A Freyna's Tale (workng title) [Development Thread]

Which character art is better?


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    6

Sean-Sation

New Member
Jan 15, 2021
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(Check my Introduction)

I'm currently working on implementing status effects for characters. A lot of things will stick to them. They will speed up cooldowns, change HP, block specific abilites, and in all sorts of ways to hinder the enemy and help you.... And vice versa.

Also updated the sprite sketch of Freyna, the main character. I'm currently deciding on the best clothing level system.

On the one hand, we have armor breaking, which was expressed in the clothing sprites and which displayed clothing damage from bumps and cuts.

On the other hand, in Freyna's new artwork, the clothes are not damaged, but taken off piece by piece. Which could mean that during combat, Freyna or other characters get rid of their own armor for one reason or another. It also expands the possibilities for me to use these stages of undress for some other game scenes that may require limited dressing, because these sprites will fit everything.

1733517272933.png

I'm also thinking of limiting the number of transitional undress levels from 6 +nudity, to 3+nudity. I'm going to do this because this way I can create more CG images and a wider range of clothes that Freyna can wear.

But I'm interested in your opinion on these issues. Of course, I'm making the game primarily for myself, but I also want to know about outside views.

Also, enjoy new bonus sketches for possible events!

Mid fight foreplay
scene_Freyna_Orc_Sex_Talk_3_Fields.png

Night body search
1733517756015.png

Undressing stage
1733517767620.png

Stay at an inn
1733517776575.png

Thanks!
 

HELIO CESAR

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May 30, 2018
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Good art! anatomy and composition really well done, the reduction of clothes variation made it a bit to sudden yes, but it's understandable, these things add up really bad when alternate designs are introduced.
Only thing i would say is that i liked the sword old design better :p
 

D_R_69

New Member
Aug 30, 2024
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Honestly, I love the way you draw. Both designs are very good, although personally I like the new one better. Cheer up with the project, because it looks quite interesting!
 
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Sean-Sation

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Jan 15, 2021
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Good art! anatomy and composition really well done, the reduction of clothes variation made it a bit to sudden yes, but it's understandable, these things add up really bad when alternate designs are introduced.
Only thing i would say is that i liked the sword old design better :p
When I put the old version and the new one together, the old one seemed much better to me. The problem is that after I did a full render of the old sprite, the result looked terrible, which is why I started from scratch.
But now I think the first version wasn't that bad, and I should try with it again.
 

Sean-Sation

New Member
Jan 15, 2021
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118
Honestly, I love the way you draw. Both designs are very good, although personally I like the new one better. Cheer up with the project, because it looks quite interesting!
Thnk you!
Since I decided to do the smart thing this time, and use rough sketches in prottype instead of full render (like I've done in other games), we can make changes almost painlessly. Now I'm thinking of making a third option, but taking the best of the first two. But we'll see what others have to say first.
 

D_R_69

New Member
Aug 30, 2024
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Thnk you!
Since I decided to do the smart thing this time, and use rough sketches in prottype instead of full render (like I've done in other games), we can make changes almost painlessly. Now I'm thinking of making a third option, but taking the best of the first two. But we'll see what others have to say first.
Both designs are really amazing. If you plan on adding a wardrobe system to the game, you could always add the other design as an unlockable outfit or something along those lines. Or you could also make a third design, as you say xD
 
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Sean-Sation

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Jan 15, 2021
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Today I worked on finalizing the main character's sprites. I decided that it would be best to use the first option, as it is a much more dynamic and hotter pose. However, I moved the features and traits from the second option to her. I kept the long sword and gave her a long braid.

For now, I've brought back the 6 level armor break system, but I'll reduce it if necessary.

1733605367183.jpeg

I'm also adding some layering to the armor. It doesn't have any function yet, but it could be a basis for customization and events (e.g. Freyna has to go through a hot and humid jungle, and she only has to leave one layer of armor).

1733605407397.jpeg

Added body wetness and cum sprites as well.

Let me know what you think.
 

D_R_69

New Member
Aug 30, 2024
11
8
46
Today I worked on finalizing the main character's sprites. I decided that it would be best to use the first option, as it is a much more dynamic and hotter pose. However, I moved the features and traits from the second option to her. I kept the long sword and gave her a long braid.

