Lufu 21




Updates
-Night version of song and ambiance.
-Room transitions
-Hunger and energy stuff
-Time, hunger, energy cost for map movement
-Treaded ground
-Set attack speed from slow weapon to what would be a fast weapon for kicks
-Enemies temporarily drop food.

Notes
Stat stuff. It doesn't have consequences yet, but it is similar to what the initial decay of stats will be. Normally you will get food by finding it, but for now enemies just drop it, as a primary source.

Exploring new areas on the world map will come with a cost, so it will usually be done slowly and when the player is "stable". Seems extreme right now since sources of food are low. When you walk on ground it becomes treaded/ a path. It costs less resources to walk across the path, allowing the player to come and go more easily to explored areas.

Energy is the blue bar in the top right. Later in development attacking and doing anything productive will consume energy. When energy is at 0, the player will be unable to do "working" actions. Attacks will be in the weak state, and stamina will not regen.

If the player has food meter when sleeping, it will regenerate energy essentially "using" the food meter. However, if the player has lost health, it will restore health first, and then restore energy with what remains.

43 comments:

  1. After this update what is left to be done? It seems to be getting close to the gaming loop

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    1. A few things. In meta terms there needs to be an active reason to explore, which initially will be sources of food (as opposed to enemies dropping it).

      A big thing that still needs to be added is the ability for enemies to move around the map. I will also add caves that can spawn, which will cause enemies to attack the player's home, which will serve as one of the main threats. Monster spawning will work a lot differently than it does now. Currently it's just arbitrary.

      I also need to extend the size of areas, or make it so each patch has multiple areas, since there is not enough space in one area as they are now.

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    2. So, how will caves work?
      Will they be like in Actraiser where a cave has a certain amount of monsters and you can either kill all of them or seal the cave, or will it it be more traditional where the cave spawns infinite monsters until you go inside and survive a gauntlet/defeat a boss monster? Or maybe limited amount of monsters that increase/regenerate daily?

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    3. You go in, beat everybody up, and then it disappears from the map.
      There will be different conditions for different areas like that, though. For example some enemy types might have a core you need to destroy, or it may cost resources.

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  2. Some interesting stuff in this update. The internal view does not appear to be showing though. I absolutely LOVE the night version track. It's got that mystic feel to it.

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  3. Have you already planned what the consequences of reaching zero stamina or zero health will be?

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    1. 0 HP would be knock out > carried to monster home or wake up some time later.
      In both cases it would lose a lot of energy. It would also result in leaving your general area open to monster activity in ways you might not want.

      Stamina is the bar at the bottom, energy is the bar at the top right. Stamina being at 0 is weak attacks, tripping, and inability to do some actions.

      When at 0 energy, you will have little to no stamina to work with. You won't be able to explore, or travel long distances on the map. Having none is the closest thing to a fail-state the game will have, the the difficulty of coming back from it depends on the situation.

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    2. I mean energy and health, and what I should have really asked was what will happen when you get killed or starve down to zero food?

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    3. When you're food is low, health and energy won't restore when you sleep.

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    4. I can see ways to prevent a fail state.

      First of all, having some food in monster/bandit houses. You may need to play run/hide and seek to get it before you escape, just like getting your items back from a chest if they're stolen from you, but that could help getting back on tracks.

      The second option is a rare chance (greater if close to a safe zone/village?) for benevolant NPCs to find you before monsters do. Classical case being a nun, everyone likes an innocent nun and saving them from monsters, right? Some adventurers may take a payment in your wallet (or in nature) in the process of saving you but hey, at least you wake up at an inn with breakfast served!

      Monster would like safe zones to do their things too I guess, so one with food nearby could be where you wake up if they got no den/cave/house.

      It's just like fast-travel events (meeting NPCs who are travelling), simple things that help the player and gives life to the world.

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  4. So, If you open the Inventory in the house the top part is cut off.

