4+ new dungeons to match, LV20-50!)
I don’t have a particular timeline available yet unfortunately! I’m trying to greatly increase the quality, so rather than rush everything I’m going to take my time and make dungeons that can serve as core parts of the world.  A tentacle trap dungeon that’s regularly the target of purification quests from the church, or perhaps the tentacle spawn are illicitly traded via the black market, with the corrupt church at the core of harvesting them! (So you have a reason to visit the dungeon for your more corrupt activities!)
My abilities and skills grew exponentially while I was playing around with Lily’s Game.  I want HMA to reach even greater heights, and for that to work I need to spend the time developing systems, dungeons, and events that harmonize with each other better.
I want the world of HMA to be something that you can actually live in. Each of the major dungeons should be connected to the world and the lore and give you reason to come back again and again, to complete repeating/cycling questlines, help out friends gathering rare ingredients (or fucking with the local slimes/tentacles!), being sent by the church to rescue a captured priestess in the tentacle dungeon, or down into the depths of the waterways to take out a rare hyper-powerful slime that’s terrorizing the depths!
I want to take what I made with HMA and clean up the code so that development can progress smoother and with less bugs, redo all of the artwork for Olivia and Anya and Eillana again, really expand out the church and corrupt church questlines, redo the castle layout to make it even better and more fun to explore, add pixel-art animations and effects to everything, and so much more!
But that’s going to take some time. I rushed with HMA at the start. I chased trends and published updates once every 2-3 weeks, without making sure I was making nice, extendible, reusable code without massive bugs and errors.   I tried to slap a band-aid onto things with a thrown-together tutorial section and storyline but the issues ran deeper, and came to a head when the combat system completely broke shortly into development without any way for me to fix it.
The vast majority of development time at the start will be the new combat system.  I’m going to start simple and use multiple rounds of feedback and releases to nail down the core system with just two “paths” to start (swordsman and mage), and then expand that out until HMA is something far better.
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Development Retrospective 1: Horny Mage Academy Combat Update Devlog


For the first prototype demo of the new combat update, I thought I’d start with an overview of the potential new features and combat systems that we will hopefully be bringing into HMA with the major combat update.
This is not a listing of all of the new features and changes planned for HMA’s next update, just the new features that were currently prototyped and tested with Lily’s Erotic Potion Delivery, the first combat update demo, available now on steam, patreon, subscribestar, and itch.io.
I’ll divide these into General Changes/Systems Updates, Enemy-Actions, and finally Player-Actions

General/System Updates

Live2d Integration + Bust Image System + WebM Animation Systems

-          The first and perhaps most major system update is that we have working bust images finally!
o   It took me quite some time to learn how to use Live2d for RPGmaker MV (And now MZ, more about that soon), but, along with some in-depth research into its limitations and usage via Lily’s Erotic Potion Delivery, we now have it working pretty well
o   I still have a few things I want to try with it, including learning how the expressions systems work and seeing if it can let me do things like changeable outfits, but for now this system is in a pretty good place! We have idle animations and general expression changing at runtime now!

Pixel Art Animation/Battle Animations!

-          In a similar vein as above, thanks to the plugin AnimaX and its powerful set of features, I can do things like casting, running, and attack animations in pixel art!
o   I only scratched the surface of this system with Lily’s game and hope to have a heavy focus on learning pixel-art animation over the next set of development!
Enemy Actions

RESISTANCE SYSTEM

-          Standard enemies now can properly grapple and use erotic attacks, and you can struggle (or not, your choice!)
o   The general idea behind this system is for each enemies conditions and resistance scenes to have unique triggers and thresholds, from telegraphed attacks you should probably dodge like a hooligan’s comets to more subtle entry conditions like Imps waiting for you to be incapacitated by paralysis status effects, the goal is for everything to have ways to counter and fall into them!
o   Expect this to go through another iteration or two before I’m happy with its implementation, it’s still a bit too buggy/hard-coded for my liking, and I want to transition to using the standard hotbar and having the player have mostly free access to skills that they have, rather than a hard-coded arrow-key setup that’s a bit more finicky

Enemy Skill Telegraphs and Animation Telegraphs

o   Most enemies with stronger skills or sometimes fun h-scenes (hooligans!) will telegraph them before firing off the attack, either with an animation upon themselves (hooligan brawlers), or a target on the ground indicating the effect range and sometimes timing (Hooligan mages), or even a cast bar with something like “Stabbing Lightning (Straight)” for a straight-shot line of aoes!
o   The goal from this point on is to be more careful and deliberate with enemy design so that these telegraphs can include things such as windup of heavy attacks, flashing enemy sprites, and more!

Large Boss sprites and wall-bosses!


o   Best exemplified by the slime king, I can now implement colossal enemies much larger than normal ones, finally giving me the option to make a massive dragon in a waterfall cave and have it look epic!
o   Also massive tentacle plants and slime monsters and kinky stuff too! And dragons again, but this time with its dick out! The sky is the limit here!

Player Actions

Cast Bars and Aiming-Modes!

-          Two-in-one here, but the ability to start channeling a spell and then swivel it around 360degrees is so cool!
o   It’s a bit finicky on the controls at the moment, but I’m thinking of trying something like “The spell faces your direction by default, but will pivot to aiming at the mouse while you’re moving the mouse, then fade back into character-facing after you let go of the mouse!

