Lufu v20

Lufuclad v20

Updates
- Hopper (dominated) pose.
- Working inventory
- Pocket items. First slot of inventory functions as "in-hand" item.
- Fog of War for map.
- Item persistence.
- Enemies can now hit items
- Player can hit items.
- Added Goblin ability to jump and attack
- Added some more voices to the current voice set.
- Now include current controls in the folder.

Notes
The item spawning in your hand at the start of each room is just for testing, since there is no nautural spawn for them yet.

I still need to sort out what controls will do what.
Currently the item button enters doors, but this will need to be changed at some point.

Getting close to being able to have actual gameplay. I've made it so items stay where they are left. Zones can now contain items and objects, spawn enemies, etc. The next step will be to spawn some bushes with food, and add hunger/stamina.

Hard part will be figuring out a balance this early in the game, where there isn't much to do.


27 comments:

  1. Happy December!
    Re:balance, how about i-frames for enemies and PC alike?

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  2. Hey, I was curious.
    You mentioned children in the future as an option.
    Would it be possible for such a feature to also be if the main heroine gets kidnapped by a monster and you continue as the child?
    You would be able to see the previous character but not use them.
    I always found it's a bit boring when all we have sometimes are just a bad ending picture but we can't see the story continue on after.

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    Replies
    1. There won't really be situations you can't get out of. So if you're kidnapped and chained to a wall for example, you can still escape, it might just take a while, or be difficult.

      Offspring will have a unique appearance, so they won't be as feature-full as the protagonist. There will be ways to play as any character in the game though.

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    2. Different Anon; Struggling to escape sounds incredibly hot. Running into previous player characters being reduced to sex slaves and never being able to play them again or free them sounds less hot however. That's more of a Fairy Fighting thing. Don't do that.

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    3. By kids being unique, do you mean each one will be a completely new creature type with their own sprites and animations? Or that they'll have some minor sprite modification, like a different colour pallette or such?

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    4. Monster offspring will be whatever the monster was. However Human offspring will have a unique younger sprite with their own animations. There will also be a chance that monster offspring will be the human one, but with different colors and traits.

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    5. If you could play as the kids in some form, does that mean the kids would or can grow up? Or is it one of those weird situations were we don't pay attention to how time and age works and we skip the child phase altogether?

      If this is the case, monster girls could be a very interesting concept in this game where getting raped by a slime could mean either giving birth to a slime, or maybe a rare chance that she gives birth to a slime girl for example.

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  3. So V become interaction, great, why dominate don't take fluid over? When ennemies climax the girl don't receive anything, just curious.

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    Replies
    1. Will swallowing white juice satiate a little of hunger/thirst?

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    2. It's broken at the moment. I'll fix it later.

      Dunno if blowjob will satiate hunger. Probably not unless the player has specific traits.

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  4. Alright couldn't resist messing around in this one but the object persistence certainly adds heaps of fun if not a bit of potential chaos with it.
    First of all a new crash report:


    ___________________________________________
    ############################################################################################
    FATAL ERROR in
    action number 1
    of Draw Event
    for object draw_ob:

    second index out of bounds request 0,9 maximum size is 1
    ############################################################################################
    --------------------------------------------------------------------------------------------
    called from - gml_Script_draw_item (line 165)
    called from - gml_Script_player_draw (line 171)
    called from - gml_Script_entity_draw (line 9)
    called from - gml_Script_draw_entities (line 36)
    called from - gml_Object_draw_ob_Draw_0 (line 26)

    Seems to have happened when I went into the item menu whilst in the middle of a throwing animation. In particular I tried grabbing another fruit during this animation which I think caused it.

    2nd of all, filling a map with fruits that just constantly get hit by enemies and then get hit by other fruit and then hitting you which gets hit by more things...
    100% down to my idiocy, but it's honestly the most fun I've had with this game so far. I'd assume future updates would either limit how many items can be on a single map or items would be on a timer until the "decompose" or something unless they already are and I hadn't noticed.

    I think a cool thing to implement for fruit in particular in a future update might be that leaving fruit lying around for too long replaces the object with an insect/worm type enemy. For example those slugs might actually eat the fruit if left on the ground for too long (whether that would heal them or not idk) but it'd be an interesting punishment/incentive for the player to do something with that fruit to make sure it doesn't clutter the screen with chaos.

    That actually leads into a question about limited resources. I remember you mentioning that at some point it'd probably be possible for the player character to completely wipe a map of its trees, so if I'd understand correctly, that probably means you can plant new trees too? Because if so then the fruit would easily fill that role I'd wager, even if there wasn't a 100% success rate for it actually growing into one, but I have a feeling it'd be an important key step to the overall gameplay loop.

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    Replies
    1. Oh also PS, I think it's linked to how killing enemies is normally triggered and they fly up into space? But when the room is swarmed with fruit and the enemies start getting kicked around, sometimes that glitches out and they start weirdly stuttering into a new planet.

      PSS, I think you noted this, but opening the item menu near the house entrance and entering it/exiting it at the same time causes the item menu to float around and follow you in the game rather than pausing everything else. You also can't exit out of that menu. Luckily re-entering the house seems to reset and fix this.