For now, I've brought back the 6 level armor break system, but I'll reduce it if necessary.

View attachment 4307588

I'm also adding some layering to the armor. It doesn't have any function yet, but it could be a basis for customization and events (e.g. Freyna has to go through a hot and humid jungle, and she only has to leave one layer of armor).

View attachment 4307590

Added body wetness and cum sprites as well.

Let me know what you think.
Wow, it looks amazing. The color really suits the drawing. Great job!
 
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Sean-Sation

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Jan 15, 2021
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Today I worked on the armor and separated it into layers. Thanks to the fact that it was already partially layered, it was easy to create separate images from it.

At this point Freyna has 6(!) layers of armor, which also have up to 6(!!) levels of damage and can be worn separately to create different sets.

It took me a bit of work to automate the addition of the new armor, so that all I had to do was type a few properties into the input fields and add the sprites. All the logic for interacting with the armor would work automatically.

To test the new armor system, I created a scene where each key press should damage a random piece of armor, with priority given to the outer layers. It should also check if a particular piece of armor still exists, so it doesn't try to damage it again.
You can see a demonstration of the random damage in the gif.

1733686520604.gif

Freyna also got a slot for a head/mask and breastplate.

1733686690722.png
 

D_R_69

New Member
Aug 30, 2024
11
8
46
Today I worked on the armor and separated it into layers. Thanks to the fact that it was already partially layered, it was easy to create separate images from it.

At this point Freyna has 6(!) layers of armor, which also have up to 6(!!) levels of damage and can be worn separately to create different sets.

It took me a bit of work to automate the addition of the new armor, so that all I had to do was type a few properties into the input fields and add the sprites. All the logic for interacting with the armor would work automatically.

To test the new armor system, I created a scene where each key press should damage a random piece of armor, with priority given to the outer layers. It should also check if a particular piece of armor still exists, so it doesn't try to damage it again.
You can see a demonstration of the random damage in the gif.

View attachment 4312002

Freyna also got a slot for a head/mask and breastplate.

View attachment 4312009
Wow, that's pretty cool. Great job!
 
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Sean-Sation

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Jan 15, 2021
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I’m currently organizing systems and cleaning up the junk code that piled up during prototyping (to replace it with another one). I finalized the art for one of the enemies — a classic orc warrior doing classic orc warrior stuff.

I’m also working on the interface, creating sprites for UI elements and icons.

1733997541824.png
1733997555484.png


The background is generated by the AI. Drawing detailed backgrounds is a real pain for me, and takes too much time, which I don't have a lot of. So, the backgrounds will probably be the only AI generated thing in this game.

For now, I’ve decided that instead of a shared cooldown bar for the character, each skill will have its own individual cooldown. Additionally, every skill can target specific parts of an enemy’s armor.

Here’s how I envision it: the combat system is somewhat reminiscent of FTL, but instead of targeting ship systems, you target pieces of armor. Each armor piece can have its own properties, and even enchantments. Destroying the armor strips the enemy or the heroine of those enchantments.

Enchantments and certain actions accumulate Heat™. The more Heat™ Freyna accumulate, the more likely she get into a sexual situation, both in battle and in between. Heat™ can be reduced in a number of ways, including reducing the amount of clothing worn. It should be clear that the player has to balance Freyna's power and sanity (or just turn her into a horny, slutty killing machine).
 
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D_R_69

New Member
Aug 30, 2024
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8
46
I’m currently organizing systems and cleaning up the junk code that piled up during prototyping (to replace it with another one). I finalized the art for one of the enemies — a classic orc warrior doing classic orc warrior stuff.

I’m also working on the interface, creating sprites for UI elements and icons.

View attachment 4324915
View attachment 4324917


The background is generated by the AI. Drawing detailed backgrounds is a real pain for me, and takes too much time, which I don't have a lot of. So, the backgrounds will probably be the only AI generated thing in this game.

For now, I’ve decided that instead of a shared cooldown bar for the character, each skill will have its own individual cooldown. Additionally, every skill can target specific parts of an enemy’s armor.

