5/14/19

Released from Carbonite

I apologize for going silent.  Aside from play and work, I had been working on a project.  It's mostly script-work, so I'm trying to focus on the graphics and database.  Actually, playing a demo of a fetish RPG showed me that I can show people the stuff without the story.

Unfortunately, no pictures to show yet.



Here are the features I currently have:

-There's a lot going on with the Battle System.  First, the system itself:  It starts with the Vore Default Battle System, which can separate an actor from the party.  On top of that, there's the Tanking system based on the concept in The Fates We Weave, which can cause defensive actions like Guard or Evade to intercept attacks similar to WoW or FFXIV.  And there's also the Pest Control system, where some enemies can't be targeted manually but they can still interfere in battle.

-Part 2 of the Battle System features.  In battle, you can quickly Reposition your party if you want to relief someone on guard duty.  You can also Observe the battle itself, either to see if you need to guard or if you can escape.  For Escaping, some enemies can built traps to prevent you from properly fleeing, so you don't want your party to be far apart if you run into them.  Oh, and some states can alter your attack and defensive skill too!

-One group of states will have a "Debilitation" effect.  When struck, a random body part will be sealed (Fixed with reduced effect), so one person could have their legs wrapped and another their arms, and another shot would seal another part.  And with the Bondage Movement System and Gagspeak script, sealed parts can also suffer additional effects.  It's easier to have one state that four states in this case.

-Dungeons will be semi-randomized.  This means that dungeons will have preset maps that can appear in different order.  I probably should have other variables to store these dungeon orders.

-Power scaling will primarily be based on Smash Bros' Spirit Power.  Essentially, if your Power is more than the enemy, you will deal more damage but gain less loot.

-A Wear and Tear system has a chance to become a different equipment, and can also be restored back to the original.  I had been thinking of its implementation either through attacks or in the equip screen, though maybe there are some attacks that morph equipment...

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Future features:

-Game Overs haven't been touched.  However, I would probably implement a continuation with state penalties, especially ones that will kick the party out of the current dungeon.

-Characters are planned to have different skills, but I'm thinking of traits to make them more different.  For example, one actor would have Channel that reduces magic spells during the current battle, and another character would have Bubbles that can deal small popping damage if attacked.

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