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heyo pups! another lil update for y'all. Let's start with bananainquiry as always as he's been deep into the code of the game all this week trying to squash bugs and implement new features. He implemented the bookcases of the library and now the place feels positively labyrinthine as it should be! hope you don't get lost in here while a werewolf is chasing you! XD

also another thing that may seem minor but actually adds a lot of flavor is the ability to name your character however you please. Say hello to the others, buffman! 

on my end i've been thinking about the battle system for the nights. I think it's time we start at least considering our options since we're getting close to start programming that part of the game. Since you can target different parts of the enemies' bodies i thought maybe it would've been interesting if your character itself could decide which body part to use.

i made a rough animated mockup below :

basically each round you start with two actions available to you (or more, if you're transformed or have a spell or buff active). Each of your limbs /head has a set of actions, wich are basically skills/abilities to use.

if the gif goes too fast to read comfortably i can write the HANDS actions down here

hit: basic melee attack, probably scales with the jock stat.

grab/hold: stops the target body part from acting for two turns. The hand used for grabbing also cannot act while it's doing so.

guard: the body part selected will guard another body part, taking the damage instead of the location it is guarding.

attack with held item: if an item with the tag "weapon" is equipped in the selected hand, this substitutes the "hit" action

intimate touch: ability used to seduce an enemy by touching sensitive spots

use held item: consumes or uses the item the player is holding on himself (curatives, buffs , etc.)

throw held item: throws the held item at the enemy. If the object doesn't have the tag "throwing weapon" it deals 1 damage. The item is then dropped to the floor.


the LEGS would probably have fewer options. We as humans mostly do things with our hands after all:

kick: same as hit 

evade: gives a character a 30% chance to completely evade the next attack.

run: 30% chances to escape the battle

guard: same as the hands guard, but i suppose it would be silly if you could block attacks to your face with your legs? maybe this can be left off XD

And of course some actions for the HEAD too

headbutt: the head counterpart of the HIT move of the other bodyparts. It probably damages you too if you don't wear a protective item.

bite: not very useful as a human, but a hard hitting move  if you're transformed. 

talk: you could talk to the werewolves as they try to subjugate you. What you say to them could have different effects in battle

lick: an intimate move that is likely to miss but hits the werewolf's self control harder.

hold breath: the werewolves have powerful , mind numbing pheromones. Using this ability will make you immune to pheromone or gas based attack for one turn.  


of course, your body parts can be damaged by the werewolves attack. If they receive too much punishment they'll become unusable in battle and give you some penalities. Better heal up!

i'm currently not sure if we'll be able to implement all this stuff (it's a lot! ) since banana inquiry was so busy i couldn't show him , but i hope we manage to at least put some of these ideas in action. Also following this considerations on the battle system, i ended up drawing the paperdolls for each dominating stat. 

"cool" stat:

"nerd" stat:

"jock" stat.

(if you're not familiar with ol' crpgs, a paperdoll is basically a screen that allows you to equip items on various parts of your character's body)

anyways, that's it for this week! sorry if this post was a bit wordy, i get kind of excite when considering mechanics and stuff XD

 stay wild y'all! awooooo!  

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Comments

Anonymous

Looking amazing👍👍

Anonymous

I am SO into all of this, every new preview makes me more excited.

Xeralex

Looks amazing so far, and no doubt bananainquiry does indeed doing his best so far! Do give him our best wishes and do let him know we'll be looking forward for the first demo, whenever it's released! As for the battle system and it;s details, i feel you far to well on that! I too have easily got overexited when i wrote down my ideas for my game battle system ^^;.... Preparing all this details are really awesome, and without a doubt, it will help far to greatly when it comes on the battle system's creation. If you ask me, the ideas for it are pretty good as it is. With some small changes during their creation, and improvements you guys might come up with, it can become a easily become a nice solid battle system! Even the background idea for each MC that will be made, it's pretty nice ^w^! Once bananainquiry does finish with his current coding, you should share these ideas with him XD.

Anonymous

Crotch equip slot for special cursed jocks... 🤔

Plague

The battle system is clearly something that a lot of thought went into, but I’m not sure this is the right game to impliment it. The battle system you proposed reminds me of systems used in turn based rpgs. The main conflict being that I think you’re only supposed to have a very limited number of fights and with rpg systems you need time and practice to develop strategies. Things players won’t really be getting with unique, one time battles being the main combat form. I’m not saying your combat system is bad or underbaked, I actually think it’s good. I am saying that it would take a lot of extra work to impliment into the gameplay loop that I’ve imagined this game will have.

Newt

I was thinking the game would be more clocktower esque where you run away from the werewolves and then beat them using specific traps you set up for each of them