      PSSS, If you're adding a hunger meter, I really hope that letting it hit zero will just be a simple debuff rather than making you lose a ton of progress. I'm all for it if the implementation can mean interesting situations for the protag to get into/certain conditions to meet but I've not really ever been a fan of a hunger system where it's only purpose is to punish the player for not eating. That's really the type of mechanic a game has to be built around.

      PSSSS, I just discovered the voice option and personally I think it should be on by default. It's honestly a really cute voice that's more than fitting for the character and simply having it turned on enhances the experience plus breathes new life into the existing animations so much I've honestly fallen in love.

      This is all really coming together though, congratulations! I'm actually starting to think there'll be a point you should really start charging for this, I'm dead serious. Patreon, donation purchase, whatever it is, the more I play each update, the more I'm feeling bad that I get to play it for free.

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    2. I may open a patreon once there's a gameplay loop, but it will always be available for free.

      The game will be heavily based around resources such as hunger and stamina. Hunger will likely allow you to replenish stamina. Not eating would limit how much stamina can replenish.

      Enemy space mission is triggered when an enemy hits something, and then gets hit at the same time, I think.

      Fruit on the ground would eventually be taken or eaten by an enemy. Trees will grow on their own, but you will probably be able to plant them. You will also be able to plant other things.

      Voice will be on by default once there's an options file or menu.

      All the other bug stuff is noted.

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    3. Oh okay, nice to know it isn't a huge punishment like draining your health over time when getting hungry. A debuff like limiting your stamina is a challenge I can live with which gives incentive to actually eat but doesn't feel like a hindrance enough to get in the way of the full enjoyment.

      Of course get the main stuff implemented and out of the way as you are but I'm really looking forward to the day both monster migration is implemented as well as monster combat that indicates more individuality in enemies such as who they're friends with, which other types of monsters they hate, which types of monster GIRLS they like to prey on, etc... It's an exciting future for sure, just make sure you don't run yourself into the ground before then.

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  5. This crash popped up when I draw an item out of inventory while in the attack animation:

    ___________________________________________
    ############################################################################################
    FATAL ERROR in
    action number 1
    of Draw Event
    for object draw_ob:

    second index out of bounds request 0,9 maximum size is 1
    ############################################################################################
    --------------------------------------------------------------------------------------------
    called from - gml_Script_draw_item (line 165)
    called from - gml_Script_player_draw (line 171)
    called from - gml_Script_entity_draw (line 9)
    called from - gml_Script_draw_entities (line 36)
    called from - gml_Object_draw_ob_Draw_0 (line 26)

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  6. A slug tried to jump me but hit/got hit by an apple and decided space was a better place (it took off into the sky)

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    Replies
    1. slugs seem to take flight a lot, not just by using an apple.

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  7. does 'R' no longer reset the game? it would be nice to have a running list of the controls

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    Replies
    1. f1 resets the game now.

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    2. yeah it's on the list of controls included with the game files now

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  8. would you be able to turn enemy sprites (like the slug) transparent? perhaps like, uhhhh you can toggle it or something
    i thought this because one of the slug's animations kinda covers a lot of the girl.

    anyhow, good work so far! i look forward to the next update.

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  9. Correct me if I'm wrong, but at some point didn't you mention possibly having a male player character in the future? If so, would he have the same sort of sperm meter as the enemies do now?

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    Replies
    1. Yes. You would also have the same thing if you play as an enemy.
      However the amounts you have will change drastically as the game progresses. There will also be ways of restoring it (for you and for enemies).

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  10. I love what this game is becoming! If you did set up a Patreon 'tip-jar' for this game, you would have my donation.

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  11. So far, I like the progress you're making. I've already customized my character, and she's looking great. I have a few suggestions which I hope you'll consider:
    1) Key/button mapping - Since I'm a WASD kind of guy, I'd like the option for players to customize the controls either through in-game options, or a configuration file.
    2) Damage control - Attacking after a successful parry will do bonus damage.
    3) Counter attacks - In addition to an upward slash after a parry, how about the option to do a shoulder charge, hip attack, or sword thrust which knocks an enemy back into other enemies for extra damage?
    4) More character customization - An option to change hairstyles, and the color palette for clothes
    Other than that, keep up the great work. The game looks fantastic, and gets exponentially better with each update.

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    Replies
    1. 1: There will be key binding.
      2: Not really much reason to for normal gameplay outside of possible traits later. Parrying is already very powerful. Balance will happen as I go though.
      3: There won't be a lot of extra attacks since adding more sprites means more sprites I have to do for every weapon I add, and every set of clothing I add. The only way there will be more attacks is if I decide not to do clothing sets at all, or make it so there are multiple characters instead.
      4: Hair isn't really gonna happen since it requires a lot of extra sprites. The only way to change appearence will be to play as enemies other other characters, if I add them.

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    2. That's cool. Just bouncing a few ideas here n' there. I know this is a perpetual work in progress, so a lot of the things we request will only rob hours upon hours from your life. I'm just glad you give players an opportunity to have direct input on the game's direction, and insight into your plans. I'd be more than happy to donate to your PayPal just for having an open forum like this.

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