What's new

I've said it before, but there looks to be a really good handle on the fundamentals here. I don't know if you're following a detailed tutorial, have prior knowledge, or just a really good sense for these things, but the apparent quality stands out in comparison to a number of other projects. Not only can we see your state machine at work in this clip, but perpetually printing the current state as a label above the kinematic bodies like that seems really useful for debugging and I feel silly for not having thought of it before.

Eager as ever to see where this is going.
 
I've said it before, but there looks to be a really good handle on the fundamentals here. I don't know if you're following a detailed tutorial, have prior knowledge, or just a really good sense for these things, but the apparent quality stands out in comparison to a number of other projects. Not only can we see your state machine at work in this clip, but perpetually printing the current state as a label above the kinematic bodies like that seems really useful for debugging and I feel silly for not having thought of it before.

Eager as ever to see where this is going.
Thanks for the compliment, it really gives me a morale boost!
I’m new to game development, my background was with web development and i’m completely new to art and animations.
I’ve been practicing since november

As for debugging ideas, I also change the colors of colliders on collisions to help with debugging instead of printing things to the console. It’s been really useful as well
 
Hello!, here's some progress report:


The Enemy Behavior for enemies, sight components , attack areas, hurtboxes, hitboxes , and combat vfx are and ready to use, i might tweak some fx as time goes on but its functional now

for vfx we got:

hitstops, screen shakes, flashing shaders, particles and combat vfx textures that can be called any time i need to use it in the game

Now i'll start the work on the sound components and at the start of the next month i'll work on the enemy grab system and the game first nsfw animation
 
SFX update

(sounds are placeholders, just to test out the feature)


Hello again, everyone!
Just wanted to give a quick update on the progress of the game.

I've started working on the SFX system! It's now up and running, and it's super flexible.
i can trigger sound effects based on specific frames, or hurtbox collisions/body collisions.

Alongside that, i got similar system for spawning VFX like dust, particles, and even other game scenes, so we can spawn effects whenever they're needed.
I'll add it in the future since the system is ready to go because it will give character and ememies movement more emphasis

What's next?

For this month, my main goal is to create the game's first NSFW system which is the enemy grab mechanic and its animations.
I'm on vacation from work, so it's the perfect time to do it.
Once that's done, I'll focus on the BGM and environment sound player.

After all that, it'll be time to start working on the game's data system, where i'll tackle things like character and enemy stats, HP, damage calculations, mana and even room data if needed.
 
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Looks good! All the animations are still looking very fluid, and I like you're adding in small polish details this early like a the MC having different sprite when she's hit from behind.
 
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Hello!
small update time!
This time with a preview of one of the two nsfw animations that will be present in the game's first demo
a multi stage animation that will triggers if you get grabbed by the enemy, my goal is to make animations change depending of some conditions of the player, like a climax gauge and desire atribute
After reaching a certain rate it will start playing the next loop of the animation
 
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Looks good! All the animations are still looking very fluid, and I like you're adding in small polish details this early like a the MC having different sprite when she's hit from behind.
I'm glad you liked it 💜
I wanted to add even more details but i'm rushing to make a demo release asap
 
I would like to share another animation i'm working on for the game

2_capra_demon_x_azalea_2_post.gif

This is the second one and it triggers if you let the goat gal have her way with you

The nsfw animations is one of the greatest challange of the project so far and it took me some time to finish them

Now there's only 3 animations left to finish the content for the game's demo which are:

  • The goat gal dash move wich will triggers the nsfw animations
  • Goat gal defeat animation
  • Then Azalea defeated animation
 
Hello again!

here's a preview of my progress so far with the Grab system:

It's still a bit rough and under testing, but we can finally see the animations i did last year in-game

Sadly i can't post the video or the gifs in here but you can check it at:


or


you can see the QTE system that triggers the moment you're grabbed.
If you're quick enough, you can escape before the real action begins

How the QTE works:
- Keys appear above the character's head (← Left | → Right | ↑ Up | ↓ Down | Attack)
- Press them in the exact order shown
- Nail all of them → Escape the grab
- Miss one or run out of time → Fail and proceed to the enemy's grab animation

While grabbed, arousal builds up gradually, i set a placeholder for it at the top left corner of the screen
The animation changes based on arousal level, and at max value, the character climaxes.

