enlit3d posts
Modding Support.
From the poll, it seems that is an overwhelming interest in modding the game. So I have taken the liberty to implement modding support for equitable items in addition to animations. I believe these two are the most common uses of modding, beyond things like tweaks and “cheats” so it makes sense to start with these two. Of course, I also need to explain how to mod / add new content to the game, so here it is.However, before I get to that, I like to take a moment to talk about some design considerations on the modding system as it current sta...
Modding Support
Implement some simple modding support to import custom animations. TBH I didn't plan to support modding so soon (in terms of development) but some people already made some animations. So here it is.One additional feature is the ability to select which move you want to use on companions as shown in the picture.The game can support multiple data source files and as long as different mods dont step on each, an arbitrary number of new custom animations:So here's a question: how many people are interested in modding at all? Beyond things lik...
V4.3
Download LINK.Refer to previous post for changelogs.This is primarily a "features" patch introducing new mechanics into the game. As such, it could be pretty buggy. So make sure to report bugs!I haven't got the chance to address all the issues people brought up on 4.2 yet and there are still lots of work to do in the future, such as a description window when hovering an item on inventory, and move selection.
A Sample of Upcoming Features
Color changeHair Change and Futa Potions and new icon based inventoryWait at CampExtra fun at the CampHeres the patchnotes: - new icon-based inventory with sorting! - sortA sorts by name - sortB sorts by type then name - added sound volume options - fixed bug with sound playing at incorrect volumes - tweaked some sounds to be quieter - reduced the frequency of NPC voices being played - fixed a potential issue that cause fullscreen toggle to not work properly - you can now use mouse wheel to zoom in/out somewhat - to encourage more bug reports, ...
How much (lewds) are you willing to pay for a futa potion?
Imagine if there's an NPC that sells a potion that can turn you into a futa. Along with all the advantages and disadvantages. How much are you willing to pay for it?Picture not related to poll:
Throwing
Throwing is done! The controls should feel pretty similar to other weapon sets - hold LMB to start the throw, release LMB to do the actual throwing. Holding it longer than the minimal throw prepare time have the advantage of projectile speed, damage, accuracy, etc.With throwing, there are a couple new mechanics:The first is gravity. As you can see above, the rocks fly in an arc rather than in a straight line. So the player have to aim higher than what's on the cross hair to reach the target. The more complicated part is the AI. The AI needs...
Locational damage for ranged attacks? (eg headshots)
Pretty much done with throwing projectiles mechanics. But it's getting late, I'll leave the post for the very near future.In the meantime, I am curious on whether people want locational damage for ranged attacks (eg headshots). Perhaps something like extra damage and stagger on headshot.It's a fairly easy feature to implement but the last time I asked in discord people seems disinterested. But that could be due to time of day, etc. So here is a poll.
A New Inventory
The save/load feature hasexacerbated the inventory management problem. The item drop rate is kinda high, and players generally tends to hoard items. I feel like the inventory UI (one of the earliest feature implemented) is becoming more and more inadequate.Meet the new icon-based UI: (The icons themselves are still more or less placeholders at this point.)Here is what an inventory might look like after some use. Note it is possible to leave holes and create your own "island" of items for convenience. It is still pretty messy and hard to...
Should everyone (including trash mobs) be grabable?
So, got lots of comments (and confusion) on the fact that currently only Bosses are grabbable. The ability to initiate grab on anyone is certainly doable - HR had it in fact. Curious if that's something people want.Notes:If implemented, then probably need another key for grabbing. Else (E) will mean both to lewd and to loot.There will be out of combat scenes as well, just not implemented at the moment. For example, after high enough relationship with the companion.Another possibility to still keep grabs to elites + bosses only, but increase...
Demo 4.2 (public)
Download LINK.Changes: - implemented sound system (different from HR) - added some basic sounds to the game (many are same from HR) - added experimental camera offset controls via arrow keys - redesigned the Bandit Queen at end of "Bandit Camp" to be treated as an actual boss (meaning she is grabbable) - enemy bodies now despawns faster - fixed bug with enemies not aggroing properly when hit with ranged attacks at far range - fixed culling system not respecting broken state for equipment - applied bandaid fix for "Bandit Camp" n...
