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More systems stuff!  This is all the backend scripting for mid combat temptations and animations or pretty much anything that the narrative scene system supports.  

So in the screen shot, during a normal encounter, if the player is grappled there's now a meter that fills up over time during the grapple (the red arrow in the middle shot).  When the meter is filled it can trigger a narrative scene (in this case all temporary placeholder stuff while I'm getting things working).  Then after the narrative scene is finished, depending on the player's choices, combat will continue.  

The inspiration for this comes from all of those turn based games that have temptation events or willpower checks part way through combat.

Breaking a grapple is still easy and straightforward if the player doesn't want to be grappled by this specific NPC.  If the grapple is broken it won't progress to the narrative scene, and even during the narrative scene the player has the option to exit out at any time, just like the dialogue system.  

I'm still polishing things and there's a few logic checks at the end of the narrative scene that I need to set as well as things to reset in the AI.  But for the most part things are working already.  The next big step is starting to write the actual temptation events for the NPCs.  

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Buzzbomber

Imagine being in that situation and just going into a trade like "Hey can I buy that stick?" Awesome to see progress on this, been dying to gleem some of that coveted temptation content and gobbo thighs do it justice.