CREATE YOUR AI CUM SLUT ON CANDY.AI TRY FOR FREE
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youraccount69

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Dec 30, 2020
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HornyMageAcademyDarkTower-0.48.2
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tamakool

Newbie
Sep 12, 2020
96
16
dorm roommate prostitution seems kinda wonky since it tries to ask if I want to do it before the current thing finishes properly and I accept to get teleported to my room only to be moved back again.
 

hgameartman

Active Member
Game Developer
Dec 31, 2019
678
908
dorm roommate prostitution seems kinda wonky since it tries to ask if I want to do it before the current thing finishes properly and I accept to get teleported to my room only to be moved back again.
Yeah it's a known glitch. Im not entirely sure what causes it to override other events, i think it's related to the timing of when it's running the event code, sometimes it seems to be overwritten by events later in the time code.

It's on the known issues list though and is being worked on!
 
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Jul 21, 2021
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Devlog for the combat update!

View attachment 4193828

Check it out here!



And... while I'm here, Horny Mage Chronicles is coming soon to steam!



Same characters, but now YOU have the dick! (and a legendary, magical one at that!)
(notices the upcoming HMC story involves MC having a dick, which can even impregnate others with)

og53sb.gif

(...then immediately realizes that the MC isn't a futa, which was what I was really hoping for... T_T)

ymdsp01.jpg

Regardless, absolutely LOVE the new additional slimy goodness for HMA, here's to hoping it gets a matching on-map animation to match the h-scene as well eventually... <3
 
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lubujiana

Member
Mar 1, 2022
195
76
Just a question (even if I already expect the answer), can I play the current version with a save from V0.27.1 or before ?
Because I don't want to go through all 8h of gameplay (even if i could cheat my way a bit)
 

hgameartman

Active Member
Game Developer
Dec 31, 2019
678
908
(notices the upcoming HMC story involves MC having a dick, which can even impregnate others with)



(...then immediately realizes that the MC isn't a futa, which was what I was really hoping for... T_T)



Regardless, absolutely LOVE the new additional slimy goodness for HMA, here's to hoping it gets a matching on-map animation to match the h-scene as well eventually... <3
Spritework is something I'm actually working on quite a bit at the moment!
I actually drew and animated the wand-sparks, the casting animation of drawing energy into the hand, and the magic arrow's new variation!

I do have plans for on-screen sprite scenes (likely nothing big, but a small 3-4 frame slime attack would be nice!), but everything is still in-progress. I'm taking my time and doing everything from adding new skills/mechanics (like the weapon-skills and new resistance mechanics!) as well as animation (Olivia now has a rough idle animation if she stands still!)

Just a question (even if I already expect the answer), can I play the current version with a save from V0.27.1 or before ?
Because I don't want to go through all 8h of gameplay (even if i could cheat my way a bit)
It... might be possible. Theoretically, it is, at least. You might run into a few issues loading such an old save, as a lot has changed between V0.27.1 and V0.48.2.

I would say give it a try copying the saves over. Worst-case it glitches out or doesn't work and you have to restart anyway, so it's not like it costs anything to try.
 
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Jul 21, 2021
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I really do hope that HMC allows the option of starting with a futa MC instead, honestly, that's one of the MAJOR THINGS missing from this h-series.

That and slime girls, of which it's my fervent hope that my constantly-preggy-with-slimes Olivia might eventually give birth to with enough time. <3 <3
 
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hgameartman

Active Member
Game Developer
Dec 31, 2019
678
908
DEVLOG: Combat Update: Encounter and Field Design

I’ve been thinking a lot about how to design dungeons, fields, and other areas, as well as how to lay out combat encounters in those areas.
The original combat system was very, very limited (and buggy!) and I’m still not an expert in design and balancing good, interesting combat as a result of that.
I decided to start with a semi-fresh slate, in this case, I built a small area that resets your character’s stats and skills upon entry, and restores them upon leaving, so that I could test across any save file.
1733349522793.png
To simulate the game’s basic difficulty curve, I’m adding in a leveling system separate from the regular game, a shop at the end of each level.
The rewards from each level give a gradual growth in stats and skills that makes a rough estimation of the player’s growth between semesters, at a faster pace that allows me to test things much more rapidly without having 14 save files going all at once.
So with this little area set up, I began to work on two main goals.
The first is creating hinderances, traps, and puzzles. The first I came upon was a replacement for the darkness system originally implemented in the underground waterway.
Brighten, once I get it implemented, will increase your view radius as you walk around, making it pretty useful!

1733349534748.png

The second goal with this was to create a few more enemy types besides the standard slimes for the start of the game. Above are the shadow crawlers, designed to blend in with the darkness-infested levels and attack you from the shadows.

They don't do much right now (because I haven't finished them, even their walk animations are glitchy!) but they should be an interesting challenge later!

I have an interesting idea for uses for those tendrils later as well!
Aside from the darkness, I created 2 basic traps, one with 2 variants.
1733349545347.png
The first trap is a corrupt statue, which strikes you with sonic damage to your MP and slows you as well if you are in-line with it.
I’ll also probably give them a few longer-last bad status effects such as weakness to give the player a proper reason to avoid them probably.
The second is a poison swam, here a pile of red bubbles. It slows you upon touching it until you’re out, and also deals damage to your hp to boot. There’s a second variant, a blue swamp, as well, which only slows you down.

Also shown, the first of many new items that will be implemented. It's a ring that reduces the stat penalties you will have for being pregnant! (probably movement speed mostly)

I’ve also begun learning to properly implement UI gauges! It’s hard to see but the slimes now build a pleasure gauge below! (It's the empty black bar, because Anya's the one getting pleasured so nothing's happening to Olivia's bar)

This just tracks the same pleasure build-up that was shown in the last update, with the new resistance mechanics, but now it's got a visual indicator besides the status effects!

Finally, I’ve begun playing with party members and combat. It’s very basic at the moment, but I got slimes to properly detect who is being hit with their pleasure and impregnation-building attacks!

1733349557746.png
Anya getting frisky with a slime... and then exploading for some reason
Still no proper solo scene for Anya against the slimes yet, or any way to really help her out besides just killing the slime that’s attacking her, and she doesn’t do much except randomly choose an enemy to punch, but it’s a start!
And unrelated to the combat part of the update but just kind of cool in general, I’ve done some more standard artwork for the game!
Here’s Olivia’s new cowgirl scene!

1733349581429.png

And here’s a fully-implemented impregnation animation that’s now set to play upon any impregnation event happening (except fertilizing tentacle pods, because that needs a bit more unique work)

1733349593749.png

Looking back at some of this artwork… I feel I could do a lot better. I might spend the extra time to replace a lot of the artwork and animations while I’m doing the combat update, since it’s going to take quite a while anyway.
The original goal was just to replace the waterway, field areas, 2nd floor dungeon, and the start of the dark tower and then call it a day, but I kind of want to go a bit more in-depth now and really dig into some of the systems like the COMM and messaging/prostitution call systems, expand the tutorial at the start to include a sort of “pre-game” combat and systems tutorial, and add a dungeon or two to the beginning of the game (perhaps a forest and mining/village one for gathering and crafting?)
But I don’t want to delay releasing something forever, so perhaps I’ll tear out a small piece of the testing area once it’s got a good baseline for the combat system and throw that into a little demo or something so I can have something for everyone to test out in a few months while I slowly work on everything else.

Either way, thanks for reading and please look forward to more updates in the future!


If you want to find out more about the development process, why not check out the or for more sneek-peeks into development!
 
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2.70 star(s) 15 Votes