Spell Variety and Effects

-          So much more variety in how magic works now, from healing, barriers of water, and a bullet that blasts nearby enemies (Water spirits), to a wind spirit that lets you quickly chant a blade of wind, infuse yourself with wind to run faster for a short time, and compress an orb of wind into your hand for devastating close-range explosions, the new spells are a fun variety of magical effects, ranging from lasers and fireballs to spells that drop lightning bolts under your mouse or a set distance in front of you, depending on your aiming mode!
o   Also potions with throwable animations and attack effects, including slowness and explosives!

Expanded Hotkey Options and Controls

-          Currently, E and Q are bound to Attack and Field Skills, 1-8 are bound to combat hotkeys, and I brings up a field inventory, while Home and End are controlling the character bust
o   I hope to make some changes and add H and J for health and mana potions, with a new UI element to show the hotkeys and current stocks/out of stock, and perhaps more,  we could have shift give a sprint, c for crouch/stealth! (if I could get it to feel right, the faint attempt in the imp’s village in Lily’s game fell rather flat to me), and so much more!
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Elements that won’t be carried over from Lily’s Erotic Potion Delivery System

Just as important as knowing what works is knowing what doesn’t work. Here’s a list of features from Lily’s game that won’t be returning directly, either being changed up or dropped completely, at least to begin with.

Spirit Summoning System

                As this was only included because Lily doesn’t have proper training as a mage and, as a result, couldn’t use magic without something helping her, this isn’t needed in HMA.  While some small changes are planned for how spells are learned, the general gist of it will still be the same, requiring study and courses at the academy to be able to learn them is integral to how they work.
                Despite not directly contributing, the general systems behind it, which include runtime skill-swapping between different spirits and item skills, will be integral in the coding behind many other systems I do have planned, such as the next iteration of the resistance system.  Spirits are also still a thing and may show up during elemental magic training/combat as modifiers for already-learned magic, potentially enhancing spells of their element if their magic is borrowed.

Field Skills and Spells

An idea originating in Horny Mage Academy, this was just too finicky to get it to work right. A menu in combat slowed gameplay down to a crawl, took a potentially useful button(Q) away from the combat system, and trivialized puzzle design into “If I have X, hit button, use it, ignore mechanics”
Instead the working idea now is to replace Q as a keybind with some sort of guarding skill, the current plan being a magic barrier with different upgrade paths to block status/elemental attacks/etc
The idea to replace them is, interestingly enough, just… making you equip the spells or bring the items and use them from inventory/hotbars!  The trick would be then to make a wide variety of situations/uses for each spell, like with brighten and torches there has to be dark places in the world for them to be used in for it to work and feel good as a skill, same with stuff like trap detection magic, growth magic, and anything else utility-wise that I can think of.

Combat/Action-Based Stat Gain

I realized that this pushes the combat system into a more grindy path than intended, making it optimal to spam weak spells or get hit with weak attacks to grind up stats. HMA’s life-stats system will continue to be the main stat system, though I have ideas on redoing how character class works from a stat-cap to instead have a second layer of stats on top of these base stat systems and give combat light, but ultimately capped progression, by limiting the availability and stat ranges of classes at each stage of the game and leaving life-stats to be the most core layer, always there, always applying, while class can change and level up faster and in combat, but is limited by capped level ranges.

Crafting/Gathering in its current format

Crafting will return to HMA, but not in its current format. It’s too grindy as-is and not engaging enough yet.
I think I’m going to focus on gathering/looting dropping base materials that you then refine via alchemy or artifact crafting, with stuff like magic crystals being able to be infused with mana or inscribed with known spells to create elemental or status variants, with your knowledge and known spells and artifact crafting training gating how you can manipulate these ingredients for unique and fun artifacts and potions.
Similarly, I think that having gardening club take the focus for any plant-related ingredients, and making it more integral into the crafting game might be a good move.  Make it be easy-ish to set up and just check in every once in a while if you’re just making mana and healing potions, but add some extra steps/interesting plant raising requirements for more fun potions like explosive flasks or special recovery/buff potions, in addition to a proper gardening storyline.
In this way, finding a patch of healing berries will be a rare event on the field, but will provide you with seeds as well as a few potions worth of berries, potentially well before you unlock said seeds from the village shop (and perhaps some ingredients are not sold at all and used for fun, spicy illegal asphoradic/erotic potions!)

COMING UP NEXT

I’m going to follow this up with two more devlogs in the coming days, the next being a rough plan for how I’m going to tackle the HMA combat update, including rough plans for all of the content I want to work through before the next release (it’s… a lot) and introducing the plans for the next stages of the combat update.
The second will follow this one up with more information on the next combat demo and how it’s going to be used to develop and prototype the next iteration on these systems while also advancing HMA’s development properly!
I know this is turning into a longer process than originally intended, but I don’t want to just slap a fresh coat of paint over what was an inherently flawed combat system that almost felt tacked onto the game at times.  I want a system that lives and breathes in the same way that the core game works, that ties together the experience of studying magic with the excitement of exploring the secrets of an new and exciting world filled with fantastical landscapes, deep dungeons, and strange and unique creatures and plants.
As I was developing this first combat demo I let my imagination run free, tossing everything I could to see what sticks.  Now I need to carefully collect these fragments and weave them together into a system that feels good and fun to play, while also harmonizing both sides of the game, combining the excitement of exploration and adventure with the steady peacefulness of life as a fledgling magic student!
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HGameArtMan

Lily’s Erotic Potion Delivery: V1. 0. 0 Pre-Alpha Unfinished Snapshot Beta Build

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