SakeTami
Labyrinth of Temptation
Labyrinth of Temptation

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V0.5 Update Log 3

It's finally here, I did advise it was coming shortly but holy crap I don't think I can manage to make this show up before europeans memberships expire this month! I'm so sorry fellow europeans!!
Well, enough joking around, I came back full of new infos I'm sure you guys are going to be super duper hyped about!

Let us explain the image before we begin with everything else.. Yep, there's more than just that! Just you wait!

Image 1: I've listened to you guys's advice about making the font more readable and you know what? It fits with the rest of the game! There's a little mistake I've made that I really cannot fix as I'm making this post, just know the "Actions" and "Movement" things are saved up in the document and literally takes three clicks to add back!
This error is unfortunately also present in the video, which shows how the entire input selection works, there's another error there where the special input description's first lines are badly positioned, again, nothing that's going to require science to fix ;P
Here's the link: https://mega.nz/file/bHxHTCbS#kLMPY1muUQh5Hx8K2x9jPNS5wkJ6VhxOqAQIiRKlMd4
(in case it asks for the password, it's kLMPY1muUQh5Hx8K2x9jPNS5wkJ6VhxOqAQIiRKlMd4)

Image 2: This is the current UI I've decided to make, fits with the style of the game without actually being too intrusive in my opinion, I've worked on quite a lot of things here, first of all, there's one thing missing, that thing being Alex, I'll be working on his expressions and battle position in a bit, he's going to pop out of a vignette like in a comic book, that gives me many ideas for expression. But here's the most exciting part! See those three yellow bars? Those are SP Bars (Special Point), They are not technically a new thing, Special Points are points required for the enemies best attack, the grabs, erotic attacks, fetish attacks, however you want to call them. They've always been present as an hidden feature to prevent the enemies from spamming just grabs, now they're perfectly visible and I'm playing a lot with them already, for example, Straw Hat Girl now has a move that allows her to gain 2 SP in one turn by just waiting. As for Alex, yes he now has an SP bar too, which will be used for Unique Orbs attacks as soon as that bar fills up, to fill it up, you simply keep attacking or get attacked, it sort of works like the NP bar in FGO, and I will admit I'm inspiring the reworked Unique Orbs moves to look something similar to a Noble Phantasm pffft.

Image 3: You finally get to see how the enemies normal attacks work! As you've probably seen from the earlier Update Log, enemies now have 2 normal attacks to spice up fights a bit instead of just having a sound, I've sacrificed sounds for a better looking normal attack, which also opens up potential for quite some mixups, with maybe enemies having stronger normal attacks than grabs and special effects tied to them, maybe also based off their normal attack, their movements change and so become like predictable fights like in Dark Souls once you memorize their pattern, nothing too complicated, just potentially fun. Normal attacks consume no SP Bar, it is still possible to get KO'd from normal attacks, although, I wanted to inspire myself on Monster Girl Quest this time around, making so there's a standard erotic scene if the player loses to a normal attack instead of just booting them to the house-.. I don't know why I did that to begin with pffft.

Image 4: There it is, ported and modified to fit the new version of Take That Succubus! (By the way I didn't forget the exlamation mark, I just made a copy of TTS! and I'm currently copying, pasting and adapting all the data I need instead of starting from V0.4b where everything has been already made-... This counts as a new game by that logic?-.. But it's not pffft) So where do we start? From the fact that the new graphics look gorgeous? From the fact that I've made the new poses way more expressive? This is so far the only grab I've worked on so far just so I'd have an example to work on, I've made a couple of changes in design, first of all, no need to press confirm before a QTE since that messes up the tempo, second of all, when a button is pressed, it lights up for a frame showing that the button has indeed been pressed (very useful for Focus events where the player needs to press different buttons, if X and shows up after X, that's hard to tell you have to press it again!). Each scene will have 4/5 pictures or so, the only exceptions being special scenes where more or less scenes are going to appear instead, it will go something along the lines as: Startup - Scene - Cumming - Aftermath, the pictures switching up a bit before ending with the aftermath to keep the action going and not limit them to just one cum anymore!

Extra Infos: There you go, all the pictures explained, but remember what I've said before? It's not just the pictures this time around, I'm not done yet! I have things to announce here ;P
So, remember the old messy Pokémon wannabe type chart that caused more complaint than anything? That's getting revamped to keep things simple and better help players to stick with a pair of Orbs expecially at the start instead of having to constantly switch out Orbs left and right. I'm keeping the Physical, Special-.. And other two mysterious attack properties which I've had no chance to introduce yet, however I'm lowering the type chart to just 4 types based off the Super Smash Bros Ultimate's spirits types, nothing too decisive yet but I think that makes a way better gameplay instead of a frustrating experience where the correct Orb is required, you could say it's the same with this new system, but do not fret as Orbs that damage neutrally are way more useful now that enemies have been been nerfed quite a bit to not make the fight outstay their welcome. Another change that has been made are the slots, still 6 possible slots for the Orbs, 2 available from the start and 4 more to unlock, however, a 7th slot has been added which is your Unique Orbs slot, available from the start, that comes at the cost of weapons, but to be fair weapons were kind of a dumb idea that maybe should be made the focus of a possible next game-..

Phewww, that was a lot!
Thanks for reading everything! I hope this was worth the wait, I'm getting down to the game with moderate speed but with a gigantic passion! It always brings a smile upon my face to see things work the way I want, hoping to finish as soon as possible though! I want to make you guys experience what this new version feels like as soon as it's ready! And of course the feedbacks! I need those! ;P

As always let me know what you think! Your opinion is very important to me! Have a nice rest of the day!

V0.5 Update Log 3

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