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AlekErectSociety
AlekErectSociety

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Work in progress 13/02/2023 Ogres, Combat & Animations

Good morning and have a good start to the week, I hope you are all well.

Last week was disastrous in terms of productivity, I was sick for 2 days and there was no light for a whole day.

However, I managed to do something important.

This week I should have planned the sexual escalation, but I preferred to focus on the combat paths present in the response scheme, and I'll explain why, make yourself comfortable because there is some interesting news.


-Synthesis:

At the end of everything we will have the following:

- A responsive NPC scheme

-A pattern for combat (Physical Encounter)

-A scheme for sex (Sexual Escalation)

- A scheme for courtship, which can also be used for offensive or defensive purposes. (verbal confrontation)


-Next steps:

So, the responsive scheme has been expanded, adding within it a further scheme concerning the combat and the concealment value.

(Read below for more information), the next steps will be:


1) A small change to the responsive schema that can better represent NPCs with decency.

2) Once the responsive scheme is complete, I could decide to resume publishing the missing animations, to deceive your waiting during the processing of the physical fight, verbal fight, and sexual escalation.


(But let's see how the coding develops, I won't make any promises.)


-Responsive pattern, ogres, and combat paths:

The responsive schema is the most important because it represents the link of all the others.

The response pattern is intended to state the NPC's intentions or preconditions for combat or sex.

In these days of work, I have dedicated myself to the ogres, creating a path suitable for them and their habits as proud fighters, thus creating a scheme within another scheme.

Simply put, there will be NPCs who will accept defeat, NPCs who won't accept it, NPCs who will show you respect after their victory, and NPCs who will not show you respect by sexually inflicting on you.

In addition, I have decided to include the warrior classes:

Tank, Melee, and Ranged.

These will help determine how NPCs will ambush you in combat or sexually.

In this way, a Tank can approach you at a high or low speed based on its physical structure (Example Minotaura)

Or a Melee can come at you without you being aware of it.



-Dissimulate / Conceal:

If you remember some time ago I told you about the NPC ambushes, good.

The recent contradiction I spotted was this:

The NPC would appear, greet you in a manner appropriate to its alignment, and then leap at you in a combat ambush or a sex ambush.

An NPC to make an ambush must dissimulate, and hide her position, consequently, I had to insert this other value.

The dissimulation value was a little bitch because its presence affects everything, the salute, the fight, and the sex, consequently, I found myself forced to modify some things in the responsive scheme.


-Missing animations:

As I said above, once the responsive scheme is complete we will have our basis on which to rebuild S&F.

In this regard, therefore, I hope to be able to resume publishing the missing animations of the previous release.

And keep working on the missing patterns while I give you some visual material to have fun with

See you next week.


A hug, from your Alek.


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