NokiMo
Mithos56
Mithos56

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August 12th Weekly Update

This week I spent a lot of time reviewing combat and how I want it to go. Ultimately its not a problem I solved, but I did get a few other things done that I'll focus on first.

I updated the water texture of the river/creek to get rid of the shine, and give it more flow. Its a little too clear now, but that'll get fixed with updated ground textures I think.


I also started work on the first trap spell, a summoned tentacle trap. Once placed on the ground any enemy who walks through it will become victim to a thrashing. Any Meridianas that walk through it will get a different response!

I also did a fix to the teleport that will make sure you always land on the ground. This should prevent the player from notifying an enemy when you sneak up on them. I'm also planning on having the player automatically appear behind the enemy if they teleport close to them. Down the line the teleport will hopefully be a little more automatic to use.


Finally just to focus on combat a little more, I want to make it interesting, and I'm not quite sure which direction to go in. The current combat just doesn't feel too exciting for me. I'm currently thinking of leaning in the direction of Zelda or the Witcher 3, but what do you guys think?

As always I'd love to hear any comments concerns or ideas you have!

August 12th Weekly Update

Comments

Immediate access to everything is at $5, but even 1$ patrons will eventually get access to what the 5$ patrons do. Public demos are probably going to be every few months, but currently I do release a patron only build about once a month. This is likley to get spread out a bit more in the future, though!

Mithos56

Hallo Mithos56, as a fairly new member of Patron I ask myself two questions. 1 what would be the best amount to support you if I want to have acess to all your work? Do I need to donate 10$ a month or are 5$ enought? Like, are the extra 5$ "just" for the polls? 2 will there be a public release of the current build at every end of the month? Sincerely a fan of your wok :)

PTRNDTA

copy and paste the link in this post: <a href="https://www.patreon.com/posts/new-build-6499863">https://www.patreon.com/posts/new-build-6499863</a> Thanks for your support!

Mithos56

Mithos56 I not long ago became a patron ! tell me how your game download and play?

Mithos.... you are awesome man, like it very much those far. please keep up the work. Mayhaps you could add some sort of Wolfs as well *smiles*

You should be able to use paypal on adult patreons now!

Mithos56

What about the Sea Men, they swipe and are hard to avoid. the Goblins chuck rocks, but I agree having the blue trolls/Goblins jump the player when in close proximity would be appropriate.

Carp

Skyrim would be perfect too. that is another good idea

B.Felinor

But don't get rid of the Range attacks, that way the players have the choice of gameplay, some people like Sniping, others like melee. This is a stealth based game after all.

Carp

Looks Cool! Will getting "special treatment" affect Meri in any way(buffs or side effects etc. ?) Oh I had an idea for a new enemy if you're interested. What about adding slime and slime armor? My idea was. Black gooey(translucent slime) inhabits damp cave and dungeon biomes, the slime is omni directional, because it doesn't have a face. If the player gets caught the slime engulfs Meri and dissolves her whole=Death. But if you are able to consume the purple semen from the plant side mission( you did a while ago) you can seduce the slime( or tame it) and it bonds with Meri's skin dissolving away her clothes and replacing it with slime armor and a retractable solid slime sword, which provides stabby stabby action and stealth. Down side would be, that the longer Meri wears the armor, the hornier she gets( which is controlled by a hidden lust meter), the higher the lust the harder it gets for her to walk properly(more lust= smaller steps with her legs squished together as if she has to pee, and more moaning and whimpering) To relieve the lust, Meri would either have to Masturbate( now it has a purpose) or have sex with something. If Meri can't get relief then sensing Meri's arousal the armor disappears and slithers deep into her womb causing the player to experience the Orgasm mechanic (like when Meri uses too much seduction), leaving Meri naked and exposed and vulnerable, this would continue until the slime violently gushes out from its hiding place all down her legs leaving permanent dark grey stains where the goo dries(after being satisfied) and starts attacking the player trying to engulf Meri unless killed or tamed again. Being magical creatures, slimes can not be killed by magic, but only by physical melee attacks or poison, or the tentacle trap. What do you think? P.S I like the ability to move around while fighting as is, if you choose to include close combat melee attacks, make it so that the player can continue to move around or even run away while fighting like "Netharius" says, locking the player into one on one combat would be bad. P.P.S you're awesome. One more thing, How do I get Meri completely covered in cum(like completely sticky and drenched in the stuff), right now there is a bug in the fact that semen automatically disappears over time without leaving any stains or residue(as in real life), it also doesn't accumulate regardless of how many times she has sex( this should be fixed too when you have time). Look forward to your next release with great anticipation.

Carp

I think I would prefer a more Skyrim like combat system in that you have free will to move making skill important rather then a lock system, Which would fuck you up if being attacked by a multiple enemies from just a few to many, Though having a separate combat mode like black desert would be cool for instance pressing tab would switch between combat and free moving mode.

Netharius

For starters, enemies need actual attacks. Right now they walk into max attack range, stop, and execute an attack animation you walk out of. They need to do some kind of charge-jump which cannot be avoided by simply walking in any other direction (but targeted sidestepping or porting).

A Fresh Patreon here. Tryed the Demo yesterday and it was pretty great! I thought, I tell you my View on the Battle System, as a fresh Guy. First, Tinybone is absolutely right. The Combat was like standing miles away from the Enemy then zoom in and shoot. If they come near you, the other spells aren´t good enough to Defend you. It wasn´t fun at all. Shoot and then avoid the Rocks. I would appreciate an overhaul of combat too. And the Zelda approach with camera auto lock and avoiding sounds exiting for me. (melee with the option to use melee magic would be a nice change, don´t you think? Like the aoe throwback spell) It can be something similar of course. I thought about it, but normally you hold the right Mousebotton to *sidestep* left and right. And zoom is on a key. Avoiding per button and sidestep are pretty standard, if you ask me. At the End, keep up the incredible good work! PS: Sry for my bad English, it isn´t my native Tongue (German)

B.Felinor

Less hardcore - more casual =(

Curly

Just want to say, "cant wait for a new demo!/release to the public." Keep working on this amazing look game.

Dianaranda

Its definitely something I need to play with. I want it to be fun but also distinctly magic

Mithos56

I do agree the current focus on ranged combat feels a little flat, and like it doesn't really have anywhere else to go. Inevitably a ranged game vs. AI (especially melee AI) just pushes you to become a sniper or a pathfinding AI exploiter (or both). Also, considering the stealth focus of the game and the fact that you can't really use the magic from stealth, the current systems don't really mesh together. Doing something fairly unforgiving and fluid like the Witcher 2 or 3 seems like it'd be incredibly difficult without a full team working on the combat (both in terms of input/moves and numbers balancing). Zelda seems like a more reasonable target, since a lot of moves are binary "does damage" or "prevents damage" moves that are simple to understand and execute and very predictable. The heart metric for health also seems better than the current arbitrary number system. Bigger numbers very rarely make health systems easier to parse or design for. (I also think the current "mana is kind of health" system is confusing, but maybe I just haven't played around with it enough.) It's hard to say what will work best until you try making systems and see what you can make feel good. Regardless of what system sounds best on paper, the final result needs to be fun to play. Maybe try making some grey-boxed prototypes for combat systems? If you can make grey cubes dancing around and bumping into each other a fun experience, you're probably on the right track. You've been focusing on all the pretty art and animation for a while, so it might be good to detach from how it looks as much as possible and focus on how it plays.

Tinybone


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