Thursday, April 17, 2014

Stuff to do...

Things I'd like to do before the next update:
- New NPC to farm sluttyness.
- Finishing the pig trader code (including H-events).
- Humanoid enemies.
- New boss (humanoid).
- Enemies' drop system.
- Persistent cum on Beth.
- Bigger forest.
- More quests.
- Fixing save algorithm.
- A store for items (like the chests in Diablo II and III)

27 comments:

  1. This sounds like it will take quite a while, but I'm hyped for the new content! Glad to see you're back Hnyarly!

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  2. Loot's system? At last. Earlier money it is banal there was no place to take, without having sold in general everything, and then having load save, and having again sold.
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    One more idea on the future. Whether it is possible to make change of time of day? After all the most interesting things always occurs at dark-dark night in the dark-dark forest... :)

    MosKit

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    1. The night time idea, could be a very complex or a very easy feature to add. The easy way is using a layer with a dark filter, so the game looks darker. But I'm not sure how it could affect the game performance.

      The other way to do it is having two maps, and you swap from one to another with the same items but with darker colours... but it is a lot of work to do.

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  3. A bigger forest? Do you plan to add more regions connecting to it, making it a sort of "hub"?

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    1. Right!
      And more enemies and quests in it.

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  4. Have you thought of updating the inventory system to have it more like in the gamemaker rpgs?
    You could have multiple Lists (Weapons, Food, Clothing) of items you have. Each list could store an arbitary number of items you could scroll through.
    I think once the number of items increases, this might work better.
    This would of course destroy the current concept of limited space (what I personally dislike especially for quest items) but you could add some weight value for every item if desired.

    Also what about adding a possibility to take off a already used item instead of (only) having the "take all off"-button?

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    1. I agree with you about de limited space backpack. Carring 100 heal potions is absolutely unrealistic. And I prefer making players to think what items should carry or drop.

      As you guys can imagine, I don't like making players' life easier, hehehe.

      And it's not easy to define which items already used... I mean, items you won't use anymore authomatically disappear from inventory when used. So, what kind if items you mean when you say "already used"?

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    2. He spoke about possibility quickly remove a certain part of clothes (for example, pants) or a item (for example, Rune).

      MosKit

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    3. Yes, thats what i meant @MosKit.

      Hnyarly, i understand your point of making the game more difficult but keep in mind that while a challenge (i.e. from tough enemies) may be fun a lack of usability is usually only frustrating.
      besides you can have 100 heal potions with your current systems as they all get stored in one single item slot as they are all from the same type.
      because of this I think an unlimited number of items but a limited number of total carriable weight might be both more realistic and more easy to play. (and plot relevant items would have zero weight so they don't waste any space)

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    4. The main problem is that enabling the option of navigating through the wearing items inventory it's a bit complex to add. Anyway, I've been thinking about that posibility, and I have two options:

      A) When you pick in inventory an item you are wearing (clothes,rune, weapon... etc), you unequip it.

      B) When you equip an item, it disappears from your inventory, giving you an extra slot (because you are now wearing the item). When you pick another item from the same wearing slot, you replace the previous, that goes to inventory. But, with this system, the only way to remove wearing items is the "take-all-of" button.

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    5. Means, to make two independent "inventory" (that in a backpack, and what on the character) won't turn out? It is a pity, it would unite advantages of both systems.
      Then it is better to take the first system, it is already checked and works, it is necessary to change on a minimum; the second should be used on start, and now late to remake, it only will create excess problems.
      -----
      It is possible to enter characteristics, as into RPG (and SR and is RPG, for that matter): force, agility, intelligence, charisma (as example).
      That on what I influence I will write later if this idea don't wrap at once (already I am not in time; we have now a night) while I will tell only that force can influence transferable weight. In this case the player will be able to drag a huge stock of potions only in case offers other useful properties (speed of reaction, a large supply of energy, etc.).
      -----
      By the way, why I so persistently suggest to enter classes of characters, characteristics and other. SR interested me as RPG, instead of as sex game. And I try to make it as it is possible better in this quality, without pushing, however, and a sex-component. Now one of sore points – balance. Some available options on start simply aren't used.

      MosKit, "specialist" in games (but not in English...)

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    6. Never mind, I've updated the inventory system. Now it works as option B, hehehe. So, more space in your inventory.

      And my idea of RPG is something like WoW. There so many ecuations and variables you can tune in your character, but you are not required to know them to have fun playing.

      And for me, sex is just another part of the game. I want to do a game you can play avoiding all sexual events. But you can always use sex to make game easier. So, I'm doing an RPG where you can use sex skills, but you are not forced to.

      Anyway, I don't to do a hard RPG core for my game, so I won't add more stats unless I think they are really necessary.

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  5. What is the S+D thing supposed to do in the intro

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    1. I hear that it's supposed to make her look horny, specifically making her nipples hard. I asked the same thing a bit ago and that's what I was told.

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    2. In any of early versions it allowed to adjust the breast size.
      Now it is adjusted at creation of the character, and these buttons don't do anything.

      MosKit

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    3. Same anon who wrote question. Ok thanks yall because I was like wtf nothin is happenin lol or i was blind

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  6. sorry if i sound stupid but i tink i got a very old version i ownload this game like 2 days ago and it look lke i don t have a lot a think to do so is there some one could give me the rigth site to get the very last version please

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    1. Here is the site you'll find the lastest version, that hasn't been updated in almost 2 years...
      For the momment, the last version is the one with the big bad wolf.

      But I'm working in the next update.
      ^_-

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  7. Shit man i thought you are dead. Nice going on a big update. How's work btw?

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    1. - Game work: progressing slowly, but progressing after all.

      - Real life work: Awesome! I love my work and my colleges, so I can't complaint.

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  8. Ok cool this so I understand the bridge not done wet and I can't find the home of the two elf girl so its normal or I'm blind in the map ;)

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    1. That's in the next release in the next town, you'll need the bridge to cross. I guess beth can't swim too well? lol (That is assuming that the bridge & town is in fact a part of the next release.)

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  9. Today's been a really productive working day. I've done:
    - New melee weapon.
    - Some changes in the inventory system.
    - New NPC is 90% done!

    If I finish the new NPC tomorrow, I'll make a new post about him and the new weapon.

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    1. I've noticed that melee weapons seem to have the same damage cap is kicking, making them useful only if you've let your fighting skill fall behind. Is this intended?

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  10. nice i can't wait to see this because im bloc and i don't know where i got to go after i save the elf girl

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