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I've been trying to figure out how to tie the lust system in with combat for a while now and while I was working on the succubus I realized that this is probably the best time to rework that system.   

So there's 3 different meters right now.  I have a pretty good idea of how to simplify this but for testing it's easier on me if they're all separate.  The UI will probably be a bit cluttered in this next build as a result.  Each meter will reduce over time on its own and each reduction rate can be modified, so in the future for example there could be armor types that slow down the rate at which lust damage decreases or increases.  

There's a stun meter that will fill every time the player takes damage.  When the stun meter is full the player will be stunned, and unable to move or act for a few seconds.  This is the window that the AI can approach the character and then perform a grapple, in the case of the succubus, she'll tease the character and deal lust damage.

There's the lust meter which measures how excited the character is.  When the lust meter is full the character will remove their clothing and there will be a chance they'll start a solo animation.  

Finally there's the climax meter.  When the lust meter is full any lust damage will go into the climax meter.  When the climax meter is full then the character will climax and be stunned for a few seconds.  

There's only 2 damage types to keep track of stun and lust on top of traditional hitpoint damage.  Each weapon can have different values for lust and stun damage.  I'm thinking the 2-handed club would deal a ton of stun damage and little lust damage.  While the lust potion would be almost entirely lust damage.  There's also multipliers for both new damage types which makes it easy in the future to make armor that will protect better against one specific type of damage.  The idea is this way the player will be able to shape their play experience during combat based upon what weapon and armor combo they decide to use.  Also it should make different combat encounters feel different with some NPCs relying heavily on lewd attacks while others will be all brute strength.  

The lust / climax meters will be separate from the actual scene system.  At this point in time I think it's better to give the player full control to focus on the actual scenes that they want to than making them into a mini game.  This isn't set in stone and if there are any games that do the mini game well that people can think of I'll definitely give them a look and see if they would fit well in Feign.  

Also during grapples there's a new grapple break / struggle hotkey mechanic.  I'm trying to avoid button mashing but I also want it to feel a bit like the player is doing something to break out of grapples.  For testing it's alternating key strokes of 'Q' and 'E'.  I'm trying to make the mechanic pretty forgiving.  At the moment it only takes 4 key presses to break a grapple and the damage from a grapple is only dealt once each animation cycle so roughly every second or so.  

I'm guessing this will all require a new tutorial section to go over the basics and explain what all the new UI elements are.  Once the system is refined a bit I'll start figuring out how to create the AI for that and then how to actually implement it.  

I grabbed this system from a 2d sidescrolling adult game called Ayura Crisis.  It's the first time I've seen a lust/grapple system done like this and I thought it would translate really well.

2 major things left before the next build comes out - polish and setup pass on the animations, and Redtree townspeople dialogue and quest setup.  Getting close!


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Comments

Koichi

Her neck looks a little too long in that screenshot.

slaen

Lol, yeah I was working with some retargeted animations. This wasn't even the worst one, during one animation her eyes would pop out of her head and flipped over a couple times then shoot back into her head. It was pretty distracting. I think I caught and fixed everything like that in her animations now though.