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Hello guys, i finished the general setup for the new player UI!


Although the new monster AI are still producing, but i made many additional changes to the game to improve the overall experience. 

Thus i would like to push it out and see how it goes. Below are some introduction to the new stuffs or changes in the v0.0.8Pre1.


New player UI :

In order to let the new UI fit more to the game, i used the light grey color as the main color to the player UI, and allowing it to give a modern feeling. The original arousal bar (the heart-shape indicator) is now move to the left side of the player icon, representing how close is the character about to orgasm.

  

The little indicator at the right side of the health bar is the exposure indicator. In my design, it is a measure on how much to the creature near you will be affected by you. Creature will tend to perform sexual action if the player is staying too long. The exposure level will consider the player equipment with its durability, and the player current desire level. 


The desire level is shown at the right end of the player UI, and can be see at the stats UI. Desire level shows how much the character want to have sexual interaction. In my plan, the player in the high-desire circumstance will have low mobility and low resistance if being catch by enemy, and also more easy to orgasm (Also additional walking/idle etc. animations for the player in heat). Player can masturbate to temporarily reduce the desire level (and by orgasm). However, the desire level will slowly change to the heat period value (The little heart icon inside the desire bar). 


The heat of the player will change every day mid-night, the player will pass through low-heat day and high-heat day with in the 14 day cycle. It is a mechanism that require the player to prepare the predictable challenge, adding difficulties to the survival.

If there are fertilized system added in the future, it will be based on this heat period system.


Stamina system improvement:

The stamina cost of running and dodging is reduced, and the stamina recover speed is increased. The player can idle or crouch for 2 seconds to get stamina recover boost (2 times faster) . Also, there are some items that can be used to recover stamina now. Thus, player can run longer and perform more actions during the combat. However, there is a overweight penalty at run / dodge stamina cost and recover speed, so player cannot carrying tons of items and keep running.


Damage and Defense system improvement:

The defense calculation method is now switch to percentage based reduction, meaning that even bare hand can do some damage to the enemies. Also, it reduced the actual damage difference between a high damage weapon and a low damage weapon. The weapons are now more balanced. In Addition, a stealth damage boost is also added to the player. If player hit an enemy from behind, the damage become 2 times greater.


More dynamic loots:

The loot in the container and loot on ground will now be able to spawn with different item numbers, and also with different durability if possible. It increased the randomness on the current loot system. The loot spawn rate is slightly reduced to prevent unbalanced loot numbers.


Quality of life:

Now in the crafting table UI, you can see what materials and its number are lacking in the input field for the recipe you choose. It directly shows what items player need to put into the crafting table.


The quick-take and quick-put buttons are added to most of the container UI (at right upper corner). It allows player to take all items or put many items to the container by one simple click.


The durability of the item will now shown at the player inventory, equipment UI and container. The player can see the condition of the different items in shorter time.


The next objective is to completed the AI rework, perhaps v0.0.8Pre2 would be uploaded to here after that. 

That's all about the this experiential build, thank you for your support!



****v0.0.8Pre1 DevLog****

IMPORTANT **Some changes are made to the item data, all item that have durability in the previous version are reset (return to full durability), sorry for the inconvenience**


New Content:

- New player UI

- Added Heat and Desire system

- Added Exposure system

- Now some item can restore stamina (Energy drink, Energy bar)

- Added overweight penalty in run / dodge stamina cost and stamina recover speed

- Now loots can spawn with random numbers and random durability 

- Added loot to the TV table and oven

- Now Plank has chance to been found at clothing shop and fruit shop

- Added the quick take & quick Put buttons in most of the container UI

- Added durability bar for the item showing in UI

- Now the lacking materials at chosen receipt will shown at the Input field

- Added stealth damage boost when attacking enemy from behind (2x damage)

- Now the game will be paused when opening the ESC menu


Changes:

- Updated the player stats UI

- Increase stamina recover speed when standing / crouching (2 times faster, require 2 seconds to active)

- Reduced base running stamina cost by 20%, reduced base dodging stamina cost by 25%, and increased base stamina recover speed by 25%

- Reduced base health recover speed by 80%

- Re-texture the item image of slime mucus and slime core

- Increase maximum stack number to 5 for some item (Log, Water Can, Slime Core)

- Reduced the spawn rate of some loot

- Changed the Defense calculation method (From minus the damage switching to percentage reduction, can see at stats UI)

- Adjusted Some window lighting at home

- Updated the slow motion effect to enemy grabbing (lesser time & smaller range)


Bug Fix:

- Fixed the low item sensitivity problem in the container when another item is dragged over on the item to exchange

- Fixed the issue that furniture blueprint move to the center between two touch position when trying to build it



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