Hi everyone,
I'm not sure how interesting the following would be but I thought you'll might like to hear a bit about the more technical side of the new game's development.
Tactical/Strategy RPGs games are among the most difficult types of games
to make(for making the engine from scratch), one of the main reasons
for this is the complexity.
For this game's battle system, the gameplay happens mainly in 2 different view modes: top-down and side-scrolling. The top-down(overmap) view is similar to tactical rpgs such as fire emblem where you select each character and move them. The side-scrolling(combat) view is more like platforming-style fighting with the player controlling the character directly with the keyboard or gamepad. As for the basic flow of the game, you move characters in top-down view and enter direct combat in the side-scrolling view. But for now, I'll focus this post on the top-down(overmap) interactions.
The overmaps in this game uses a 64x64 pixel grid based movement system similar to games such as fire emblem. Original I made it using a much smaller 32x32 pixel grid, but I wanted to make the characters bigger(which is also easier on path-finding) so I decided to go with 64x64.
The test-build image above shows the mother and daughter(as well as other things) on the grid-based overmap. The blue squares on the map represents the daughter's movement range(think of each blue square as a grid-step, here you can see the daugther's movement is set to 5 grid-steps). The grid system and basic movement on it is pretty easy for me to make, but what makes things more difficult is the path-finding, specific for the blue-squares here.
If you're wondering what path-finding is, it's basically finding the shortest route to get from one point to another while avoiding obstacles.
Without considering obstacles, the blue squares' positions can be calculated pretty easily.
For example, the daughter's movement is set to 5 grid-spaces, which means she can move 5 spaces away from where she is standing. This is represented by the blue-squares.
But you might be wondering how does the game know where to draw each blue square?
First look at them vertically, they are drawn here in columns. Specifically, the way the number of blue squares per column is calculated and drawn is like this: Start 5 grid-spaces to the left(5 is the daughter's movement) and draw 1 square, then grown 1 up and 1 down as it moves to the right until it reaches the daughters position(now 11 blue-squares), then reverse the process to make the right side(ending with 1 again on the right side). And if there is a collision, the blue square isn't drawn at that location(in this example the big red box is the collision object).
This may seem like enough to make a good range of movement at first. However, when you move the daughter next to the red-collision object, there will be directions she cannot walk 5 spaces due to collisions with the red-collision object(but the blue squares won't account for this(see above image). note: the daughter cannot walk through the red-collision object, she must go around it.).
One of the ways to fix this is to use path-finding on each blue-square. For this I mean that each square will see if a path can be made from it's position to the daughter character's. If a path 5 grid-spaces long or less is found, the blue-square is drawn on-screen, otherwise it isn't. With every blue-square using path-finding it might sound like that would be slow, but it all happens instantly due to factors such as the size of the grid, the distance from the daughter and the path-finding algorithm used.
After path-finding is applied(and an attack range of 3 is added and represented by red squares), the movement looks like this. Now it correctly shows that she can only walk 5 spaces in each direction while also accounting for the collision object next to her. This is basically how the movement/attack grid is calculated and drawn in the game now.
If your wondering about the long-skinny-red objects, those represent enemies, if she move in range and chooses to attack, the grid will correctly show which enemies can be attacked(see above image). The game also builds a menu based on where your character has moved and what is able she do. For example, in the image above, the 2 menu options right now are "Attack" since she's next to 3 enemies and "Wait"(which ends her action).
If you were to choose to "Attack" one of the enemies, it would take you to the side-scroll view map like this for combat. (The image above shows 2 instances of the mother moving, jumping and attacking for test purposes).
I don't know if you find this post interesting or
confusing but I thought I would try to talk about this game's
development more. Right now, the game can cycle through both view
modes.
I'm still not ready to talk too much about the story just yet, but I will reveal much more in the not to distance future, as well as tell you guys more about the game-play.
Also, you can still vote on the last poll here: http://www.pizzacatmx.com/2017/11/new-harem-game-revealteaser-poll.html
um, that's all for now,
see you guys later. ^^
Friday, December 1, 2017
Thursday, November 23, 2017
New Harem Game Reveal/Teaser + Poll
(^click image for full-size)
Hi everyone,
My next new game will be based on a game idea I've had for a very, very long time that I've always really wanted to do but never really had the idea developed before now.
I do not have an official name for this game just yet, but think of the term "Harem Generations" for a hint about the game content. To be more specific(without really going into the storyline), you start with 2 girls(a mother and daughter) and you must impregnate them to increase the population and avoid extinction(build a harem), the babies they give birth to are put into an age acceleration machine that can accelerate the baby's age to maturity. Then you must have sex with your offspring too, repeating the cycle for they sake of humanity.
This will be a High-Quality game using a powerful general game engine I've built with gamemaker over this year, and If everything goes as plan, this game will be a post-apocalyptic harem-building game with gameplay (tentative) mainly being turn-based strategy + real-time fighting + dating sim hybrid(with emphasis on strategy during battle).
This game is still in the concept phase mostly(I am making a test build now too though), so somethings may change, but I will reveal much more to you guys about this game in the near future. I hope you guys will look forward to it. ^^
Also if you would like to support the development of game such as this, which takes a great deal of time and work, please consider supporting me on my patreon.
Lastly, I was wondering what you guys think of Broken Hymn and Desires of Persephone now, so I made a poll. Please let me know what you guys think in the poll and/or as a comment down below(also feel free to comment about my new harem game). You can vote on the poll here: http://www.strawpoll.me/14464106
That's all for now,
see you all later.
