enlit3d posts
Sliders
Almost finished the body sliders. Still have a couple more things to do such as re-calculating the height of the character (so shorter girls don't float) after slider changes. Don't expect those things to take much longer.Anyways, the slider system is fairly flexible, and it is easy to add another slider or change existing ones. (Although time consuming to tweak.) Also, as mentioned before, the player will probably not have this direct slider access all the time (maybe just once during character creation) and will instead have to use in...
Goals for demo 4: sliders and lewds
There are two main features planned for demo 4: body sliders, and lewds.“Body Slider” is the feature that allows for alterations in the body’s appearance. For example, make the girl taller or shorter, make her boobs larger or smaller, and so on. What exactly are modifiable is still TBD at the moment. But I am i aiming for a more extensive system than what HR had (which is only boob size).Like HR, this is a dynamic system, and it is not limited to “set body shape once” at character creation only. However, the players wouldn't have ...
Demo 3.3d
Download LINK.Bug fixes: fixed game crush when spamming E at a door (and possibly related bugs) fixed possible item duplication/disappearing bug when moving items around with one of the item filters on fixed bug with the interact tooltip lingering longer than it should fixed interaction detection bug (talking to NPCS) the body of the character that you are currently looting will not despawn until you stop looting it respawn point is now set to the exit portal whenever a portal is used rescuing action is now roll-cancellable it is now possible t...
Demo 3.3
Download LINK.Patch Highlights:Equipment window, for you and your companions:Bartering and Trade:Tasks and Quests:New options, which are now saved across different playthroughs:New items and enemies, including the first ever ranged weapon and a "Hard" dungeon mode:
Plate Armor and Zone Selection
Added "Platemail." This is another set designed byJudasilfarion. If you like these kind of armor, you know who to contact! Here are the front and back views with the help of the new "change outfit" option for your companions:NOTE: the capes are clippy when on the move. Will solve at a later time.Another new feature is the ability to select which zone to move to. This obviously opens up the possibility to go elsewhere rather than the default dungeon. For starters, there is the "tent" area, the "village" area, the ...
LewdVille?
Here are some previews of the upcoming hub area. It is rather small/empty right now due to limited number of assets. But I think it's good enough for a first pass. Gotta implement the lewds in a lewd game after all.Going forward, I am considering implementing a real time in-game editor of sorts to facilitate the creation of new area/zones. And if there are enough demand, perhaps a base building/construction feature to the game as well. But that will have to come (if at all) much later.Bonus:
Heroine Rumble v1.011
Download link.Fixed a possible "load into white screen" problem. No changes otherwise.
Sticky White Stuff
Preview of something to come. Couple points: No, it's not gonna be available in the patch right after. Only works on a naked character. (No clothing/armor etc - too many combinations otherwise) The effect is separate for each location. Eg. its possible to have it on face but not down there. Blocks equip/unequip of equipment on that region when it's on. May or may not cause additional effects.
Tasks and Quests, part I
Been working on implementing a quest/task system. Quests are one pillar of the RPG genre. Indeed, if you really think about, many RPGs can be viewed as a series of quest/tasks. So it only make sense to implement a quest system as well.There are quite a few moving pieces in a quest system, and I have only implemented some of them. This first is the "talk" icon that appears above on the NPC's head. That talk icon is dynamic, and will only show up on NPC that actually have a quest/task for you.The second thing I did is to implement a &...
Say Hi to Merchant-Chan
Added a new NPC, Merchant-Chan. (For now.) As her name implies, she is a vendor and she buys your...trophies you found in your adventures. Of course, she sells stuff too.Here is what the trading GUI looks like:A couple things to note: Drag n Drop or double clicking on the item both work Currency is now an "item" and is visible in inventory and trading screens There is no need to directly drag currency onto the buy/sell window. Instead, the amount required for the exchange is automatically calculated and used. For example, if you drag an...
Ranged Enemies and Projectiles
Added projectile attacks and ranged enemies to the game. The AIs are upgraded as well to handle the range combat possibilities. This particular enemy fires slow-moving and large projectiles and is fairly easy to handle one versus one. However, they can be dangerous in packs or when you are distracted.Gif demonstration of the charging animation (on an older version):
Equipment Window
Implement an equipment window. With this window you can drag and drop to equip/unequip items. Double clicking works as well. This also means a couple of changes: Items will actually be transferred over when they are equipped It is now possible to customize the equipment of your allies as wellSo this is what your inventory looks like at the start now: (Icons are placeholders)You can control the outfit on your companions as well:Also, here is a preview of the downed state with some cheats on. The downed pose is based on how the character fall. Th...
Downed State
Downed state is a concept I allured to earlier, but I don't think I elaborated on. I am currently in the process of implementing this new state and I will describe how it works here.Currently, every character have 2 possible states: Dead, or Alive. A new state will be introduced to game: the Downed/Vulnerable state. Characters in this state are disabled, but not necessarily "defeated,"... yet.In the defeated state: An ally can help the character get up. After some time, the defeated character will be "revived." An enemy can ...
Demo3.2 - Download Link.
Download LINK.
Demo v3.2
Demo v3.2 is now available! Patron only download link.Featured in the picture is another outfit designed byJudasilfarion. She makes her appearance as the "boss" of the fighters floor. Her outfit, along with her giant fist weapon, are available as drops when she is defeated.I haven't actually done everything I wanted yet under version 3, before moving onto version 4. Version 4 will start to get into the "meat of the game,"*wink wink, nudge nudge*. So there will be another build on version 3, probably sometime around mid Feb.S...