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  5. I think it'd be really cool if maybe one enemy type had its "true" H scene only possible after being captured, and for it have a guaranteed or near guaranteed impreg/oviposition or lasting status effect if you don't leave fast enough. I'd totally understand if that's not what you want to implement, but I think even something similar of having some interesting obstacle to overcome before escape is possible. It could be having to sneak out unnoticed at the right time and outwitting your captor, or being pressed into a little menial labor or
    local blood sports by your "gracious host" to pay your dues, get indoctrinated by a tribal cult, "sacrificed" in order to please the gods, or maybe simply getting dumped in the middle of nowhere after being used up.

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  6. While the protag is in futa mode can she still be dominated by male enemies or will only female enemies be on the field for that? Or will growing a dick only be something you opt into via items when you're in a dominant position?

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    1. Dunno yet. Futa mod will only really be visible in H when you're having sex with females, since they will be their own specific poses, and not edits of existing ones.

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  7. I noticed that the x-ray view in the bottom left corner no longer remains after H. I hope we can change that back. I liked being able to see it at all times <3 especially if can sorta slosh around in tune with your run/jump animations.

    Speaking of that, since you appear to be working on asset persistence and time-related stuff, I also noticed the cum inside completely disappears whenever you change scenes. Is that going to be refined? I could imagine it slowly absorbing over time instead, that'd be pretty neat...especially if there's some secondary effect absorbing jizz towards your stats.

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    Replies
    1. That will be fixed.

      X-ray disappearing thing will prob have an option.

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  8. I did not expect an update so soon. Good job btw!

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    1. Updates are usually every weekend.
      Through December may throw a wrench in that.

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  9. Things going neat so far, nice work there Kyrieru!

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  10. if your still looking for pixel artists these two are p good, i dont know if they do commissions but

    https://hdoomguy.newgrounds.com/

    https://noscium.newgrounds.com/

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  11. What are your plans for making exploration worth the cost?

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    1. Items, weapons, resources required to make buildings or upgrade house. If you didn't explore, you could possibly survive, but you wouldn't advance at all. The more advance, the more your requirements go up, and so the less adequate one-2 areas will be.

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  12. I am getting Curious now though. Will you be able to mine object for things? Like going into a cave, mining ores that can be used to upgrade your house, items, equipment, make new items/furnitures. Fishing for food items, maybe add some fish monster that you can kill and cook with.

    I'm guessing that the next update will add some camping tools as a means to travel farther?

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    1. There will be trees, at least. Don't know about mining yet but there probably will be. There will be fishing.

      There won't be a massive need to travel far for a few updates. I still need to add a few things that establish the basic loop of early-game gameplay.

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  13. New hairstyles to go with clothes would be nice.

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  14. Can't wait for the impregnation and having child part, it will make the game very unique. Also this update added so much stuff, loved it.

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  15. I'm liking the content so far, and digging the new music at night. If you need anymore original music, either vibey stuff, or you want to work on a boss fight or some events with more energetic music. Hit me up, I'd be down to work with you for free.

    xandit.vulture@gmail.com

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    1. Depends what your music is like.

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    2. I can leave my soundcloud, though most of what is on there is heavier than lets say ambiance or chiptune. I've done piano work and chiptune in the past. Could probably pull off ambiance with a slower bpm than what I'm used to.

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    3. https://soundcloud.com/xandit

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    4. Generally the music in my games tends to be a bit more melody centric.

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    5. Here are some of my more melody/vibey stuff.

      https://soundcloud.com/xandit/fatigue

      https://soundcloud.com/xandit/wait

      https://soundcloud.com/xandit/fractal

      though I do understand that most bass music is generally focused on a single note or 4 chords, and that doesn't always work out in context with certain game aspects.

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    6. It's not that it wouldn't work, it's just more down to composition tendencies/differences. The easy way to explain it is that my melodies and style are a bit more jrpg ish. Long explanation is that my music is more lead melody centric with a lot of chord changes, not staying on the same chord progression for long. It's less about patterns/sounds and more about motifs that are drawn out and distinct, rather than having a lot of individual moments.

      For example in this song, the lead has a specific goal and direction, and the chords support it and change to match specific melodies. The lead is never really "doing things over chords" like you would if you were improvising guitar over a backing track, instead the two go hand in hand.
      https://soundcloud.com/kyrieru/aster-engage

      Whether it's action, or ambiance, I tend to compose in this way. The only difference is the instruments, the tempo, the tone, etc.