(mother/ex-housewife)
Thursday, November 16, 2017
Desires of Persephone - First Chapter
Hi everyone,
Desires of Persephone first chapter is finally here and can be downloaded below.
This is a corruption rpg maker game(inspired by Village of Nightmare) about an evil sorceress named Chandra. she succeeds in summoning a powerful succubus named Persephone to the human world. Chandra is in love with Persephone and wants to corrupt the world by corrupting humans and turning them into Persephone worshipers.
Due to the length of the game, I've referred to it as the first chapter. If you like this game and want more of it please let me know.
------
You can download the game here:
http://www.mediafire.com/file/p4h5ry7tjd25wgn/DoP+AS.zip
Also, you can see the post for my other game release today, AmaiSei, here:
http://www.pizzacatmx.com/2017/11/amaisei-ovulating-orifice-v10.html
If you enjoy any of my works and feel as though you would like to help ensure that I'm able continue developing them in the future, possibly someday as more than just a hobby, I would be very grateful for a pledge on my patreon. I would also like to thank all the people who are or who have supported me in the past. I really, really appreciate it.
Also, please feel free to leave feedback, comments and suggestions. ^^
that's all for now,
see you later.
AmaiSei - Ovulating Orifice v1.0
Hi everyone,
AmaiSei is now fully completed! The game now features 37 stages, 7 different monster births, and 3 different endings.
Here's some info about the game(some of the following is a re-post):
AmaiSei is a puzzle/platforming game that focuses on the interactions between a pregnant elf girl and the player.
The elf girl (named Saori) was violated by a special parasite, turning her body into a living nursery for birthing monsters. Saori is a kind, polite and somewhat lecherous elf girl who agrees to help the player under the condition that he becomes her permanent sexfriend afterwards.
When Saori has sex with someone, a monster egg cell inside of her will get fertilized and she can give birth to the new monster. By using the abilities of the monsters she births, as well as her own skills and the players, you will be able to solve the game's puzzles. You(the player) basically interact with Saori and the world with the computer mouse..
-----------------
Here is a list of many of features the game has now:
Puzzle-Solving/Platforming
Storyline
Lots of handmade sprites(and some backgrounds, all made from scratch)
Advanced world map system that lets you select stages and unlock new ones
Auto-Save/Load system for saving game data
Record Replays system has new features, now has a menu where you can load saved replays
autotiling system(tiles are joined automatically in a way similar to rpg maker)
powerful eventing system(making it very easy to make events)
custom collision system
Saori will follow your orders
ability to walk and jump
ability to carry certain items
Birth cycle system
ability to have sex and to give birth to 7 different monsters
ability to climb platforms and toss items(by wearing enhancement bracelets)
text/message box system
game text is stored externally(now in a style similar to ren'py's, text system was rewritten twice).
--------------
You can download the game here:
http://www.mediafire.com/file/p4h5ry7tjd25wgn/DoP+AS.zip
Also, you can see the post for my other game release today, Desires of Persephone, here:
http://www.pizzacatmx.com/2017/11/desires-of-persephone-first-chapter.html
If you enjoy any of my works and feel as though you would like to help ensure that I'm able continue developing them in the future, possibly someday as more than just a hobby, I would be very grateful for a pledge on my patreon. I would also like to thank all the people who are or who have supported me in the past. I really, really appreciate it.
Also, please feel free to leave feedback, comments and suggestions. ^^
that's all for now,
see you later.
Sunday, November 12, 2017
mini-poll
Hi guys,
this is just a quick post,
Just out of curiosity, I made a poll and was wondering if you'll could vote on it here:
http://www.strawpoll.me/14383919
see you all soon
this is just a quick post,
Just out of curiosity, I made a poll and was wondering if you'll could vote on it here:
http://www.strawpoll.me/14383919
see you all soon
Friday, November 10, 2017
AmaiSei v1.00 live on patreon
Hi everyone,
AmaiSei is now complete and the full version is now live on patreon.
Here is information about the release dates:
-November 10th, 2017 - On patreon(early access/very early access)
-November 16th, 2017 - public release(on blog and anywhere else)
Also on the 16th, I will be posting Desires of Persephone here as well.
That's all for now,
see you all later.
AmaiSei is now complete and the full version is now live on patreon.
Here is information about the release dates:
-November 10th, 2017 - On patreon(early access/very early access)
-November 16th, 2017 - public release(on blog and anywhere else)
Also on the 16th, I will be posting Desires of Persephone here as well.
That's all for now,
see you all later.
Thursday, October 19, 2017
Quick Update 10/19
Hi everyone,
I've posted abit about this on my patreon, but right now I'm planning to release the complete version of AmaiSei sometime between this month(October) and next month(Novermber). I will let you guys know when it is ready.
Also, I'm planning to post Desires of Persphone - First Chapter publicly the same day I release AmaiSei publicly.
And also, I've started making a small new game a few months ago, which I will reveal publicly around the same time.
That's all for now,
see you all later ^^
I've posted abit about this on my patreon, but right now I'm planning to release the complete version of AmaiSei sometime between this month(October) and next month(Novermber). I will let you guys know when it is ready.
Also, I'm planning to post Desires of Persphone - First Chapter publicly the same day I release AmaiSei publicly.
And also, I've started making a small new game a few months ago, which I will reveal publicly around the same time.
That's all for now,
see you all later ^^
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