progress :
Things have become more complicated than I thought, but in sort of a good way.
I've been working on the combat system, and targeting gave me a bit of a headache, but I've mostly figured out how I want to do it. I've went with an unorthodox design, so I'll be interested in seeing how people like it, unfortunately at the moment, it needs some complementary bits and bobs to be fully functional. Namely the way it generates actions.
Speaking of actions there's some difficulty with that, mainly I'm trying to determine the best classifications of actions, because the way I want to do it, you'll have things like standard damaging actions, as well as more complicated body part specific actions. But at least conceptually I feel like I have most of it planned out.
What I'm aiming for this release is a small proof of concept scene, that uses this combat / sex system, and we'll see how much I can do on top of that. But I am planning to grow the system as time goes.
As part of the combat system, I'm revamping some stuff around the clothing. Namely right now I'm working on compiling all the clothing information together, to give a clothing state that's easier to work with, so hopefully I can do some cool stuff with that.
So, onto what's become more complicated. Save compatibility! In the last update I gave that as a feature, but really what I did was rework the game to better take into account what should be in the game state or not. The point is, things like the combat system are now being designed in such a way that they can be easily update because they have a home outside of the game state.
However changing things inside of the game state , which is crucial for save compatibility, did present something of a problem for me. It does still present a problem, but I've managed to come up with a system for it! I'm still a little bit unsure of how reasonable it is to use it for this update, but that goes a long way towards future stability.