Monday, January 16, 2017

Changes to Libellia and first demo content

 Old shit
  New shit

 Old shit
  New shit
 New shit

I have finished revamping most of the assets from the old concept of the game for higher quality, animated tiles and effects are still missing but they're my next work on the list. I'm no longer working with RPGM tileset format, instead I'm drawing and parallaxing each map in hopes that it will help the game to have a more unique feeling. There's still work to do with maps and sprites regarding clutter and details but there's a lot less work to do there so I'm starting with H-animations now.

Here's the content that I have planned for the first demo and what SHOULD be released with:

WIP art for dialog boxes

SCENES

-There will be 7-9 girls, these don't include enemies/monster girls.
-A minimum of 10 Sex animations and scenes will be in the first demo.
-Sex animations mentioned above are Pixel Art animations, sprite animations aren't part of that counter, there's no definite number for these as I make them as I go through the story and events.
-The demo will cover the first city and first half of the game, the game is short so don't expect many hours of dungeons and exploration between scenes.
-Because of the number of scenes maxed to 10 it is possible that the first demo doesn't cover the entirety of the first half, either way once there are 10 animations ready the demo is out.

In development:

[These might be scrapped or not make it to the final demo as I'm still experimenting with how to handle these]

-Options for how to approach each girl and scene (Consensual, Coerce, Rape, Etc).
-Variations of scenes depending on how you treat each girl.
-Different paths to clear the story depending on what girl/group of girls follow you.
-Male characters and scenes with them. This is only if people ask for it, if you want it say so or I won't touch it.

GAMEPLAY

-RPG exploration and combat.
-Items and information found while exploring will change the flow of the game and scenes.
-Enemies will ambush you before you are ready for an encounter if you fall into the traps they set.
-Traps can be evaded by letting other girls fall into them, looking for victims or finding information about the monster/enemy.
-Exploring and finding new areas will lead to different ways to reach your objective.
-Combat is turn based
-There are different ways to clear encounters (Negotiation, fighting, threaten, etc). Think Shin Megami Tensei negotiation system.
-Defeat will lead to Game Over (No scenes that force you to lose).
-For now there are no human enemies only monster girls.

In development:

[These might be scrapped or not make it to the final demo as I'm still experimenting with how to handle these]

-Extra areas unlockables if you're clearing the game alone or with every girl. Extra areas have special enemies/boss with scenes and a different path to reach your objective.
-Options to fight NPCs, humans and rape them (Extremely unlikely, will require more assets and animations).
-Bestiary will keep a note of every item and info you find about your enemies: Weaknesses, items that can harm them, they hate or want as well as traps that they have set in the area.
-Submit to monsters and enemies. (Tricky, still thinking about this without falling into GoR.)



That's all for now, I'll return to weekly updates after this with ramblings about the game, art or whatever.

If there's anything not on the list that you'd like to see or just ask about something feel free to throw a comment.

19 comments:

  1. Sounds good to me. Man, I can't wait. The anticipation is killing me.

    I am totally okay with male characters. I would enjoy having the protag be pounded by a few... strapping ''gentlemen''. Or even have her pound them instead, occasionally. Kikiki. Though some people might not enjoy that. Might be a turn off for them. I don't know. I say yes, but of course the final decision is yours to make.

    You say that there are different paths to clear the story, so I'm assuming that means multiple endings. Will there be ''bad endings''? Or, as I like to call them, Best Endings. Or is every ending in some way either a win for the protag or a neutral outcome? I doubt that's the case, of course, but I figured there would be no harm in asking just to confirm. Would be neat if treating one or more of the NPCs and/or party members like garbage might prompt them to betray or set you up at some point, leading to you becoming a sex slave or something similar.

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    1. I see a few people interested in male characters here and other places so I'll add it to the development, no promises at this point though.

      There will be multiple story endings along with bad endings, your example is one possible ending in the game. Bad endings are being worked now just like you said, scenes where the protagonist "loses" for lack of a better term but I have plans to expand on bad ends so they become "paths" where you can play a bit before falling into that ending. A good example would be a monster mind controlling the protagonist, you would become her sex slave and she will order you to bring everyone else you know to her, you can use your imagination on what you have to do and the ending.

      Ambitious plan though so that's something to test for the full release not the demo.

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    2. Do what you can. No rush. And no need to push yourself.

      Oh man, that sounds sweet. I'm always happy when h-games have a little extra content after losing or getting a bad ending. Such as slave training or similar. It's never as in-depth as I'd like it to be, but I understand that that would require too much work. So I'm happy with whatever I get. The idea of being able to trick and lure other people into your master's trap is very enticing. I'm super eager to try it. But patient enough to wait for the full release.

