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tl;dr - Progress on combat system and graphics; computer trouble and new computer plans; new goal - Let Me Out.


Today's image:


Okay, normally I show you something sexier, but this week I really wanted to show off some of the progress that I (we, actually) have been making in the combat system. This gif is for critical hits; there's another part that comes afterwards, but this is the most interesting bit. While this happens you'll get the maid's critical hit battle cry, and then afterward you'll get a randomly generated attack name like in PAF. I can swap out the monster for different battles, and I've got a version for each maid. This may not be the final version; it's not perfect, but I do like it.


The monster is a "gazor", a concept that Another Wannabe came up with, and Phinn designed visually. Most of the descriptive text has been written for it by EFon... come to think of it, I didn't do much of the creation of that monster, other than kind of directing and approving work. It's cool, though, isn't it? A gazor is tough to hit and very accurate because it's got a lot of eye skill (surprise, surprise).


I'll get back to the sexy pics next week I promise. :) At least Kim's dress is pretty low cut.



Combat system progress:


I've been making some good, if somewhat slow, programming progress on the combat system this week. There's a lot of juggling of variables and trying to visualise it all. I am getting somewhere with it, however! It's going to be better than the system in PAF. It's basically the same sort of concept, but there's just a lot more variation. Spells, special attacks, more complex tactics and training outside of combat will all (I hope) make this a legitimately interesting system to play.


Obviously I'm planning to spice it up with multimedia in a similar way to the way I did for PAF, as well.



Computer trouble/new computer plans:


I've had a problem lately with my computer CPU overheating, so I'm now looking at getting my new computer system reasonably soon. I had some interest in what system I might be planning to get, so for those interested here are a couple of

points about the system I'm currently thinking about:


a) I was considering getting an nVidia Geforce GTX 970 GPU, to make use of the fancy new IRAY lighting rendering engine in Daz Studio. IRAY needs 4gb of memory (and not a dual 2gb-2gb, it's got to be a pure 4gb card), and is also an nVidia card that gives good performance for money.


After looking at benchmarking info I don't actually know whether the 970 will be quite powerful enough, and so I still might not be able to do much with IRAY, but I don't think I can afford the super-powerful, crazy-expensive cards that are beyond the 970. Stretching my budget to a 980 ti seems unrealistic considering I can still just opt to stick with the current renderer (3Delight) and go for a different card for better value.


b) I'll get a new IPS monitor, which displays better colours than a TN panel monitor. This is obviously going to be useful for graphic design.


Other than that I just plan to have a good system, particularly having the kind of cooling and power supply needed for strong hardware in a warm climate.



New goal: Let Me Out!


You might have noticed on the main page I've added a new goal, a sequel for Let Me In, titled Let Me Out. This game will see improvements over the design of LMI, with a story that I think people will find a bit more fun.


I admit I didn't plan for LMI to ultimately become quite so much about victimizing Twyla; I tried to make it light, funny and silly, but I think it probably wasn't funny or silly enough to quite cut through the tone and make it disarming in the way I wanted it to. Not that it's terrible, it's just not exactly what I saw in my head at the outset. I feel like I'm going to be able to fix this problem to a large extent by changing up the character dynamics a bit. Next time Twyla returns, but she's the one doing the tricking; she's also the one initiating any sex.


Better planning will help, too. I know now, for example, to put more complexity into the images in order to provide more prompts for the player to talk about. I only worked that out a little bit too late in the process of developing LMI.


You might be wondering why I set it as the $1500 goal - to be transparent it's because I don't imagine we'll hit that goal particularly soon, but that's okay as I'm focused on PAL right now.


Files

Comments

Hank Rillek

Nice update! You managed to talk about all the different things I've asked for the last few weeks!

R S

Nothing was wrong with the tone of Let Me In, I don't think you should change a game to appease the "social justice" types. Outrage is their game, there's no pleasing them.