Here’s how I envision it: the combat system is somewhat reminiscent of FTL, but instead of targeting ship systems, you target pieces of armor. Each armor piece can have its own properties, and even enchantments. Destroying the armor strips the enemy or the heroine of those enchantments.

Enchantments and certain actions accumulate Heat™. The more Heat™ Freyna accumulate, the more likely she get into a sexual situation, both in battle and in between. Heat™ can be reduced in a number of ways, including reducing the amount of clothing worn. It should be clear that the player has to balance Freyna's power and sanity (or just turn her into a horny, slutty killing machine).
It seems that the game will have a complex combat system. I quite like the idea, honestly. Also, it looks like the GUI is on the right track (I'm telling you this as someone who has no idea about making good GUIs). I like to see that the project is moving forward, good luck!
 
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Sean-Sation

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Jan 15, 2021
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It's been a while since my last update. Thankfully, the game development has not stopped at all.

Updates:

Rewriting the game code

The combat system became very confusing and complicated on the scripting side, so I had to rewrite the whole game starting from scratch. But I learned from previous experience and did it in a much more organised way.

Lore and the Heat system

There's a lot of magical energy that's accumulated in the mainland after a big magical event. You could think of it as radiation. It builds up in living beings. This energy is called 'Heat'. The more Heat a person has, the more sensitive and horny they become. The good news is that you can almost completely get rid of this energy by having an... What... Yeah, orgasm.
Cities under the influence of the Heat are slowly changing their culture, laws and philosophy, becoming more open to sex and debauchery, and Freyna will have to deal with all of this if she wants to accomplish her mission. The 'Heat` acts as an overheating system. It builds up from skills in combat, the amount of clothing, enchantments, and so on. The more active she fights and takes risks, the more often she will have to let off steam.

I want to make it so that (theoretically) the player can avoid corrupting Freyna, and make her thoughtful and tactful, or go straight to the goal and turn her into an insatiable killing sex machine, ready to give her body to anyone, first for the sake of getting rid of the 'Heat', and later just for fun.

Crafting System

I’m a big fan of well-thought-out crafting systems that offer a lot of freedom, especially when it comes to creating custom items. In my game, I plan to implement a simple yet incredibly deep crafting system with no exceptions or arbitrary limitations.

Here’s what I mean: put simply, if something can be crafted from steel, then anything that’s craftable can be made from steel. The game will feature different "styles" of armor, and each armor piece can be crafted using any available material (for context, the game has six equipment slots). This will affect both the item's stats and its appearance.

Additionally, some armor pieces will consist of multiple parts, each of which can be crafted from different materials. This allows for even greater customization, giving players the freedom to create gear that suits their preferences. These custom items will be globally persistent—once you create them, you’ll be able to use them in any future play session, at least in terms of their appearance and base unmodified stats.

The image shows one clothing slot in the "Templar" style, crafted in every available material variation. This particular piece has two components: the Main and the Decor. Each can be crafted from five available materials: Fabric, Leather, Steel, Bones, Gold.

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The decor changes are not as visible on this piece, as I was just thinking about this system while I was creating the set, but many of the armor will have about equal parts in terms of impact on the look.

World Map

I’m planning to implement a "one-way" progression system for navigating between locations, similar to the approach used in FTL. I haven’t yet decided whether this progression will be strictly linear or feature branching paths—that will depend on my skills and the resources available. Ideally, I’d love to create a fully open world with a living economy, political systems, and simulated trade routes, but, yeah...

In different locations, Freyna will encounter various activities and mini-events. Some areas will involve combat encounters, others resource gathering, and some will center around dialogue with consequences (you know that "consequences").


Current Plans:

At the moment, I’m focusing on finishing the first armor set in the "Templar" style with all its material variations. I’m also working on planning out how the crafting module will function. Beyond that, I plan to implement the inventory system and allow equipment swapping. I also need to dedicate more time to improving the combat skills script, which is once again becoming a complex and nested piece of code, making it harder to expand with new mechanics.

I’ll aim to provide updates more regularly as development continues. Let’s see how it all comes together.

Thank you for your support!
 
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