There's also an escape system during the grab:
- Mash left/right keys alternately
- Fill the escape bar → Break free!
- Higher arousal makes it harder to escape
- Escape bar will also slowly go down while at the grag animation

Once the first animation fully completes, it transitions to the second phase of the grab scene with a new animation

The system is still rough in spots, but now you get a much better idea of what I'm planning for the project.

I'm working hard to get it ready till the end of this month then proceed to develop the project next phase

Which is:
Combat
UI
Characters Data
Balancing
and some initial level design sketches and tests
and Azalea and capra demon defeat animations when their hp go to 0, (these are the last animations until demo release)
 
Hello again!

I want to share some of the project progress, this time i'm working on the character attributes and data for combat, which includes attributes like HP. MP, Attack ,defense critical rate and many more


This system is built to add more attributes if needed, so combat attributes can be further expanded and easily modified

My goal with the attributes is to let each player choose his playstyle and let each attribute impact some aspects of the game
for now i'm working on a debug UI for the attributes before starting balancing each character attribute scaling and balancing the game combat around it

Example: pumping VIT makes your character tankier across the board (more HP + better defenses), while focusing DEX turns you into a fast, crit machine.

While there won't be a way to increases the attributes you want in the demo, i would like in the future to let the player customize his attributes via leveling wearing specific gears

Here's some of the attributes we have in the game so far:


Level and experience

Level

lvl.png
Your character's current level, increasing it automatically increase some primary attributes (more on that below)

EXP

exp.png
The experience points needed to level up. You can gain EXP by defeating enemies

Primary Attributes
The Core Attributes, these are the 5 foundational stats every character will have, most of them scale with level and influences several derived stats.

These attributes are calculated from base value + an extra value that scales with level

Strength

Strength icon

Boosts Physical Attack (ATK) and Poise damage dealt on melee attacks and skills

Dexterity

Dexterity icon
Icreases Critical Rate, Critical Damage, and Attack Speed and minimum damage dealt

Intelligence

Intelligence  icon
Increases Maximum MP, Magic Damage (MATK), and Magic Defense (MDEF)

Vitality

Vitality  icon
Raises Maximum Health points, Defense , Critical Defense, and Poise

Luck

Luck  icon
Gives small bonuses to both Physical & Magic Attack, plus extra critical rate and better drop chances

Derived / Final Attributes
These are calculated automatically from your primary stats . They determine how your character actually performs in combat.

Health points

HP icon
Maximum Health. Reach 0 = the character will be defeated

Mana Points

MP icon
Maximum Mana. Required for spells and certain skills

POISE

Poise icon
Resistance gauge. When it hits 0, you're staggered/vulnerable for a short time

ATTACK
ofCVYGV.png

Physical damage output (melee & basic attacks)

DEFENSE

nEGL29B.png

Reduces incoming physical damage from ATK

MAGIC ATTACK

2Req5Al.png

Magical damage output (spells & magic skills)

MAGIC DEFENSE

3kx9Vaa.png

Reduces incoming magical damage from MATK

CRITICAL RATE

kfRIGYS.png

Chance to land a critical hit, critical hits multiplies the original damage and deal the maximum atk damage

CRITICAL DAMAGE

DA52tLy.png

Further multiplies critical damage

CRITICAL DEFENSE

1zzgxme.png

Lowers chance of receiving a critical hit and reduces damage taken from critical hits

DROP RATE

XGOXPEO.png


Improves item/essence drop chance from enemies (not fully implemented yet, essences will be a healing/mana particles)

Miscellaneous Attributes
These aren't directly tied to level or primaries. They'll mostly come from equipment, temporary buffs, passives, etc. (will be implemented in the future)

Movement speed
xgBNYg9.png

How fast the character can run/walk

Jump force
RNVer5r.png

the max height a character can jump

Physical Multiplier
3848lhL.png

% final multiplier to final physical damage dealt

Magical Multiplier
FYDgkMj.png

% final bonus multiplier final magical damage dealt

Physical Reduction
IZoXBV1.png

% reduces final physical damage taken

Magic Reduction
lJAV61C.png

% reduces final magical damage taken

What's next?

