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Salt and Chilli Games profile
Salt and Chilli Games
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Salt and Chilli Games
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Salt and Chilli Games
Public post

Devlog

Apologies again for another set of months between updates. We still have progress, but the list of tasks has been pretty hefty. Add in to that various work projects that have eaten a lot of time up, things are running way behind where I hoped to be.

Fingers crossed I'm aiming to be doing more frequent updates. Firstly to keep people informed and secondly for a form of accountability, so at least if no progress is made in a week then I can explain the delay. Third, there's another person starting to help out. Initially with models, so they'll be updating game props, weapons, items, terrain and buildings. They should hopefully also be getting involved in sound design and adding SFX, ambient audio and so on to make the game a bit more alive.

The current plan is for us to alternate these updates, so I'm not having to do one every week.

As mentioned in the previous update, there's a few major things in this update. We've added climbing and proper swimming (finally), and now I'm in to an updated combat. This is turning out to be a pretty huge thing simply down to complexity and how many other systems it impacts on.

I also had a bit of an experiment with modular sections for new dungeons, but they need to wait a few more releases.


Combat

So, the main issue is how are we going to handle captures and takedowns as well as combat? The teleport to an arena thing was a stopgap but was also a bit too slow. The combat system needs to encapsulate combat but also the startpoint of the sex system which will be in the next sprint. Add to that the issues the current combat has where it's too easy to just get mobbed and the attacks are so slow you have a low chance of hitting someone coming to grab you.

So, I've been building a system that is heavily influenced in mechanics by the newer Final Fantasy games.

How the shit does that work?

When an enemy gets close to the player or the player is close to an enemy (without being spotted), combat is triggered. A combat zone is created which closes if the player leaves it, but also brings any other enemies within that zone into the combat, and whoever triggers the combat gets a full Action Bar. Everyone else in combat slowly accumulates Action Points.

The player can attack, dodge and block at any time while building AP, and a full AP Bar gives you access to special attacks, takedowns or items.

Meanwhile, enemies will be moving around and repositioning themselves and now have a set attack order. Each one does an action then moves back to allow the next enemy to do their action. This can be a simple attack, increasing arousal (if the player matches their sexuality choice), masturbating (if arousal reaches full), fleeing or using an item.

For regular attacks, both player and enemy can now chain attacks. There's a short attack window (which changes based on game difficulty), and if you trigger a second attack within it you can keep the combo going up to 3 attacks. Enemies can do similar, but combos are based on various stats and a bit of luck.

Each attack has a chance of being a Crit which gives bonus damage and blocking can now be held, so you can block and reduce incoming damage based on your defence, or try and hit the block window to do a perfect block and negate all damage.

I've added damage indicators to show how much damage you're dealing, which also displays arousal or stamina increases/decreases. Finally, the combat has a lock-on function, so you can target and always face a specific enemy.


Why are Takedowns a special attack?

This feeds into why the initiator of the combat zone gets a full AP Bar to start. It means an enemy coming for you can immediately create the combat zone and capture you. Similarly, if the player creates the zone they have the option to go into a takedown.

Right now I've simply integrated the current takedown system into the combat logic, but after this release the whole sex system is being revamped so I'm only trying to create the entry point into the sex system instead of building something fresh.


Where are we at?

The combat system is progressing.

So far:

  • Actual attacks/combos work
  • Enemy AI has been completely rebuilt from scratch
  • Enemies can decide what combat action to take based on their current stats, inventory and situation
  • Enemy takedowns working for M/F
  • Ready to build F/M and M/M paths (animation swaps)
  • Player lock-on works
  • AP Menu works (not yet wired in)

The current key is getting the enemy side running first, then adding the player menu systems.

Still to add:

  • Counter-attacks (perfect block → immediate strong attack)

A more recent addition for better combat flow is a lunge to the enemy if you are locked on but too far away to attack. This helps when enemies get knockback so you always move back into combat position instead of being left behind.

We’ve also got a cinematic camera move for the final hit in a combo, which seems to be working well.

Despite the size and complexity, it feels like it’s progressing well. The current job is finishing the last couple of enemy combat moves, then building the player combat menu while continuously testing and tweaking the combat flow.


What else needs done before the next game release?

The list is shrinking:

  • Fix climbing bugs
  • Combat bugs
  • Remove stealth/run toggle → crouch/walk = stealth, run = loud
  • UI indicators for blocks, combos, etc.
  • Controller support
  • Sound attenuation (obstacles blocking sound)
  • A few combat/damage animations
  • Remove AI voices

The AI voice thing was originally a compromise because there are a lot of interactable characters and no budget for voice acting. It’s probably better to replace it with some kind of text-based audio style instead.


Finally

Overall, progress is coming along. Potentially once this sprint is completed, it’ll be the biggest update for the game so far:

  • Movement updates
  • Enemy AI overhaul
  • New combat system
  • New takedown system
  • Climbing
  • New swimming system
  • Updated save system

Hopefully when this is done, it’ll feel like a new game.

In reality that’s only half of the updates, as the next sprint will focus on a full new:

  • Sex system
  • Struggle system
  • Takedown system

We’ll also be updating:

  • Health & stamina
  • Tutorial (replacing the barn NPC tutorial with a playable one)

And then for the future?

We have a plan.

Current Sprint

Sex Sprint

  • Sex system
  • Struggle system
  • Takedown system
  • Teasing
  • Stat system
  • Tutorial

Non-Core Sprint

  • Procedural generation updates
  • Map mechanics
  • Dungeon overhaul
  • Character Creator QoL
  • Plains updates

Content Sprint

  • Animation gallery
  • Competitors
  • More items, clothing, throwables
  • Plant trap

Enemies Sprint

  • Dungeon slime
  • Wolves
  • Scent & hunting system
  • Other enemies

GameMode Sprint

  • Casual / Trial / Challenge modes

Bosses Sprint

  • Forest boss
  • Plains boss

QoL Sprint

  • Stat tracker
  • Achievements
  • Various QoL updates

Foothills Sprint

  • Foothills world
  • Enemies

Mountains Sprint

  • Mountains world
  • Enemies

That’s not an exhaustive list. There are tons of small jobs throughout each sprint and there’s a good chance some tasks will be cut or moved.

For example, the game is The Running of the Wolves and we don’t actually have wolves any more — and they’re currently in the fourth sprint. Some tasks in the Enemies sprint will probably be covered in the Sex sprint.

It’s flexible, but having a plan is still important to build towards.

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Salt and Chilli Games

Here we go finally, the release of Version 5. 0. 0.

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Salt and Chilli Games

So, another month another complete lack of progress?

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Salt and Chilli Games

Development Update

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Salt and Chilli Games

Character Builder

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Salt and Chilli Games

I have to apologise for how badly the last few bugfixes have been, but I have found the core caus...

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