Exemplary Archetypes & Player Descriptions


 Hello there. We have some changes, some additions, and to top it all off, some fixes!

Recent Changes 
  • Reduced breast size range to avoid scaling issues.
  • Updated Credits Page

 Recent Additions 
  • Added Codecks Page for public development tracking
  • Character Creator: Added Futanari
  • Character Creator: Added Confirm page
  • Character Creator: Added archetype selection
  • Character Creator: Added player Character Bio screen
  • Ported the dialog parser system to C++
  • Ported the entity description system to C++
  • Ported the entity framework (formerly known as the actor framework) to C++ 

Recent Fixes 
  • Fixed issue of splash screen not appearing in builds
  • Multi-line Choice Titles not Displayed Correctly
  • [Bakuretsu] Choice Displays Invalid Tags


Character Bio

Arkavite - Character Creation (Confirm Screen)

The quill button finally serves a purpose. On click, it will bring up the above finalization page. All that’s currently displayed are the Character Bio and Archetype sections. The final version of this page will feature an overview of your beginning stats, and a list of which traits (boons / banes) you’ve selected. As of now the confirm button does nothing. It is merely placeholder.

The underlying player structure and dialog parser system (responsible for handling character description generation) has for the most part been ported over to the new engine. This allows us to generate the “Character Bio” you see above.

The dialog parser system is used whenever we need to reference aspects of a character. Their appearance, what they’re wearing, their name. All of it. We use it in dialog scenes, and item events. This system is applicable to all characters. Not only the player. It’s been future proofed so that we may have procedural or custom NPCs which can be manipulated in the same manner as the player.

Returning to character creation, alterations to the player appearance will be reflected in the Character Bio. Now height, breast size, etc. can be converted into meaningful descriptions from their slider values, we can add these descriptions to the slider display. A little extra job for me to do when polishing up the UI.

Archetype

Archetype dictates the temperament of your character – how they respond mentally to scenarios and predicaments. It’s our alignment system. We use the archetype stats to run skill checks for various aspects of gameplay. As for archetype selection at character creation, for now we’re relying on sliders. Some choices are stated to influence these archetype stats. In future we may make the starter archetype entirely dependent on which traits you pick. I also like the idea of having it be dependent on some choose your own adventure style scenario at the start of the game much like some older RPGs, buuuut that’s just an idea.
The player archetype is something which can shift over the course of gameplay depending on the actions a player takes. A pure individual may fall from grace or one who is corrupt may seek redemption. Some may fall to insanity while others give in to chaos. It will make for a lot of fun, I’m certain.

Sex Selection


I’ve added a series of new buttons to the right. As you can see we have “Sex” and “Build”. Sex changes the sex of your character (i.e, what genitalia they have), while Build will change the shape of the character body. The Female and Futanari sex options are working. And yes, the futa is physics enabled, though I will say it’s not the most realistic right now since I’ve made it a floppy hard on. I will need to add a flaccid model variant, or create a model which can blend between the two desired states. More peen models, coming soon!
As for the male “Sex” and “Build” options, their models are currently being worked on. Getting that done is now my primary focus. Peen sliders will also be added along with the remaining male models.

  1. The male model
  2. Some all around UI polish
  3. Tutorial-ish Guidance for first time players

These are the last few things to complete before I can make that juicy public release and shift the majority of my focus back to sandbox dev. We're onto the final stretch. Hopefully soonish I'll be back to working on some real gameplay.

An experimental build will be dropping momentarily. 

Until then!~