After months of retooling and adjusting the main combat system and the other parts of the game affected, It's finally time for me to start rolling out builds again and get back on track.
There's a few things I want to cover about the gameplay loop and my to-do-list, so let's start off with the next build in a few days.
Test Build
This build has 4 enemies, The Demon, Goblin, Raider Bandit and Brimdine Hound. These 4 enemies cover the more 'basic' range of interactions and skill types the common enemies can have.
Vocator as a full boss will admittedly take me a bit longer. her movelist and abilities are more advanced then common mobs, along with her sex grabs and finishers.
I'm going to take a few days to bug run through the game with some friends to catch anything critical I may have missed, after which I'll be posting the new system test build for everyone. I really appreciate everyone being so patient while I worked on this, I reviewed and it's been quite a while since the last build, I really underestimated how much I had to do.
I want cover the new gameplay loop of the dungeons next.
The Luminal Dungeons
The Luminal Dungeons are fairly straight forward in concept. With each Floor containing 4 Chambers, each chamber gate you pass through, with the exception of the last door that leads to the boss, now leads to the overworld instance of the Luminal Dungeons in the Serferus Realm. The Luminal dungeons are essentially the journey within the realm from one chamber to another. They have 8 "Dungeon Rooms" that are randomly pulled from a pool based on the Floor you're on.
You must clear a path across the Luminal Dungeons to reach the next chamber. The fastest route is of course straight, which requires only 2 rooms be cleared. Rooms are cleared by finding the key and unlocking the room door, which is either found in a purple chest or in the possession of an enemy.
Besides the dungeon rooms, there are also event encounters. These will be H-encounters, random encounters, respites or character/NPC encounters. Like the example above, if a character isn't in the party or Subjugated, they may have a random chance to appear, like Saki.
Events can block your path, so some, like special fights or other encounters, may convince you to take alternate paths. In this build only Saki and another character will potentially spawn as events.
This system took a few days to get right, surprisingly I haven't found any major issues with it yet so hopefully testing will reveal anything that slipped through the cracks.
Next on the to-do-list
So while this build is being stress tested, going into October I'll be working on Vocator's boss and beginning the implementation of Samara and Treu.
Treu will have an alternate stance she can assume in battle and Samara will be given her 'Serferus' Transformation state, which will allow her to use sex attacks against enemies in battle. After I implement Vocator and the rest of the girls, Abaddon and the rest of the few enemies and bosses will be my priority.
That about covers this update post, I'll be crushing out a few more minor bugs to get things ready, in the meantime thank you very much for your support, this update took longer then anticipated so I apologize for that, and thank you again for your patience with me.
Hey everyone, it's been a really productive month for the update overhaul. To start off, Journey's base skills and animations are completed and the common Demon has been finished, as the first enemy I can now use the updates and changes I made for him as a template for every enemy after.
Being able to animate their moves and grabs has been incredibly fun and added a layer to the development of each enemy I've been enjoying alot.
Now in this update I'm going to cover some more of my progress and my plans for this coming month.
Private test for the next Build
With the demon finished, I'm planning 3 more enemies for a private build I'm hoping to stress test this month with a few friends, it will include the common Goblin, Bandit and updated Vocator boss.
I'm hoping to comb through a find any possible critical errors I may have somehow missed, while I've been testing the new rpg system, h-battles and other interactions myself, something usually slips through the cracks.
Most of the enemies that transition to the new animated rpg battle system will work mostly identical to their original versions with changes to attributes. The biggest changes of course will be to their sex grabs.
Enemies will have a varying number of animations with the demon possessing 3 on the higher end. Goblins will have 2, one of which will be focused on the character's breasts. I'm taking this opportunity to add more variety to the orifices or areas of the body enemies prefer, like the breasts or legs. With some enemies being noticeably tougher, this should help improve the value of defensive equipment to protect characters with vulnerabilities that a particular foe likes.
I've replaced the attributes for enemies with a list of their primary skills in the bestiary, if the attack uses an element or inflicts a particular state, it's icon will be listed along with it.
Visuals and Updates
Besides Vocator, enemies won't have much visual change to the new system. I decided to update Vocator's final design mainly as personal taste, and to express more emotes when she's speaking.
Vocator will also have a sex attack of her own, excluding her AOE hydro tentacles or slimes.
As for the heroines, I updated Journey's final dialogue CGs as well as Saki's with a slight update to her final design, I wanted to add a touch of cute to her standoffish nature I felt she was missing visually.
Lastly I touched up their exploration sprites to their final version to better match their CG changes.
This coming month I'll be focusing on getting the private build ready and tested. This version only has Journey as a playable character and the first floor. If all goes well with the test I'm hoping to touch it up abit and release it for everyone else to try shortly after.
While the private build is being tested I'm going begin work on the rest of the girls, starting with Samara. She's going to receive an alternate form with sex attacks she can use in battle, which is as complicated as a character can get in Lilith Descent, I don't think there'll be any issues, but since she'll also be the first transformation character in the new combat system I want to be extra attentive with her first.
I want to take a moment to mention the Visa, Mastercard situation. While it hasn't affected me too much, it's affected a few people I know and respect. I first noticed this issue during the Patreon purge situation, it's a big reason why I abandoned any intentions to associate with it for Lilith Descent.
None of the creators I know produce illegal content, nor invite or tolerate minors in their spaces. People have been calling the payment processors in the thousands about this and I'm personally hopeful things will reach an equilibrium at some point, because censorship like this is indefensible for so many people and so many reasons.
I lastly want to say that in the worst case scenario if Subscribstar is affected, I won't stop working on Lilith Descent. I'll keep creating for passion and out of spite for the censors, I can't overstate how much censorship or people who call for it piss me off. This game isn't my livelihood, it was always a hobby and labor of love for the genre.
That wraps up this progress report, I'll be talking more about Samara and the others in the next update with a report of how the private test goes. Until then, thank you everyone as always for your feedback, support and patience most of all. I should be posting incremental updates in the discord as usual, keep cool and take care.
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!
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