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  2. I shall consume whatever product you create, so yeah... also is the talk system going to be standard like an SMT game where you have a few set of actions for ever monsters, or more like undertale where each monster has there own unique set of actions to them (like the dog you could pet them, the muscle horse guy you flex, the singing girl in the cave you encourage her then go on tour with her until she become disillusioned with her success and you part ways after promising to meet again one day lol) if you have a small amount monsters, but more focus put on them, i guess the undertale style could be better, but maybe you have something more consistent planed with the smt style convos so yeah. lol good lucks

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    1. The system is tailored to each encounter/monster, similar to Undertale but expanded like SMT that took into account hidden variables like the mood and personality of the demon. The plan is that each monster will have completely different conversations and options available by exploring and finding information and items before confronting them.

      There are no random encounters, each monster has her own personality, likes, dislikes and motivations, your job is to figure those out and exploit them to make your battle easier.

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    2. Nice, oh yeah since you got unique encounters, that means you can't grind money off random battles, which in turns make money a limited resource, which also makes items something that can't really be bought at your convenience, right?

      So how are you going to go about that? Are you just going to do away with potions and equipment, and make the game focused solely on skills, and talking to the enemys?

      But then again you said there would be presents or something like that right? so how do you plan on making the players get it?

      for hp and mp potions, you could do a system like DKC where you get bottles that you can refill at your hub indefinitely, but that had to do more with the balance of it's long dungeons... hmm so yeah just wondering how item distribution is going to work in your game, or if that's something you plan to implement.

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    3. Money isn't really important, this is something that is pointed out both in-game and in the story but you can obtain some and buy consumables and equipment to make things easier for yourself. It's pretty much an easy mode if you want to brute force your way into the game and hunt for scenes quickly.

      Relationship system and presents have been scrapped due to the lenght and scale of the game, since it's a short game locking things behind relationship levels would just pad out the game and make it unnecesarily long for the player. You can still be a dick or treat the characters nicely and get events though, just not locked behind a bar anymore.

      You start with a set of vials that you can refill in save points, more vials are available through exploration and events, same for equipment. Similar to Dark Souls right now, still exploring options with this.

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    4. IC IC, also just wonder how dungeon design is going to look on a scale of this picture from left to right
      http://i.imgur.com/9ggvCKW.png

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    5. None of these to be honest, I'm mostly using level design similar to Resident Evil, that's why you can have exploration and so many paths to the endings of the game.

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    6. Oh yeah, that makes more sense with what your going with... That being said ive never really played any horror games besides a few rpgm ones, any recommendations? Or which RE i should start with if ive never played anything in the genere?

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    7. If you're interested in Resident Evil then I feel it would be best to start from the beginning, to avoid any story confusion. So I recommend the first game, or its vastly improved remake. Otherwise, if the story doesn't really interest you, I'd say go for RE2 or RE4. Both of which are great and widely loved by the fans. Plus, RE2 will be getting a remake soon as well. So you can choose to wait for that if you want.

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    8. Resident Evil 1 has a really good Remake you can play, if you want something less horror based and more into action you can play Resident Evil 4. I'm waiting for RE2 Remake myself, that one was fun when it came out.

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  3. I have nothing against the classic GoR, but I'm happy to see you are trying to make this game into your own thing, instead of just going through the motions.

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    1. Me neither, I like the mechanic but I don't want it to become stale and boring for players when this comes out. It's hard to believe that we're over 2 years with this mechanic on most games, people are starting to get tired of it.

      Eventually we'll have to move on or improve on these mechanics, can't do the same thing always.

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  4. Well shit. Ok im hooked, i cant wait for this game!

    When you say
    "-Extra areas unlockables if you're clearing the game alone or with every girl. Extra areas have special enemies/boss with scenes and a different path to reach your objective."
    Are we talking NG+ where you playthrough again but with addition stuff unlocked?

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    1. Maybe, It might be a good thing for replay value in the game. Even if these are only 2 extra main story paths (As of right now, might change in the future) they would add 5 scenes at worst, 10 at best.

      I know people like to have a lot of endings but I don't know the consensus on making you replay the game multiple times.

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  5. I can't believe you've made so much progress since I last checked in on this game. I, for one, can't wait until this project gets off the ground. It looks refreshing, unique, and ambitious, and you've made the progress to deliver. I'm also in love with the purple goat girl. It's a shame you took it off Patreon, because I would have thrown a whole lot of money at you in a heartbeat. I'll follow you all the way and shower you in praise like a good fan.

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