SakeTami
agentnova
agentnova

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News: November 2024

The TOTs have launched in place of bonus images. I haven't seen any negative feedback thus far. There will be at least a few more before I decide whether or not they fully replace bonus images for good.

The poll for the theme of the next TOT ended in a tie. Unfortunately there can be only one winner. Thanks to the help of a random number generator as the tie breaker, the next TOT's theme will be: Hardest Difficulty. Might want your special controller for this one, gamer. ;)

DI development is in full swing now. Thus far I've been working on dialogs, redesigning Minty the slimegirl, and some pretty big combat changes.

The entire story for chapter 1, and much of future chapters, is fully written. The dialog is not, though. Roughly 20% done with chapter 1 dialogs at the moment.

Minty from Serenity Circle will be returning in Dragon Incarnate as a companion. You'll be able to recruit her in chapter 1. Check Discord if you want to see her new look.

Okay, so now here's the deal. ATB combat purposely makes you wait. The last thing you want from an adult game is slow, annoying combat mechanics. I want my big projects to be actual games, not just visual novels. The best way to resolve conflict in games? Combat. (Or sex, I guess? But there's plenty of that too. It's an adult game. Combat sex is kind of weird anyways.)

So how do you make good combat in adult games? (You're probably saying, "You don't.") Celestial Memoir had combat that never received any negative feedback. It was very simple and kind of jank, but it seemed to work pretty well for an adult game. I purposefully moved away from RPGMaker partly due to the limited combat mechanics. Hell, that's even why I made a custom combat system for CM.

Anyways, I'm currently in the process of revamping DI's combat to function similarly to how CM's was. It will be heavily overhauled, of course. The ATB will remain, but run instantly in the background. This way there is no waiting for turns. It also lets me balance things way easier, but I won't get into that.

Here's a few key features of the new combat system: You have Shields and Hearts instead of HP, similar to CM. Individual character data and enemy data is compressed into "party" data. Basically there's your party and the enemy party instead of a bunch of different units with their own HP and stats. Each turn consists of the entire party doing a single action. Explaining it all in text is kind of difficult. Once you play it yourself, you'll most likely agree that the new combat is way better. Faster, too.

Easy mode and hard mode are gone. I'll just add a cheat to give you some OP gear if you want to blaze through combat. This makes development much faster. Especially considering all of the previous stats are gone in favor of a grand total of 5 stats: Shields, Hearts, Power, Defense, Speed.

Shields take damage first, then Hearts. Your Defense will reduce damage taken while Shields are up. When Shields are gone, the Power stat can directly hit Hearts with no Defense mitigation. Hearts recover to full after every battle (infinite potions!), while resting at camp is the main way to recover Shields. Speed determines how quickly you get your next action. With high enough Speed, you will be able to take multiple turns before the enemy can even get a single turn. The opposite could happen as well if the enemy vastly out speeds your party.

(Shit! That was a lot longer of a post than I planned. I told myself to not type so much. Sorry!)

Thank you as always!


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