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Re: Renfield

Been checking out a game called Flexible Survival
I really like the game flow especially how the world opens up over time.

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The way exploring will open new areas, generate events or call encounters is pretty close to what I have in mind for the new Renfield.
You'll start with the option to explore one of the 5 major landmasses and it will unlock smaller, more specific areas over time.
 
Re: Renfield

You know the thing about Japanese hentai is that there's such a huge emphasis on breasts and relatively little on butts.
Renfield's girls have randomness in breasts and glutes.

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Note that this is randomness during my process of creating these characters, not procedural generation at runtime.
Sooner or later the law of averages will give players someone with a huge booty.

I'm also a fan of transformation games so I plan to include magic/alchemy to grow or shrink certain parts.
 
Re: Renfield

Having a Shotagonist as the hero will likely be fairly divisive.
But who could resist this face?

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I think part of the appeal of using shotas is that they remove the "man" from a straight scene.
Shots of a guy's face or whatever in the middle of an H-scene can be like pouring a bucket of icewater on your groin in terms of fapability.
This is especially true of live action porn where the guys are often scabby and gross.
 
Re: Renfield

Anybody have any questions or suggestions?
I'm always up for discussion about that kind of stuff.

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Everything's proceeding pretty briskly now.
At the moment I'm just balancing the encounters and tweaking enemy appearance/animations.
 
Re: Renfield

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The starter quests are going to be pretty straightforward radial quests. You get a bounty and head out to find your objective.
I'm keeping the dialogue and story elements to a minimum at first since that could really hold up the release date.
If someone wants to be a scenario writer I'm hiring for that position too.
But be warned: I'm very, very picky about writing so don't get upset if I turn you down.

You can head to any of the 5 major landmasses and just explore whether you have a quest or not.
Whenever you explore an area there's a chance that you'll find a new subarea, fight some enemies or view an event.
Once you unlock a specific area you can revisit it anytime directly.
Towns, cities, tombs, caves etc. will jut out of the globe as 3D objects.
 
Re: Renfield

Early test of dynamic nakadashi system:

 
Re: Renfield

If anyone wants, you can help me shop for weapons and shields:

We're looking for stuff that is simple in appearance since I'm working on the basic-tier equipment.
Preferably not overtly toony.
 
Re: Renfield

Special thanks to users JimJim and Reinox.
Their modeling and animation contributions are going to save me a lot of time.
Remember: I pay cash for anyone who can help out.
Animators in particular are wanted.
 
Re: Renfield

Tooling around with Avatar Masks and Animation Layers.
In addition to the core thrusting motion there will be several parallel blended animations:

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-Eyes opening and closing
-Facial expressions
-Mouth opening and closing (This and the eye layer will at times overwrite the face layer)
-Boob physics (I tried using a utility that made them jiggle but it looked awful so I'm using a canned animation for now)
-Butt physics
-Neck
-Head (This combined with the neck layer make her head toss in random directions)
-Pregnancy (This is technically a morph. I found a new slider for pregnant bellies which is more targeted and doesn't make fat thighs)
 
Re: Renfield

Facial expressions can be blended together at runtime.
As a result, hundreds of individual expressions are possible via combining simple ones.

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For example the top left is 50% "Pain" and 50% "Surprise". The others are likewise 50/50 splits of different emotions.
If we were to change it to be even more dynamic, with emotion A being 1-100% of the blend and emotion B being the remainder, then there are thousands of possible results.
That might be going a bit far though.

But I'm trying to implement a system that will show subtle shifts in emotion over time.
Whereas an Illusion game might have just a few expressions based on phases, Renfield will very gradually show a breaking process.
Imagine a girl going from 99% Angry or Scared and slowly, very slowly, shifting more toward an enjoyable state.
 
Re: Renfield

We're going to build a bunch of towns and cities and miniaturize them so they fit on the globe.
The same thing will be done with natural features like mountains, forests, dungeons, etc.

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The house you see is a placeholder.
Over time as you explore the map it will blossom from a plain sphere to a world bristling with 3D location markers.
 
Re: Renfield

By the way, the world map is made by Daniel Hasenbos of
I'd recommend him to anyone in need of a map for a fantasy or strategy game.
 
Re: Renfield

Hooking up separate animation sets for bows and 2-handed weapons:

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Re: Renfield

Testing, testing, testing....
Even for such a short game there's quite a bit of work involved in balancing out the encounters.
Also I've rigged another custom animation set for 2-handed weapons as you can see with this battleaxe-wielding bandit.

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Re: Renfield

Making pretty good progress.
I've found a damage formula that works for me.

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There's a lot of RNG. A single crit or miss can cost you your life.
But that's how you keep a menu-based combat system exciting.

More stamina and/or mana is consumed if you wear heavy armor.
Equip load also slows your timebar refill rate.
Will you be a quick rogue with high dps or a tank who shrugs off enemy strikes?
A paladin with a few simple light spells or a pure caster in robes, blasting your enemies with high-level magic?
 
Re: Renfield

Working on menus, HUDs and other UI elements is one of my least favorite things to do.

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But it's undeniably important to have an attractive, intuitive interface.
 
Re: Renfield

I have various odd jobs and things I need feedback on if anyone can spare the time.
 
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