V4.1e
Download LINK.Changes:- fixed problem with error msg popping up during Ludas Lair- defeated units no longer knocks the aggressor into the air on grab escape- fixed bug with stackable items on the hotbar being duplicated on load- AI should no longer switch targets while in the middle of an attack- AI units have a penalty to turn rate- game is now paused while the "Options" tab is open- applied a bandaid fix to solve the merchant not having any stock on load (because time isn't saved atm)- added experimental optimization pass -> culli...
v4.1d
Download LINK.Changes: fixed another bug that cause bodies to not be lootable (also caused loot amt to be lower than intended) fixed incorrect height calculation that results in non-standard size character to be floating in some animations added experimental Low Quality Graphics toggle - for those with low end graphic cards. Requires restart. added a cap on how many enemies the Boss can summon at once the boss is now vulnerable to grabs more often added experimental save/load functionality for hot keys bar equitable items are now saved with uni...
Ranged Weaponry Part I (and Poll)
With the addition of polearms, I think there are enough melee weapon types in game for now, and it is the time to turn attention into ranged weaponry. For example, throwing, bows and crossbows. Over the weekend, I implemented two additional features: Move and shoot rather than forced to remain stationary. The ability to look up and down and fire at where the cross hair aims at. This allows projectiles to have an arc/affected by gravity and combat in non-flat terrain or perhaps even flight and aerial targets.Some might ask, why does the gif feat...
V4.1
EDIT: NEW VERSION v4.1c : LINKChanges: fixed bug that cause you unable to help allies or init grab (currently only on boss) fixed bug that cause using sliders resets your character removed 30 junk requirement for quest added "Reset" button to sliders - NOTE: this is reset to standard size, not "undo changes" added new "Face" equipment slot. The "Head" Slot is renamed to "Hat" Slotv4.1b:New Features: Polearms Weapon Type Partial Save n Load at the tent Offensive Grabs Maid Set Slave Set Unique Boss with ne...
Sneak Peak
Sneak peak of some upcoming moves that targets the penis. Usable on males and futas. Although futas are still some time away.
First Boss - Ludas, The Fugitive and Slave Girls
Background:Ludas was among the first sent to investigate the Mysterious Border Disturbances. Everyone thought that this was an easy task, certainly no match for the young and promising Ludas. However, not only did Ludas failed to bring order to the village, he kidnapped the townswoman, enslaved them into his haram, and declare himself an enemy of the Empire! From that day onwards, Ludas, the Promising Star is no more, and Ludas, the Fugitive is born.Design Considerations:After reviewing lots of feedback on the previous demos, there are a couple...
Shove and Stumble
Added 2 new combat mechanics.The first is “Shove.” This is an action that can only by the player via pressing the LMB while holding down the RMB (for now). What it does is that it pushes back nearby (weak) enemies. It also grants a “parry-like” state for some frames that can deflect blows made by (weak) enemies as well.The intent behind Shove is to give the player additional options versus mobs. It’s a relatively safe AOE push that can be used defensively or to create openings on a group. However, it is balanced by it’s relatively h...
Party, Armor Destruction and Rest
Implemented some new features.The first is the ingame conceptualization of parties. Before this, the game had no notion of party at all, and instead relied on the team flag on each character to determine which attacks would hit who and so on. Anyways, this is mostly an internal thing atm and its functionality will be expanded. A party management/status screen is the eventual goal. But even just now, it allows for the organized serialize and deserialize of data. (Save and loading of party members)The next feature is armor destruction. I think it...
Polearms and Combat Changes
Polearms are here! Their moveset is comprised of two thrusts from right and top, and a slash from the left. Their biggest strength is reach, being the longest weapons category in game. Thanks toJudasilfarion for creating this particular lance model!Secondly, I created this "marketing" material but I haven't' got the chance to share it, so here it is!Finally, I am in progress of making some changes to combat mechanics, to make it more fair and interesting to play vs multiple opponents, rather than forcing the player to always hav...