This is the second to last phase of development before preparing for the release of a demo
I still have a bunch of tasks to complete before finishing this part of the development:
  • Improving and stylizing the debug UI
  • Create a scaling curve for each attribute for each character
  • Azalea and capra demon defeated animations when hp reaches 0
  • develop a damage application function for hitboxes so it can use the character attributes do deal damage
  • Stylized damage numbers to pop up when dealing damage , critical hits, receiving damage and heal
  • Player Level up indicator
  • change the placeholder arousal varibable to use the new attribute system
  • Player HP , MP ,POISE and arousal UI bar
  • Clothing durability system
 
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Hello again!
Time for another update of my progress so far with the project
lately i've been focusing on the combat mechanics of the game

ysIZll7.gif


Last week I finished implementing the core of the combat system, and everything is now fully functional.

Here’s a breakdown of the main combat features that are now complete:
  • Damage Calculation system
  • Hitbox properties
  • The Poise System
  • Back Attacks
  • Cooldown Manager
  • Azalea’s MP Mechanic
I would like to give some insight for each one of these topics:

Damage Calculation System
I previously showed you the attribute system, and I’m glad to say it’s now 100% complete and fully integrated into all characters.

The damage calculation system is now fully implemented and works for every entity in the game that has attributes, a hitbox, and a hurtbox.

Here’s how it works:
  • Attacks are divided into Physical or Magical.
  • Physical attacks use the attacker’s final ATK vs the target’s final DEF.
  • Magical attacks use the attacker’s final MATK vs the target’s final MDEF.
  • Every hitbox has a property called Hitbox Attack Ratio, which determines the strength of that specific attack or skill.
  • There’s also a final multiplier that can further increase the damage based on the character’s Physical or Magical Damage Multiplier attribute.
The basic formula looks like this:


(ATK - DEF) × Hitbox Attack Ratio × Final Multiplier

Additionally, both attacks and targets can have critical hits enabled. If the hitbox allows critical hits and the hurtbox can receive them, the critical chance calculation will trigger.

Critical Hits
If the conditions are met, an attack has a chance to cause critical damage.

The critical chance calculation is a bit more complex as it takes several parameters into account:

Critical Chance Formula:
Attacker Crit Rate + Attack Extra Crit Rate - Target Crit Defense / 100

The result is how much % chance the attack has to crit

and if its a critical damage the damage formula changes:

Critical Damage Formula:
Critical hits bypass part of the target’s defense based on your Critical Damage attribute and the target’s Critical Defense.

They always deal more damage than a regular hit ,even if the target has very high critical defense.

Here's how it works:

Base Critical Damage is calculated with a modified defense:
  • Base Crit Damage = ATK - max(1, DEF - Attacker Crit Damage + Target Crit Defense) × Attack Ratio x Final Damage multiplier
Then a Final Critical Multiplier is applied:
  • Final Crit Multiplier = 1.2 + (Attacker Crit Damage - Target Crit Defense) / 50
Minimum Critical Damage (guaranteed to be stronger than normal):
  • Minimum Crit Damage = Normal Damage + (Attacker Crit Damage / 2)
The final critical damage is the result of Base Crit Damage × Final Crit Multiplier, and it will never go below the minimum shown above.

You can see the critical hits in this post gif , they are indicated by having a diferent color than the regular hits and have a "✧" Alongside the damage number, enemies can also apply critical hits to the player so be careful

Hitbox Properties

K15XCYj.png


Alongside the new damage system, I also expanded the hitbox system with several new properties so every attack can work smoothly with the new damage calculation system.

