Lufuclad v14


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Updates
-Enemies are now persistent entities
-Enemies now have  names
-Charged attacks now do more damage and hitstun
-Dash now consumes stamina
-Jizm meter and bottom huds for future use.

Notes:
This update involved a lot of framework stuff. Enemies are no longer "random" within levels, but generated outside of levels as a persistent entity, given an ID and stats, and sent to levels. This means that I can now make enemies leave or enter an area, level up, have persistent attributes, etc. I can also now start adding resources to levels as they function the same way.

Names will not be visible at all times, just temporary thing. There will also be different naming sets for each race, whereas right now it is 100% random, and does not follow any sort of theme.

In future updates, enemies will not be killed when defeated, but rather knocked out/knocked down. This is because killing enemies will not always be in the player's best interest. Continuing to attack a down enemy will kill them and remove them from the game. (Or sent to some sort of spirit graveyard, where they can be brought back, for a time.)

The next few H updates will probably be fairly simple, as I need to spend a little more time getting some of the framework done (Which I need to do to make the game have any sort of gameplay loop).


12 comments:

  1. Not sure if you want bug reports at this moment in time but I've got one here for you if it helps:
    ___________________________________________
    ############################################################################################
    FATAL ERROR in
    action number 1
    of Other Event: User Defined 0
    for object slug_ob:

    Variable oplayer_ob.e_y(100443, -2147483648) not set before reading it.
    at gml_Script_e_line_1
    ############################################################################################
    --------------------------------------------------------------------------------------------
    stack frame is
    gml_Script_e_line_1 (line -1)
    gml_Script_check_death
    gml_Script_hitbox
    gml_Object_slug_ob_Other_10
    called from - gml_Script_run_states (line -1) -
    gml_Object_slug_ob_Step_0

    Seems to have happened when I got attacked too much. There were quite a few enemies crowded around so that was probably to do with it.

    ReplyDelete
  2. Bugs aside, I like where this is going. I can imagine systems in place in the future like "_____ was impregnated by _____" or "_____ has a grudge against _____ in this territory" and the like.

    Also the Jizm meter's a great addition. I assume that's what's gonna tie into enemies taking turns in the future? Like running out of Jizm makes them take a break for a short while until it's at least half way or something like that.

    ReplyDelete
    Replies
    1. Yeah, there's going to be flavor text for a few different things. Basically never dialogue, but descriptions of emotions, and breakdowns of some of the stats that are interacting.

      Right now Jizm limits how much an enemy can jizm. While I don't know what gameplay affect it will have since a lot of the sex stuff is far off, it's something that is sort of a given to include, along with things like pleasure meters, etc.

      Delete
  3. i have to say you're updating this fast, which is good for a game that's in the hundredth digits, keep up the good work my man and never burn out

    ReplyDelete
  4. Simple hentai updates? If that includes full nelson penetration, then stay as simple as you'd like.

    ReplyDelete
    Replies
    1. In the case of this game, a normal H update generally involves two poses. One for an enemy, and one for the player.

      Simple update usually means it will be only one new pose, sort of like the blowjob was.

      Delete
  5. "Dashing now consumes stamina"

    Dangit, now I can't just fly around.

    ReplyDelete
  6. Jumped to a goblin (V) and this happened:


    ___________________________________________
    ############################################################################################
    FATAL ERROR in
    action number 1
    of Other Event: User Defined 0
    for object gobo_ob:

    Variable oplayer_ob.e_y(100443, -2147483648) not set before reading it.
    at gml_Script_e_line_1
    ############################################################################################
    --------------------------------------------------------------------------------------------
    stack frame is
    gml_Script_e_line_1 (line -1)
    gml_Script_check_death
    gml_Script_hitbox
    gml_Object_gobo_ob_Other_10
    called from - gml_Script_run_states (line -1) -
    gml_Object_gobo_ob_Step_0

    ReplyDelete
  7. "The player might have use for them in the future"
    Capturing enemies? Taking them to the bedroom? Oh boy.

    ReplyDelete
    Replies
    1. A group of goblins watching in horror as she drags one screaming into her wooden shack

      Delete
  8. so, couple bugs
    1. you can take cursor off worldmap. try to move with cursor on black, fatal error
    2. you can use dive on goblins as long as they dont hit you first, and they transform into slugs/use their anims. best way is to parry->dive while theyre stunned OR dive from above, having a ledge to stop the kick helps

    this aside from goblins sometimes fatal erroring when you get hit

    i like where this is going keep up the good work.

    btw. last time i checked in was control test. nice anims man.

    ReplyDelete