NokiMo
Mithos56
Mithos56

patreon


May 1st Update

This post will be a bit picture and animation light, as I'll be releasing an updated build in a few days.

This week I focused on finishing most of the fish dudes animations, and smoothing a few things over.



The fish dude can now be knocked back, knocked forward, he responds to hits and can attack.  So he's basically a regular enemy.  His attack is two quick swipes that do a bit more damage then the goblins.  At this time he doesn't have a ranged attack, so keeping him at bay is a good idea.



With almost all of the regular animations completed, I went back and tweaked the AI, so that enemies take a moment to notice the player, they call for help, and react to getting hit correctly.   The radius on who responds to their call for help is rather small currently, but that's something that might be tweaked a bit.



For the upcoming build I've also included a spell that will slow time for enemies for a short period.  It should also slow time for projectiles being thrown at you when you cast it as well.


I've also tried to clean up the cloth simulation on Meridiana's new costume. It still isn't perfect, but it's getting better at avoiding clipping.


Finally I've been starting to experiment with a horniness system for the enemies.  Enemies can be ordered to attack each other, and in the future there will be other things they can do on your behalf as well, but doing so will make them more expectant to be "rewarded". 


However, just by seeing something attractive, this meter will increase as well.  So if they see Meridiana enough before she charms them, they may jump her almost immediately.



That's about it for this update, as always , I'd like to hear comments and suggestions.

Also here is a Fish dude and goblin that found love in death.


May 1st Update

Comments

So does the horniness system essentially work like an ammo system for helpers? Where they deplete with actions then need to be "reloaded?" And if they "fire" too much before you charm them, they'll have some of their "ammo" expended already? Also, I just realized that all the characters so far have blue/turquoise as a prominent part of their color palettes (including all the magic attacks). Perhaps consider some more variety in color schemes in the future (unless lots of blue stuff is a core part of the intended art direction -- like if all the backgrounds are going to be red/orange, blue characters would be a lot easier to see) I think the alert response delay is a good idea that should make things a lot more manageable for players.

Tinybone


Related Creators