Fighter's Set
Since there is now an unarmed moveset, it only makes sense to have a new outfit to go with it. Special thanks toJudasilfarion for helping out in the creation of this set!Back view:Of course, as with all other outfits, the pieces are interchangeable:
Quick Bar/Hotkeys
Implemented a quick bar/hotkeys. You can pick and choose which item/command/consumable/special to put on there for quick access.(The colors are screwed up due to the gif format...)The entire thing is operated via drag and drop. Open up the inventory window and:There is a caveat tho. Because there isn't a window yet to drag the "commands" and "specials" from, the first 3 slots are currently locked.They are "Allies-Attack!", "Allies-Follow" and "Fist/Unarmed." The ally commands are the same ones as the ...
Farming, Part II.
Got a lot of work done on farming. Here is some demos (and also as explanation) of how farming works:The controls for farming is simple: face the desired tile/crop and then press the interact button (default: E) while having the appropriate tool equipped.The first tool to showcase is the hoe. It allows the transformation of grass tiles into dirt/soil.Next up, equip the seeds and plant them:Crops in this game need to be tended. Right now, the only requirement is water. Equip the watering can and it can water the crops:And that's it! Wait unt...
Unarmed Moveset
I want the "harvest" option to pop up when the player is looking at a fully grown crop while empty handed. That requires the ability for the player to unequip their weapon (something they can not do before). And if I am going to implement that, might as well add an unarmed moveset to the game as well. So here it is.As for farming, most of the features are working now, but still lacking animations. It shouldn't take very long to finish the farming feature from now.
Farming, Ranching, Breeding; the beginning.
I don't know how much people paid attention or remember that this game will have monster girls and the breeding of them. It certainly isn't a game that will be 100% focused on combat, (even though a lewd dungeon crawler isn't a bad idea at all). It was just that 1) there is a lot of concepts that can be transferred over from HR and 2) combat is a nice way to "stress test" various game systems to expose bugs and issues.Anyways, the first stage is farming/planting. Farming gives you the option to plant and grow crops for 1) sa...
Shadows, Part II
Happy new years and hope everyone had a good holiday.I have been working on the shadows on and off during the last couple of days and there is now a huge improvement over the existing shadowing system.-------- WARNING: somewhat technical stuff below -------In my previous post, I demonstrated the difficulty in picking an appropriate shadow map size to fit the scene. A small shadow map gives nicer shadows but the shadow is only visible in a limited distance. A large shadow map covers the entire scene but the shadows are super low quality.Fortunat...
Demo 3.1
Download LINK.Refer to previous post for details.Phew, its finally done. I am going to be mostly afk until next year. So in case I didn't get a chance to do this later, I wish everyone a Merry Christmas and Happy New Year!See you in 2018!
Demo 3.1 coming soon!
Working on another build addressing the issues that were raised, so I am not going to respond to the individual comments. It is currently undergoing alpha testing and will be released for patreons very soon.Here are the change logs: ESC key now closes dialogues first if currently in dialogue Units no longer have perfect tracking during swings (can now roll behind an enemy) Actions are only queued now if the current action is close to ending. (no more double rolls) Units will now drop lootbags when they despawn while also having lootable items i...
Demo 3
(Download link on previous post)Demo 3 is here!Notable features:Allies!Having a problem facing waves of enemies by yourself? Not a problem anymore.Different floors and "infinite" dungeon!Watch out, dont make mama bunny mad:Also, thanks to Judasilfarion, who made some excellent weapon models, you may now find some awesome weapons to use against your enemies:And of course, various other improvements. Most notably, running now no longer cost stamina and rolling costs 40% less, so the play experience should be smoother now.
Demo 3 - Download Link.
I got a suggestion to separate the "patch notes" from the actual download post, so non-patrons can get a grasp on what's going on as well. It sounds like a pretty good idea so I am going to give that a try.Here is the download LINK to demo III.
Patreon decided against rolling out the fees change.
I will keep this one brief, this is good news! Patreon decided against the planned fee payment changes on December 18. That means, if you are say, a $5 pledger, you will still be paying $5 on next payment instead of $5.5.Source: https://blog.patreon.com/not-rolling-out-fees-change/
Bunny
A couple more pictures:
Update to the Patreon fee structure changes.
UPDATE: Patreon decided against rolling out the payment changes: https://blog.patreon.com/not-rolling-out-fees-changeI personally dislike making this kind of posts, but I feel I own it to my supporters to keep them up to date.So as mentioned in the last post, Patreon is passing the processing fee to the patrons (you). The thing is, if you plug in the numbers, you will notice that the processing fee had actually gone up. This is most noticeable in the $1 pledges where the processing fee is a whooping ~40%.Patreon posted a update here explaining ...
Zone changes, "Infinite" Floors, and Portals.
Been working on a couple of things.For starters, it is now possible to dynamically generate an infinite (in theory) amount of dungeon floors instead of the the only one at the start of the game.So naturally, there is now a "to next floor" portal to take you (and your party) to the next floor.Of course, things are not always so simple...In addition, there is also a "exit dungeon" portal at the beginning of each dungeon. This will take you to the "hub" area.The "hub" area contains a portal to take you back to the d...
Pledge Fee Changes (By Patreon)
UPDATE: Patreon decided against rolling out the payment changes: https://blog.patreon.com/not-rolling-out-fees-changeSo I received an email earlier from Patreon giving notice that it will change how the processing fee is handled. The relevant section of the email is replicated below.Basically, the current (old) structure is that whenever you pledge, say, $5 to me, I actually don't receive the full amount. Patreon takes 5% and then there is this processing fee taken by payment processors. So on average, for each dollar pledged to me, I only ...























