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:
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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)