Each hitbox now controls:
  • Whether the attack is Physical or Magical
  • The main resource it damages: HP, MP, Poise, or even increase Arousal / Desire
  • Attack Ratio a multiplier that determines how strong the attack is (heavier attacks can have higher ratios for example)
  • Whether the attack can deal Critical Damage
  • Whether the attack can trigger Back Attacks
It also supports additional bonuses:
  • Extra Critical Rate (flat bonus or multiplier, or both)
  • Extra Back Attack bonuses
  • Other damage multipliers
Extra Resource Damage:
Many attacks can damage more than one resource at the same time.
For example, most physical attacks deal HP damage + Poise damage together.
This extra damage can be a flat amount or a percentage of the main damage.

This system gives a lot of flexibility.

In the future I can create interesting enemy attacks that drain MP, heavily break Poise, or even increase Arousal on hit.

The Poise System
You might have noticed a attribute called "Poise" alongside HP and MP in the previous posts.

The Poise system allows characters to tank hits without flinching ,getting interrupted or knockbacked as long as their Poise holds.

Not every character will have the Poise protection

You’ll mostly see it on melee ground units and bosses.

By design, most attacks in the game deal some amount of Poise damage in addition to their regular damage.
  • While Poise is above 0, the character can take hits without staggering or getting knockbacked.
  • Poise slowly regenerates over time while active.
  • When Poise reaches 0, the character becomes vulnerable to stagger from attacks that have the stagger property enabled.
  • Once Poise hits 0, it stops taking further Poise damage and begins regenerating for a few seconds.
  • When it fully regenerates back to maximum, the Poise protection becomes active again.
On the gif of this post i placed a bar that on the capra demon that represents her current poise, on the momment it goes 0 you can see the "Poise Break" thats when the capra demon becomes vulnerable to being staggered and knockbacked.

Back Attacks
As mentioned earlier, the Back Attack mechanic has been fully implemented alongside the new damage system.

A Back Attack triggers when:
  • The hitbox has Back Attack enabled, and
  • The target’s hurtbox allows Back Attacks.
If both conditions are met, you can trigger a Back Attack by hitting the target from behind (the opposite direction they are facing).

Back Attack Effects:
  • Increases final damage by +30% + hitbox extra Back Attack bonus, this adds to the final damage multiplier
  • Increases critical chance by +50% + hitbox extra back critical rate
  • Bypasses the target’s Poise protection on the first hit (if the target is not yet in aggro), allowing you to stagger or knockback them even while their Poise is still up.
    After the first hit, the target usually becomes alert and Poise protection returns.
The Back Attack mechanic works both ways, enemies can also Back Attack you. So be careful with your positioning !

Cooldown System
I’ve added a new Cooldown System component to properly handle action cooldowns for both Azalea and all NPCs.

In previous previews, the Capra Demon would attack non-stop as long as she was close to the target.

Now, after finishing her attack combo, she will enter a short cooldown before she can chase and attack again.

The length of this cooldown is influenced by the Attack Speed attribute.

Attack Speed reduces the delay between attacks for both Azalea and enemies and make attack animations slightly faster.

This system is relatively new i'm also going to use it to handle the cooldown of the Capra demon Grab move and Azalea Dash, and in the future for new skills that Azalea will have

Azalea's MP Mechanic
Azalea’s spells now properly consume MP

MP Regeneration
  • MP regenerates passively over time.
  • The amount regenerated per second is based on your maximum MP (higher maximum MP = faster passive regeneration).
Melee MP Recovery
  • You can also recover MP by landing successful melee attacks on enemies.
  • This recovery gets an slightly additional bonus based on your INT attribute.

Balancing it will be a challange, but i hope that in the future i can work alongside player feedback to tweak the formulas and make the game as fun and fair as possible while being a bit challenging
 
I'm sorry, but in the preview gif, the way the enemy just immediately vanishes after the final hit, I can't help but hear the cut off scream.
 
I'm sorry, but in the preview gif, the way the enemy just immediately vanishes after the final hit, I can't help but hear the cut off scream.
lmao, i still didn't make the defeated animations but the HP and defeat system is already working that's why
 
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