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.
 
Last edited:
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.
 
1761161326790.gif

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
 
Last edited:
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

Physical damage output (melee & basic attacks)

DEFENSE

Defense icon

Reduces incoming physical damage from ATK

MAGIC ATTACK

magic attack icon

Magical damage output (spells & magic skills)

MAGIC DEFENSE

Magic defense icon

Reduces incoming magical damage from MATK

CRITICAL RATE

Critical rate icon

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

CRITICAL DAMAGE

Critical damage icon

Further multiplies critical damage

CRITICAL DEFENSE

Critical defense icon

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

DROP RATE

Drop rate icon


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
How fast the character can run/walk

Jump force
the max height a character can jump

Physical Multiplier
% final multiplier to final physical damage dealt

Magical Multiplier
% final bonus multiplier final magical damage dealt

Physical Reduction
% reduces final physical damage taken

Magic Reduction
% 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
 
Last edited:
Back
Top