I spent the majority of June fixing and improving the new core combat system and since my last progress report I've set up all the system changes I'll need moving forward.
I've made the occasional post in the discord so now I'll go into full detail.
UI Update
An important piece of feedback I received regarded the command wheel. Navigating it wasn't comfortable and after I demonstrated the rpg combat overhaul it didn't mesh well on the screen with the 2D plane.
In it's place now is the the command menu, now also shared between RPG and H-battles for consistency. I've moved around some menu elements such as the descriptions and targets to the top of the screen so the character statuses are always visible. This all didn't take long thankfully, maybe 2 or 3 days getting the style and positioning right.
Battle Sex Mechanics
Polishing the sexual actions opponents can take in battle was at the top of my priorities. Enemies have a varying degree of sex attacks with different positions. Most enemies will have 1 or 2 while a select few like the common demon will have 3.
Enemies now also have two variants of sex attack. The first is demonstrated above, a single action animation grab, and if the targeted character is Off Balance the attack ends in a climax, dealing additional damage.
The 2nd variant of the enemy sex attack is a full grab that operates like the original battle system, locking down the character's actions until they escape, climax or the grab expires. Special capture grabs like the Dithonion's that can instantly end a battle will function the same.
Additionally an alternative faint animation will be used if the character is defeated in this manner.
General Polish for the next Build
With the heavy lifting done I've been updating the last of Journey's attacks and the Demon's attacks. I'm going to stress test a build of the game with a few friends using only Journey so I can ensure everything is functioning smoothly.
Before the stress test I'm going to add a few more enemies needed. If all goes well with that test I'll add a few more of the enemy types and post that build for everyone to try before I finish the other girls.
That about finishes this progress report, I'm really thankful for everyone's patience and feedback, going through with this update wasn't easy but waiting couldn't be much easier so I thank you guys it really means alot.
I'll keep everyone updated with more minor posts in the discord until my next full report in July. Until then take care!
It's been quite a while since my last full update post, I've been sharing small updates on the discord but regardless I apologize for the delay.
I've been using the time to work on and test the viability of a combat overhaul I wanted to do for Lilith Descent and finally I'm excited to share it worked and I can go forward with it! There's a few details to go over so I put together an update video that'll cover all of that at the end.
I'll overview some of it in the main portion of this update along with what specifically I'm working on for the next update release.
System structure clean-up
I'll try to keep this part brief as it's pretty technical. but before now, all of the visual assets and eventing had been using disorganized naming structures and else-if statements that made the sex-scenes and event transitions prone to bugs, and made the inclusion of new characters harder and more time consuming than it needed to be.
I've reorganized most of the main common events I use for the game to now search for characters via variables and renamed every visual asset used in H-Battles so all characters can be cleanly loaded by their IDs.
That last part is important, essentially this means the next character addition update will be far smoother since the game now uses a single event of scripts per scene to decide which character assets to display rather then hundreds of lines of else-if statements. Before, I had to manually edit each scene to search specifically for the lead character, now all that needs to be done for the next characters is a proper naming convention for their assets.
I really can't overstate how much of an improvement that specific change has been for my process.
Update plans
I wanted to take this chance to layout a broad overview of what my update plan is for the next versions.
Complete the combat overhaul update, King Porci's H-Battle and the rest of the goblin caves for the next release.
After this, I plan to complete both the Raider and Demon Subjugations along with the next main quest segment and floor in one version, leaving room to clean up bugs.
The version release after that will include Saki and her accompanying characters for play testing.
This is the closest thing to a roadmap I'm working with but it's pretty much 1 to 1 with my task priority.
The Combat Overhaul
Now I'd like to finally go into the combat overhaul in the video below. I encountered a massive list of issues when I originally started the overhaul as a side project at the beginning of the year.
The issues mainly stemmed from having the animation system plugins function without rendering the H-battles unplayable. This took a little under 2 months of forum diving and trial and error but I finally fixed all of the issues that would have forced me to shelve the idea.
If you have the time please take a look at the demonstration video. I can comfortably get back to monthly updates as I complete the transition of characters and enemies to the new system.
With that I'm gonna get back to it, I'm grateful to all of you for your earnest support and irreplaceable feedback, without you all the game would not be a project I can be proud of, despite it's hentai nature.
So thank you as always everyone, I'll have occasional updates on the discord in the meantime!
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