[Devlog] Development challenges and progress
Hey friends
I hope you are having a wonderful day
Today I want to write a little about the challenges I’m facing when designing and developing an RPG.
Since I already told about the delay on Deviance, I started working on a new project, codenamed “Castle”.
For this project I wanted it to be bigger than my current small projects, but smaller than Deviance. This to me is mostly translated to mechanics, the more “realtime” stuff, the more complex it becomes and more time-demanding it is. At the same time, I have been wanting to do a RPG for quite some time, and with Deviance development going so slow due to the nature of working on a new engine, with a baseline slower iteration speed, I decided to make this new game an RPG.
So something along the lines of Persona, or the old Final Fantasy games came to my head.
What are the first challenges for this project then?
[Super raw parts of player movement and the player "base"]
First I would need to make a way to traverse the world, while not fighting, and decide either on a top-down view, or a third person view.
Second, I would need to make a combat system, where characters can fight, but without going through the whole soulslike style complexity.
Third, I would need to make a good system for adding the adult content to the game and make it interact with the world.
Since I already made a prototype for a soulslike on unity, I already had some of these systems, yet I decided to go on a turn-based combat, because I don’t want to just make Deviance but on unity, and also because debugging and adding more functionalities to realtime weapon clashing combat is much more time demanding than working on turn-based, at least for me.
So I ended with an interesting compromise:
While not on combat the player could walk the work and interact with stuff, but when entering combat I will be using a turn-based, ATB system (Active Time battle!).
How is this different from traditional turn based combat?
Each character has their own turn gauge, and once it is filled, they can take their turn. This allows for a lot of interesting possibilities, where the player is more powerful and faster than most minions, yet it may sometimes end up fighting up to 5 enemies at the same time!
There will also be a setting for pausing the game during your turn, so you can read your attacks and abilities without any rush or pressure.
One of the main advantages of going turn-based is that I feel like I have complete control over it, and I can focus on adding complexity via status effects, spells and special abilities, so I can go more deep with this system.
[First concept, donde inside kinky fight club 2, enemies will be farther away on the demo]
So in a way, this game will be a mix between Solas city Heroes and Kinky Fight Club 2. The player’s character will have both a Combat talent tree and an Ero talent tree, so player will be able to customize their fighting style and their fucking style without one obstructing the other. Player will also be able to choose between a bunch of different melee weapons or spells to use, allowing them to build their own characters!
During combat, there will be two important mechanics to pay attention:
Block: Like most games, there will be a defensive option to just block attacks and receive less damage, but, some special attacks from enemies will have a bonus effect that only happens when the attack is not blocked or dodged!
Interrupt: There will also be spells being cast, and if those are not interrupted they can do all sorts of nasty stuff, starting from just some damage to all kinds of bonus effects.
Examples of the bonus effects range from massive damage, stuns, poisoning, putting a restraint (or two!) on the player, or even just straight up start a sexual interaction!
[First concept for the combat talent tree progression and possibilities, starting from the center]
For game overs, I will be using a system similar to the one in Solas City Heroes, where whenever you cum you will lose some Willpower. If you run out of Willpower you will be captured (or just respawn on the city if you disable that module). Whenever you rest/sleep, you recover your Willpower, and there will be talents to modify these things.
Right now the challenge is to not only make all these systems, (from which, because of my incremental development style, I have the basis for the systems) but also make a whole architecture to support the interactions of those systems and the sex and bondage system.
So how is the progress on this?
I have been working a lot, like, a lot, and as such progress on this project is really fast. I’m very confident I will have a first demo ready for september. (It is insane to me the difference on speed when developing on unity vs unreal, I wish everything on Unity looked as cool as on unreal)
Of course a first demo will not have all the features and modules added, but I’m planning to include the player’s most loved features on the game, such as:
Bondage
Heavy bondage
Capture system
Threesomes
All the 200 sex animations
New Heavy restraints (such as the sybian, or wooden horse)
Dialogues with important choices to make
Having a companion*
*While the game is intended to be one vs many, I plan to add summon spells, and the possibility for a party member to go with you, so they can assist you with fighting (or you can assist them!), however this is more complicated than other features and may end up being added a bit later than the rest.
All in all progress is going great on this, I think by the end of July I could have ended the core gameplay part, and start looking into the world part of the game (as I don’t have a level designer anymore haha) and figure out what to do with the overworld and “dungeons”.
That’s all I have for today friends, I just wanted to tell you a bit about the work I've been doing lately, and what I still have to do.
This last week I was working a bit more on Kinky Fight Club 2. I'm remaking the Story mode, so it is more fun and simple.
Have a great weekend friends!
Cheers!
Comments (7)
Honestly sounds great! As much as I like the idea of deviance I still believe that turn based, at least to a certain extents lends itself better to erotic games to begin with. I think both projects sound great! and can't wait to play either one!
Persona? Turn based? LETS GO
Eh I read this thing top to bottom and I vehemently disagree. I think a lot of the initial excitement was the breakaway from turn-based and side-scrolling to a more controllable space. Personally if you want to be rolling in it I seriously think that it would be a better investment to just roll through the pain even if it takes longer to just do real time rather than being turn-based. If I wanted to play something turn-based with a glorified walk around mechanic I'd go load up a run of the mill RPGmaker game. I get it, it would be way harder and time consuming but worth the effort. For me my initial interest has somewhat died - But I still love what you are going for. I am just disappointed that a full roam environment was scrapped. I have played what you are talking about with a few games and to me they were not that great. Additionally what worries me more than anything is that you have this amazing high potential project but you are working on KFC2(lmao) and Deviance at the same time. If you ran a poll I'm sure everyone would vote you work on both games or KFC2 maybe but personally I see a diamond mine in Deviance with your bondage system included. Ultimately this is a very fancy way of saying 'I strongly disagree' with the turn-based system because its just 'glorified KFC2 combat' ultimately nothing separates it besides 'I now have 5 enemies instead of 1(or2 given KFC2's development)'. I just... I don't think it's worth it. But then... regrettably, it is not my game, not my development and I cant tell you what to do or what is best. Still as someone who has been around the 'game' sphere for... probably since 2010?(Oh no I'm getting old) and seen everything the internet has to offer not that it gives me any formal credentials. Needless to say I've seen shit to put it lightly. I can at least say, having swam through thousands of games, Solas City Heroes is honestly the best game I've ever played and as a mega fan, I'd do cartwheels to see you go from that to open roam/combat. And if that is how I feel I cant imagine how $64,906 gross revenue 4,290 units sold according to steam would go 'up'. But again, I'm not your parent or otherwise. It is your game and I believe you will do what is best. Either way I'll probably end up buying it after SCH, speaking of which. . . see you around.
So your making FFX but lewd? im here for this
You had me at Persona, that’s one of my favorite games! And you definitely have me interested in this new system for your games. The one thing I would like to see in your skill trees would be thing that benefit the player from being the initiator for sex scenes kind of like how Kinky Fight Club 2 has a little perk from being the initiator of sex scenes in a match
"How is this different from traditional turn based combat?" It's sad that we need to wait until the new game to see game mechanics that should have been in the previous game from the start...
Would love to see sybian as a trap or enemy spell :D
