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HGameArtMan
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HGameArtMan
Making lewd games and art!
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HGameArtMan

HMA April Devlog: Potions and Progress



Making a combat system is hard. Doubly so when you're trying something a bit new.


With the combat demo, I chose to begin my focus with the potions and artifacts systems. This made for an interesting theming for the demo ("Erotic Potion Delivery!"), as well as start development on a much-neglected system for HMA, that being the crafting and potions/witchcraft courses.


This led to some rather interesting problems a week ago when I finally completed enough to send a rough draft of the demo to my fiance and a friend or two, who responded with "It's looking good... but combat feels kinda off"


To make a long story short.... it's going to be a bit longer before I have the demo out! My goal was by the end of April, but things had to go back to the drawing board for a bit. In this devlog we'll go into the hows and whys, as well as showing progress on the artwork for Lily's first scenes and more.


So, starting with my original idea for the combat system. Your basic attack (a punch), does basically nothing, which makes sense as Lily isn't particularly a powerful melee fighter. Your two starting skills are poison flask and healing potions, both of which are active skills that require you to have the appropriate item to use, pretty much exactly like the previous versions for HMA.


I implemented a rough day-night system and resource/monster spawning and sent it out for feedback, and the feedback was... not the best.


It just didn't feel good to not have a basic attack that could kill enemies, even if it was a little weak, was the main one. The starting tutorial also didn't quite cover things in a good way, and to make matters worse, crafting itself was apparently "boring" Gathering materials was fine, but not quite keeping up with usage and made it feel a bit grindy to craft and gather.


All problems that needed some more time to work on and fix!


I worked in a tiered system of potions now, where you can upgrade your poison and healing potions with a slightly more in-depth crafting system. At the lowest level, a "Poison Dust" skill was added to give a weak but always-usable attack option. In addition, the tutorials are in the process of being entirely overhauled to have better pacing and structure.


As a result of these setbacks, as well as a general desire to do better, the demo's going to take a bit longer! I'm not going to give a specific date, but hopefully not too long. There's still lots more to do, as I hadn't quite finished the drawing and animation process for Lily's artwork either, as well as still needing to rework the stats screen for the demo so it shows Lily instead of Olivia!


Although it won't be in the first demo, I also started design/mockups of the first proper dungeon in the game, a location style that should be familiar to everyone.


A slimey waterway! The goal here being to create a style for the waterways of HMA. It's a little dark (because I'm using a fog and fun lighting), but the brighten spell should make a return to help see better! (Although in Lily's case, it might just be torches since she's not a strong magic user without spirits!)


Here's it without any of the fow effects, for comparison. All just a rough draft for the area's style and decoration, tall walls give it an interesting feeling i want to experiment with.


Speaking of spirits though, they also have a rough implementation that needs more work! Instead of having them be immediately used upon pickup like they are now, I'm thinking of having a system now where you pick it up and it's "stored" as a UI element and the spirit bar is filled but drains at a slow rate of 1/10th speed until you activate them. This would allow more strategic usage of spirits by allowing you to delay their usage until you need it.

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HGameArtMan

HMA March Devlog: Combat Demo Progress and Plans!

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HGameArtMan

Bust AnimationMuch of my work recently has still been getting bust animations working properly, a...

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HGameArtMan

from 25 Jan, 2025

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HGameArtMan
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HMA Combat Update: Pregnancy and Animation


I decided that it would be nice to finally have character portraits showing up during combat as an option, so i started to implement that!
This quickly led down a rabbit hole of "what if I tweaked pregnancies just a tiny bit, you know, just for certain areas.
The basic idea would be to have stuff like the waterways allow you to explore while getting pregnant with and giving birth to slimes repeatedly, or perhaps an area with a fertility spell or curse that does that with human/nekomata ones, or an imp's cave that does the same for imp pregnancies....
Basically, certain areas would have you give birth within minutes(mostly restricted to certain ones like slimes that make sense), but the moment you stepped outside it would resume normal pregnancy processing.
And... it worked! Mostly! It's still a very much "In progress" thing, but I managed to set the test dungeon up to save/load your pregnancy state at entry, and then as you explore if you're impregnated it will have time pass for the pregnancy at the rate of roughly 1 day every 30 seconds or so, meaning faster gestating monsters like slimes take about 3-4 minutes, while longer ones like humans would be closer to 10 minutes!
This bust image display works for the most part, and even runs events and changes it based on character state for pregnancy!
... But it exposed some of the glaring issues I had with running bust images in general.
They're currently made by laying the base body, followed by curse/blessing tattoos, followed by a faceset (different expressions run here), then front hair (because otherwise the face will clip in certain areas and it looks wrong), followed by clothing (generally one piece for each stage of pregnancy)
This works... mostly, but exposes some glaring weaknesses with the system in general running it like this.
For one, it can't really be animated, not in this piecemeal style that I'm using at the moment.
For another, it flickers, particularly when you're changing equipment (it will often flicker the entire set off if you unequip your clothes even for just a moment) but also when opening and closing menus (as it replaces each part layer by layer) or when your stats are changed (as the game has to unequip stuff for a split-second to calculate proper stat values)
So now I'm looking into plugins to run live2d animations. I couldn't get it working before, but after a few searches I found a plugin by MrSlip777 that seems to do it!
(Image shown - New Olivia milking animations from Horny Mage Chronicles- Will be added to Horny Mage Academy after the combat update at some point!)
(Originally it was going to be the new mating press animation, also coming soon to Horny Mage Academy! but I found the model files for the milking animation faster and, as it was just a test, I didn't continue digging)
I've got displaying models to work, but the animation isn't quite set up yet. I'm sure I'll figure it out soon but for now here's what it looks like in the code!
 
So... Not a lot of combat was worked on this update, unfortunately!
It's a lot of work on bust images and animation plugins, but the end result, if it works out properly, will be a faster, more efficient workflow for adding animations to the game, as well as more smooth and robust animations added in general! (and some nicer bust images to boot!)
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HGameArtMan

Horny Mage Chronicles V0. 13. 0 Beta!

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