Thursday, October 18, 2012

More Monsters, more scenes

So, besides being somewhat sidetracked by Succubus Nests, recent progress has been around "bonus" h-content in the Inn, and adding more monsters.

The monsters are all rogue staples, and will just result in a player death (no h-content) if they kill you.  As such, I've added them relatively sparingly, since we don't want too much risk of losing characters in non-hentai ways.






Here we have a giant bat, along with the usual Icky Thing.  Also worth noting is I buffed everyone's HP and damage, to help even out spikes that resulted from the RND (Nothing like randomly having your face crit off...)





Giant rats are, of course, required by law.





Currently, it just goes into a scene in the inn, but in the future I'll have the extra scenes triggered by certain plot events.  I went ahead and wrote three different fantasies per race, which was probably overkill, although I didn't do extra graphics for each one.





Later on, there'll be a peeping scene at the inn as well, along with some nightmares so that you can see the GOR for enemies you defeated without losing your player.

Wednesday, October 3, 2012

A little bit of plot

I'm not precisely making a Hentai Hamlet here, and Roguelikes generally feature a relatively simple plot, so I've made an effort to keep things focused (Defeat the bad girl, rescue downed NPCs on the way for extra pics/scenes) and avoid lots of text.

Here's where you spawn, starting the game:






A quick look at the poster introduces the villain:





...and chatting with the lead guard gives you some background and starts the quest to go kill her (and leads to the quest with Marigold):


I've coded in some of the town/inn events that provide some of the non-GOR hentai, but the scripting isn't done yet, so no screenshots of that.  Although it's a relatively minor feature, I've altered the heroines so they emote when they lose clothing, based on their randomly-generated personality:





Also changed, monsters have distances at which they can see you.  I've changed the aggro system so they can "Alert" other ways than seeing you, expect intelligent monsters to raise the alarm, and possible events like screaming when you lose clothing or the crash from bashing open a door to alert nearby monsters.

Wednesday, September 19, 2012

Bugs Squashed, Kobolds Spared?

So, many hours of irritating bug fixes later, just about all the ones mentioned in my previous post (and plenty that weren't) are gone.  The only lingering one involves some monsters not realizing they should path to the heroine.

That being said, some progress with the female "boss" monsters, in that they now all leave "corpses" after you defeat them, and, at least in the case of the kobold girls, you can spare them and just turn in their underwear as a reward.  Later on, I'll add some consequence for saving them... as I have it now, female magic users (everyone but the half-troll girl) have to rape other magic-using females to gain maximum MP points.

Our heroine has Mitzi at her mercy:


 She has mercy on her, much to the surprise of the kobold (who certainly won't show the PC any):


There's the kobold girl's panties:


Currently, you just remark when walking over them, later on you'll be able to collect them to turn in as a quest reward, as well as panties of fallen heroines and other allied NPCs:


Thursday, September 13, 2012

Squashing Bugs

So, after finishing and importing a whole bunch of artwork (the use of which will be my next update) I decided to go ahead and leave town and head back into the dungeon.  There, I came face to face with a whole load of new bugs:


Well, that's certainly not right... it ended up being a case of reusing a variable I shouldn't have.  Pretty much a symptom of not naming even trash variables clearly.  That wasn't terribly hard to deal with, although the following bug took much longer:


This one looked like a transparency bug (the wrong color is transparent) but messing around with that code didn't fix anything.  Not surprising, considering transparency seemed to work fine elsewhere...


...and this is a monster meleeing our heroine from across the room.  Still haven't solved this one yet, although I'm pretty sure it's due to the new pathfinding.  Kind of important to fix, as it renders the game more or less unplayable.


I took out the dynamic coloration for this run, and the blending appears to work correctly, which got me on the right track, that it was a corrupted resource.  Reloading all the coloring and graphical info finally fixed it, as seen below:


...and there were a whole bunch of minor bugs (like regenerating more than max life, and getting "killed" over and over again due to the half-trolls new life regen) that didn't merit screenshots.  Anyway, progress continues...

Wednesday, August 29, 2012

Throne Rooms

Marigold is finally in as one of the main quest givers... she's kind of the plot engine and narrator, as she remains a constant even if you lose an individual PC.





Here the player is approaching her for the first time.  Below, she's talking to her:


The fallen members of her former raid party against the Siren appear, mostly as HCG, but not all of them are dead or defeated.  You can use town portal scrolls yourself, or give them to fallen NPCs or PCs so they can make it back to town.




I probably need to give some contrast to the inventory screen, as well as make it pop up when you try to use items in combat.

Monday, August 13, 2012

Noxico

So, there aren't a lot of adult roguelikes, but Noxico is trying to fix that:

http://helmet.kafuka.org/noxico/

It's still pretty early in development, but it looks like it's going to be an interesting game, and more "rogue-like" than my current project.  Kind of like Corruption of Champions as more of an RPG.

As for Dungeon of Lost Maidens, I'm still progressing (slowly) which is about as a good as it's going to get through August.  More town work done, installed the key vendor and the temple.

Tuesday, July 31, 2012

A better shop interface

Ok, well, at least got rid of the previous dialog-based shop interface for something that made a little more sense.