NokiMo
Unnie
Unnie

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Equipment

Not really an update yet, but I've mapped x and y coordinates and the rough angle for every hand position and wanted to share it. Video attached for reference.

It's a little scuffed, but will have to do.

Will come with the following changes:

-Every inventory item will have a sub menu: Use, Equip, Drop, Back.

-'Use' and 'Drop' function as they did. 'Back' is self explanatory and is the equivalent of just pressing the cancel action (default Ctrl and X).

-Equip puts the item in hand. Visually, this works with the 4 directional standing poses and 1 isometric pose.

-Special action keys (default C and Num 0) now have been re-purposed to function as use hotkeys for the equipped item.

-Clothes still function the same as they did, but are taken off via menu rather than by pressing 'C'

Don't think this is good enough for any kind of combat but might make things a bit more fun.

This counts as gameplay expansion, right? I don't know.

Equipment Equipment

Comments

Sorry for the long reply but I think there's a lot of potential here so I wanted to go over a lot of things. I know this is an old discussion, but I can think of some interesting ideas. Clothing that either impacts social interactions (like feminine clothes that limit their ability to lean into a "masculine" story route) or messes with the player's stats (like increasing or lowering things based on the kind of clothing). It could be stuff that stays equipped outside of the dreams, that remains equipped if certain stats are too low, or that remains only in the dreams, and you could either require that the player use one of the existing mechanics to remove it (ie. those green wind things in the mansion) or else have specific conditions for removal for those things. Beyond that I'm not sure there's a lot you can do without expanding some of the game mechanics. For example, there's enemies right now that "stun" the player from a distance so that the player can't evade them. You could add cursed items that make the player vulnerable to that, so that players are able to lure and run around those enemies effectively unless one of those cursed items are equipped, at which point the enemies can freeze the player like they currently do. That can make those obstacles more interesting, since cursed equipment exposes players to extra hazards and that gives them an incentive to find ways to remove it (or to avoid it in the first place). You could also expand that out in different ways, like giving players a chance to resist that starts at 100% and lowers based on how much cursed equipment they have, having "sets" of cursed equipment that create that vulnerability once complete, or having different things make the player vulnerable to different types of threats and hazards. Face masks like Derpinator mentioned could be a good way to expand on the mannequin-style enemies in the mansion as well. Some of them could be wearing masks that they force onto the player if the player is caught by them. Masks could then have their own effects - maybe changing the player's appearance over time, merging with and replacing the player's face, spreading over the player's body, silencing the player during certain dialogs (so limiting some of the paths they can take), that sort of thing. With the focus on feminization that the game generally has you could actually have a decent few costume-y bits to contribute to that as well, like excessively padded bras or the like. You could have the items sometimes appear in chests within the mansion or containers elsewhere, since that's a pretty easy way to add them. Alternatively you could have an enemy type that's just cursed stuff floating around. Or the potential for any clothing item to be cursed on wear, potentially changing into something more appropriate for the curse if the player wears them. The player's already incentivized to wear clothes (since it can prevent certain things) so they would have a reason to at least try wearing some of it. All that out of the way, I think the best way to think about stuff like cursed equipment is in terms of adding limits to what the player can do or else increasing risk for the player. You've already got some of the former with the lab, where some areas are off-limits depending on the player's status. Cursed equipment could impact it in other ways, could tweak the stats and stat gain/losses like a lot of other things currently do but in a more long-term and ongoing way, and could let you expand the gameplay content in the dreams by adding side tracks and extra objectives for players who want to get rid of those things.

Shrimpy

They would need to be something that impacts gameplay both positively and negatively to be interesting, with some that can't be reverted once made. Things I thought up just now are an enchanted/haunted key with a bonded familiar/apparition which opens unlocked doors automatically ahead of the player, but has a chance to slam them shut again in front of you if you are being chased. An otherwise useful object that briefly slows your movement each time you change direction, making it difficult to maneuver quickly and precisely. Another otherwise useful object that has a chance to cause the player to stumble/trip while sprinting. Yet another otherwise useful object which momentarily scrambles the player's movement inputs after being targeted by a monster. A bag of withholding that sometimes refuses to allow the player to use items on the first, or perhaps even second attempt. An ethereal kitty that knocks items out of your inventory just to watch them fall onto the ground.

Lithoboli

not really, maybe like cursed face masks or something. it was just an idea.

Derpinator Derpymcderpface

Anything specific in mind?

Unnie

cursed equipment would be nice

Derpinator Derpymcderpface


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