Welcome Home, Master~
This is a full set, meaning that it have separable pieces that can mix and match with others. Whereas some outfits, like merchant set, are a single piece that are meant for NPCs only. (You monster)
Milk Based Weaponry
We received a lot of feedback that trying to be a hero and solo is too hard (but to be fair, is it really our fault? It is called R*** Dungeon for a reason) so we have came up with new devices to help tip the balance in the player’s favor.Introducing squirt guns!This powerful ranged weapon is excellent at spraying down your enemies while maintaining high mobility. Learning how to dodge or guard? Pfff, aint nobody got the time for that. Hold down Backward and LMB and watch enemies melt in front of your eyes.We also heard that looting items and...
v4.0c - bugfixes
Download LINK.FIXES:- fixed the inability to control the player unit while sliders are open- fixed bug that cause units to spawn with derpy faces/tongue sticking out/etc- allies now consider each other as allies and may even decide to help each other out- downed and getting up allies no longer applies repulsion forces against other units- helping allies getting up is now interrupted when the target are no longer in a downed state (for whatever reason)- the prompt to initiate dialogue no longer pops up when the target is too "occupied"- ...
Demo v4.0 - Sliders and Sex
Download LINK.Good news everyone, lewds are finally here!A lot of effort (time) were spent getting body sliders to work with sex animations, so this patch may be a little rough on the edges. Make sure to report bugs!Notable features: Body Sliders (initiated via dialogue) In Combat Lewds, currently 6 different animations accessible in game - no enemies requires sex to defeat and none of the members in player's party have a penis AI upgrades to sex enemies and rescue allies Experimental observer camera controls during sex (WASD and mouse whee...
Lewds (Part I)
"Grabs" is finally functional, here are some sneak peaks:The escape bar is now on a fixed location on the screen rather than on individual pairs. The goal is to reduce the UI clutter:"Make love, not war"New Lewdness bar. The pink portion ("heat") gets filled during intimacy and the character orgasms when it reached max. Cools down otherwise. When the purple portion ("Will") reaches max, the character "blacks out". Can only be reset in a safe zone. Things like orgasms and getting cummed on reduces our hero...
Big wall of text on plot and sex
Aphrodite’s Mark: A powerful effect that the Player starts the game with. Grants “immortality” and increased lustfulness. In addition, when the sexual desire of the player is high, she/he will emit an irresistible aura that will make nearby beings think the same. Henceforth, the player can never be truly killed in combat - for when she/he lacks the strength to continue, the lust aura effect will take over and she will always gain a moment of relief to regain some of her strength. (How convenient.) This is also why many consider this a cur...
Wild Ride
Bonus?:
Poke Poke
I have solved the "floating in air" problem for non-"feet on ground" poses described in the previous post. Above is a demonstration of this with 3 different body sizes. It's not perfect but it is a lot better than previously, which would cause the girls to either float in the air or clip into the ground when their body sizes are non default.Another feature I implemented is the alignment of penis and pussy across different body sizes. This requires eh... horizontal adjustments in addition to vertical adjustments.One area that...
Rub Rub
So I have created about 6 poses (some animated some not yet) to test the new animation system. That is, what sort of things need to be implemented to make body sliders and lewd positions work together.Standing positions, such as this one in the gif, is now working quite well (within reasonable body shape differences). Still need some more work on the non-standing positions (kneeling, on ground, etc) to solve the "hovering in the air issue." (because leg bones can be in various lengths, need some way to calculate a height offset from gro...
Hands On!
Here is something to illustrate the problem that the new system tries to solve. In HR, the poses of both participants are fixed and is only made to look right under specific body sizes. The problem occurs when the sizes are different than the ones the poses are made in. For example, in the "chest message" attack, the hands may clip into the boobs if the boobs are too big.While the new system is unlikely the solve the problem completely, but it should be a significant improvement over the HR system. Here is a demonstration:The default:Bi...
Bondage?
Progress has been going well on the new "grab" system, but still isn't in a demo-able state yet.In the mean time, I noticed there are quite a few comments on wanting bondage to be in game. IIRC similar suggestions were made for HR too. In HR, it wasn't really feasible to incorporate bondage into game play without a ton of work.However, this is no longer the case. With the equipment system+ the new separable animation for lower body and upper body, "binds" can be implemented as some sort of unremoveable (by normal means) ...