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  16. Great work on the new update. The music is soothing and fitting for the game's atmosphere. I always quite enjoyed your musical pieces ever since i found your Kurovadis game, they're all wonderfully made compositions, even if they're a tad small and are clearly inspired by other games.
    A bit of a bug report here however, i don't know if you've been told before or have noticed. After enemies "despawn" (eg: are slain either by you or their own stupidity and fade away) the game has a fit and decides to tank heavily in performance, dropping from 60FPS to nearly 25-22 or even lower if let on for too long, as if the mere action of removing them from the game is causing a memory leak. This is solved by leaving and reentering the area, therefore reloading all assets in the instace. I should also note that i've tested and this doesn't trigger just by staying on an instance for too long without doing anything else, it only does as soon as an enemy or a group of enemies dies.

    If they're of any help, my specs are quite a tad old but they should do more than suffice for the game's requirements.
    CPU: AMD E2-1800 APU with integrated AMD Radeon HD 7340 Graphics - 1.70GHz
    RAM: 4GB DDR3

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    1. Does it tank the first time an enemy despawns or only after multiple?

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    2. That appears to be a RAM issue, I ran a test and found my ram spikes for a good 10-20 seconds after an enemy dies, it's not much of a peak for someone who is running 32gb of ram such as I, but it can be impactful to someone with only 4gb available (consider that windows 10 uses 2.2gb on my setup, it could be the same for any other person). I'd recommend buying a new ram card or chip. I'd recommend Corsair or Samsung, as they have the fastest write speeds as far as RAM chips go, but if you would rather have faster read speed (i.e. you do a lot of coding or graphic design, HP is also pretty good). An enemy dying results in a about a quarter of a gb on average but varies quite a bit obviously.

      Also, I'm sure you're aware of this, but if you hit an enemy that is hit by another enemy or item in the same frame, the enemy/item that hit the enemy you hit flies away. It's hilarious but I don't think it's intentional. Also the same happens occasionally to the enemy being hit instead of the item/enemy dealing damage.

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    3. Does it happen every time, or only when an enemy drops fruit?

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    4. Every time, fruit drops do add to the RAM usage, but that's to be expected. Obviously the more fruits and enemies on the screen, the more CPU is used, and AMD processors tend to dump a lot into a RAM chip compared to Intel CPUs. That could be an issue. All CPUs are essentially useless once there is no RAM to cache data to. It's not a huge issue since your game takes 1.5-2gb of RAM to run atmost. As I said prior, the issue does fix itself after a brief period.

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    5. Cause basically, nothing is added to ram when enemies are killed. The game should also only be taking up about 150mb max of ram, when it begins. All of the lists of areas and enemies are created when the game starts. The only thing added to ram once the game is running is when new objects are created (the fruit.)

      So I'm not really sure what to make of the problem you're describing.

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    6. The problem consists of processing power. The AMD e2-1800 series is a 1.7gHz 2 core processor. You can get them for 20$ pretty easily. That's half the processing power of an Intel Xenon from 2003. Or what would've been top of the line in 2001. Granted, yes it can run games easily, just not at a consistent framerate. Since the CPU is quite limited, the RAM will get clogged up waiting for the CPU to deliver instructions to the motherboard. With those specs in mind, it would take 1.5-2bg of ram atmost to run your game in a high stress enviroment. I.E. antimalware executables running, + McAfee, +Windows Services, + applications from your motherboard manufacturer that are necessary. (In tests I had nearly 2gb of ram used up with all of those running. Your game takes up anywhere around 9% to 17% of my processor's clockspeed (keep in mind my processor is about 6 times faster than anon's).

      First thing, Uninstall McAfee, antimalware executable does it's job very well, just don't download stuff from sketchy sites.
      Seconds, if you can update your cpu I recommend a i5-8400 or AMD A10 series (both very affordable and can run Borderlands 3 at 30fps on medium graphics).
      Third, the best thing you can do with update your RAM chip, so it can store more information as your processor slows down. That will help a littlebit, but not as much as buying a new processor completely. Also, your version of windows will affect all those values as well. I only have a windows 10 key so...

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