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Hey guys, hope you all had a great month, here's what I've been working on these days:

Middle June I started working on animations, my idea was to make the white screen have a lingering effect to go along with Dannie & Debbie's new encounter, but I realized that it would be much easier and more practical to put a screen on top and reduce the alpha gradually rather than creating an animation. Animations pause the game until they are completed, which can be quite annoying, screens can be changed and modified simultaneously while the game runs, which makes things much smoother

Regarding techniques and training, there were complaints about the training minigame, given how important techniques will be in HC2, I decided to make some changes on how the final proficiency is calculated:

Instead of simply subtracting the difference between the player's score and maximum score reachable, now the average of the three minigames is multiplied by the previous proficiency, which means that prof should increase steadily, in addition, this new formula should make it much easier for players who had a hard time with the minigame while still providing a challenge for higher proficiency percentages.

This applies to both: The desktop version and the mobile version (which has a different minigame)

Now at this end of the month I was currently working on two different systems, the first is a Tooltips 2.0: You probably already noticed that tooltips can only be implemented on screens and not in the dialog box, located at the bottom center, present throughout the entire game. This is fine for most of the cases, but I want to be possible for the player to be able to hover the mouse over a word in the dialog box to see a brief description about it, this would be very helpful, especially in explanations of new/complex mechanics.

Currently the new system... Works...? Kinda of... The game iterates through a dictionary for each word that appears in the dialog box, which is far from ideal, especially if that dictionary gets too big, it probably won't have an impact on performance, but it still seems wrong. This system will be put on hold until it is improved so you probably won't see it in version 1.05.

What is almost ready are the Arena Modifiers, they are small variations that encourage players to try on different builds. These modifiers can be specific to the girl currently in the Arena, or more generic.

Modifiers reroll every day IRL, but if you don't feel like waiting, you can pay for a new random modifier. I haven't set the price yet but it should be quite expensive, since the purpose of this mechanic is to encourage different builds and if you could choose any modifier, it kinda defeats it's purpose. You should reroll the modifier manually only if you really hate it.

Finally, this new version features two new enemies for the Coast (which completes the area and allow these girls to be added to the Tower), new techniques, a new Bad ending and a few more things. v1.05 is scheduled for July 5th, see you all soon !

Comments

Egypt Elton

Any plans for modifiers or other randomised extra difficulty outside arena, in regular play?

diogaoo

Modifiers were actually planned for the Tower, but they would have to be very generic to make sense with the diversity of enemies, I believe specific modifiers for huge bosses like Jasmine will be much more fun. That being said, generic modifiers will be gradually implemented little by little, when there are enough of them, I don't see why not implement them in the Tower and even in the whole game (probably through an NPC in the city or hardmode)

MiniMegaHammer

Can you add the Tavern pictures to the gallery?

Vincent

Would also be great with the girls (and their names) from shops and events, e.g., the one in the tavern, arena, the fairy (numbers quiz) and so on :)