Iteration 7
Added 2016-04-04 14:47:03 +0000 UTCGreetings again! It's been a while!
Now, this iteration was
technically
on track for a March release, before I was hit with a cold, setting development back by about a week! In any case, here's the combat iteration, a little late though it may be.
Additionally, in order to make my monthly release goal, I had to stay laser-focused on the mechanics that this iteration entails, meaning you shouldn't expect much in the way of frills or polish. For example, the Wyvern monster has been brought into the game, but purely as an example case for monster-based "Special" combat, and as such they have none of their encounter text (Heck, their strain text hasn't even been modified from their Female Husky template).
But this isn't for lack of implemented mechanics, which are as followed:
Player:
- The "Pass" action has been replaced with "Defend". Defending currently halves all incoming damage.
- You can now access your inventory during combat. A number of combat-based test consumables have been added to your inventory.
- Weapons and Armour now impact combat.
- Throwing a fight has been slightly redesigned. You now take 2-3 unavoidable hits, rather than being reduced to 1 health.
- Morale has been implemented. Your max morale is affected by your intelligence. Otherwise, you gain morale passively over time, and by winning fights. Morale is lost by using Special Attacks, or losing fights.
- Special attacks have been implemented. Two basic special attacks have been added.
- Followers now interact with combat.
Monsters:
- Player Lust has been added, which is only present during combat, and never lower than player's Libido.
- Monsters will now passively raise the player's lust during combat. A high lust raises the risk of increasing your libido, as well. At 110 lust, you reduce your libido, but also auto-submit.
- Removed libido gains/losses as a result of combat loss/victory, respectively.
- Libido gains as a result of infection retooled. Infection now always increases libido, rather than pushing it to a certain level.
- Monsters can now radically modify a fight's context. For example, you can only flee from the Wyvern (For now).
And with that, we shift gears to focus on the Early Narrative iteration. In addition to what the name suggests, this iteration finally adds some actual content to game, beyond the "Proof of Concept" scene text you've seen thus far.
It's entirely possible this iteration might be split into two parts, given the volume of content that needs to be written and implemented.
Specifically, the first part will focus on all the encounter text (Monster win/loss/attack/etc text; a fresh set of player vic content needs to be produced for the three main encounters, which comes down to 5+ scenes apiece), with the second being the setting rewrites, feats, early questline, item population, and so on.
After that, it's the long-overdue UI update, followed by the Final Pass, which hones in on tuning and sets us up for Beta.
And with that, it's back into my coding cave!
"
Things have been rolling along smoothly, in spite of the occasional hiccup. Stripes has been of great help, providing feedback and finding bugs for me. Current projections put us at release some time during the summer, assuming we don't run into any significant roadblocks.
Comments
Download it from here, then open it up with a browser, or get a dedicated flash player.
Flexible Survival
2016-05-06 13:30:33 +0000 UTCSo, not to sound stupid, I left click this, open with, search for my browser? Because it's asking me to download the .swf file here...
Ben
2016-05-06 12:04:34 +0000 UTCYour web browser, if you installed flash, should be able to handle it.
Flexible Survival
2016-05-06 05:24:43 +0000 UTCtrying to open this on my desktop, no program I can find will run it. Recommendations?
Ben
2016-05-06 02:29:54 +0000 UTCwyvern losses give you canine infection
shawn miller
2016-04-04 17:57:59 +0000 UTC