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Hello! I know I been quiet this month and well, thats because I was really focused on getting to feature parity with the new grid-card combat system. Well... I almost did it, everything works(TM) except for 3 things.

The things that are not working in this build are:

  • The "Correctional" free-play mode, because I don't have the hotbar anymore and need another way for the player to engage in grabs.
  • The grab selection menu (right now grabs are picked randomly) because undecided if I want to re-use the old selection menu or do something with cards to be more uniform with how rest of the UI works.
  • Devices and carries, because they are not utilized very often yet and haven't got time to do it.

Everything else should just work(TM) tho, so give it a try and let me know what you think.

In addition to various bugfixes, I also introduced two new features:

The first is an "Encore" special effect when an "Attack" is used on a grabbed enemy. This causes the ally that is grabbing the enemy to resume their grab and make grab progress (deals lust damage and so on.) I noticed that when you are trying to finish off enemies with grabs, often the rest of your party doesn't get anything to do and is just standing there fiddling their thumbs. Now everybody gets to participate, even when there's no room to join in the grab. (You can still join in the grab with a "Grab" effect when there are valid threesome+ grab positions to use)

Here is how it looks in action: https://twitter.com/Enlit3D/status/1332962726092554240

The second feature is the "Automatic grab joining when attacking on downed enemy." I'll be honest, this is primarily motivated by AI considerations. Because the AI does not pick their action/card in any intelligent manner, if this feature doesnt exist, then "interesting" things can only happen when the AI draws a "Grab" card randomly. Obviously, that is less fun. So this is a feature to make those "interesting" things occur more often.

Here is how it looks in action: https://twitter.com/Enlit3D/status/1332962243663646721

(P.S. sorry for double post, the old one have certain settings that I cannot change unless I make a new post)

Comments

GZ

Not too sure how I feel about the new card system but it will grow on me in time. The biggest issue right now is that this build is incredibly laggy. Last build was buttery smooth but this one is very choppy and unplayable in the current state imo. I assume the addition of the card system is causing all the lag. I have some concerns about the heavy amount of CC in the game (including the grab system), but I need to play with it more. I've also noticed that during standing H-moves, the camera is focused on the characters legs lol. Just curious, when do you think you will add the resolution and sound sliders?

enlit3d

The new build runs fine for me (unfortunately), and it's rather unlikely the cards themselves are the underlying cause of performance problems. Is the lag spiky/periodic or does it start from the start?

Climhazzard

I feel like the exhaustible cards should reset between fights. Not much else to comment for now.

enlit3d

By design, Exhaust cards do not refresh until the next rest point. You can think of them as "Per Day" abilities in DnD terms.

GZ

So I've had the chance to play the current build quite a bit, thought I'd share my thoughts. I think the card system is ok, I personally prefer the old system much more because of the following reasons: If I get grabbed for an H attack, sometimes there is no choice but to use an escape card, and I hate that. There is no "skip" option on some cards. I also like that with the old system you could do any action on allies as well as enemies, including choosing grabs but I think thats coming soon. I really liked the pickup animation when you picked up an ally. What I do like is the the hex grid, it really helps movement. I also like the two features you added to this build for the ai. Other than the issues I mentioned in my other post I think the game is shaping up well. Having a ui toggle for ai actions would be nice aswell lol. Last thing I want to say is I love all the games you've done so far and I really like that you interact with the community. I try to bring as many fellow H lovers as I can here, thanks again for your work!

enlit3d

Thanks for the feedback. I like to comment on the "skip" a bit. By default, every effect requires user targeting confirmation, so after selecting every effect, there is that additional phase to pick your targets and/or skip. However, for some of the effects, such as Blocking, or self healing, or any grab actions, there is an obvious target or no target so I added a special case to skip that phase. I thought about not including this special case for grab actions, but I figured that more often than not, the player do want to use the grab actions and not pass the turn. So maybe having that additional picking phase causes more annoyance than the cases where it's useful. However, the ability to pass your turn while in a grab is too important due to the nature of the game. So I am considering an alternative design to achieve the pass turn effect: while in a grab, automatically drawing a Pass Turn card to well, do nothing.