Others Operation Novem [0.1.1] [abcdfgdev] [Development Thread]

abcdfgdev

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Aug 14, 2017
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Test Build

I've been terribly busy with work these past months and couldn't develop the game as much as I wanted. The good news is that I might get a breather in 2 weeks, and I'm planning to code 24/7 when the time comes.

For now, here's a windows/linux build I made for you guys to test the engine, if it doesn't crash, some gameplay feedback would be nice.

fos for linux
fos.exe for windows


EDIT: I did some quick real windows testing and it appears it only works through wine, Once i'm back I'll try to find out why

There are just some harass/sexy scenes for now, but the gameplay aspect is pretty much that. Quick reminder, this is a custom engine, not optimized nor tested that much, especially on windows, it's a debug build so hopefully I can catch some of the problems.

Devlog

I think I'm set on the combat (after 5 reworks), it's going to be a turn-based with a build system. You have up to 5 skills, thematically guns, both offensive and defensive, and they not only deal damage/heal, but interact with each other, e.g. using this gun reloads the previous gun, this gun consumes poison stacks to deal extra damage, and so on. The framework is there, but I have higher priorities at the moment.

The porn, right, the porn. I've decided to develop the story a bit, I'm going for a more mysterious/ambiguous lore, and I have some ideas to make that interesting. I've also added a bit more of a personality to the characters and a back story to both the protagonist and Furina, the game will start with a flashblack similar to nebelgeister, I'm skipping it for this build as it's not yet finished. I'll pace out some character development cutscenes throughout. I'm more of a code guy, so hopefully when I get some money with the game I'll hire someone to write for me.

Now onto linux/koikatsu, since I've moved Nvidia to AMD (to a weaker gpu since my nvidia one broke), koikatsu is completely melting my computer, especially in this weather, it turns off after 30 minutes or so of koikatsu. It looks like a CPU overheat, I'll buy a water cooler asap.
 
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abcdfgdev

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Aug 14, 2017
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I think it works now, if you someone could confirm it, would be much appreciated. I'll update the OP link to this one.
Reiterating, game is in alpha stage, I'm just checking if it works, but it's playable. There are some bugs I didn't fix, the Room Fade in the First Area is bugged out for example.



I've updated the game quite a bit since the last (failed) release. The game is now called Operation Novem. I've spent countless hours working with koikatsu, fiddling with shaders and such, and Furina looks much better now, luckily I had a scene with her initial design for comparison. (Left is the new one)

1765911899981.png

Also made some cool items to test the status system, I'm aiming for the best turn based combat an hgame has ever seen.
1765912544911.png

In the plot/lore department, I'm getting better at it, I think I have a cool backstory for the world, but now we have to see how well I execute it.

I'm working on a list of things I want to add, and how I envision the finished game. Before diving into the content phase, I'll probably focus on the engine to avoid any significant refactor later on. The renderer, texture manager, translation and dialogue system need some rework. Meanwhile I might sneak in some content here and there, I'll try to get some more people on board, so I can better focus in the code
 
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abcdfgdev

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Aug 14, 2017
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New bindless renderer works, just fixing some windows bugs. Reworked the Title and the Starting Gifts screen. Still not finished.

1767163460484.png

I've added some new Cafe scenes. I'll fix the timeline/collision system next, you can skip events and clip through walls if you have low fps.
 
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abcdfgdev

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Aug 14, 2017
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New 0.0.2 Alpha Development(untested)

Technical
  • Refactored renderer
    • Sprite Batching: significant GPU performance
  • Other optimizations
Content
  • Park Event
  • Cafe Event
  • Refactored Intro (In progress)
  • New Mechanic: Starting Gifts
Combat
  • New Mechanic: Positioning (In progress)
  • New Items
    • Reloader
  • New Mechanic: Telegraphed Moves
  • New Mechanic: Status Effects
Roadmap (Next)
  • Furina Harass Punch
  • Combat Polish
  • Positioning
  • New NPCs (instead of placeholders)
  • Recoil
  • Blinking Animation
  • Moving NPCs
  • Map Polish
  • UI Polish
  • Routes
    • Romance
    • Pervert Romance
    • NTR
    • Hybrid Routes
  • Mini Games
    • Cafe
    • Bar
    • Gym
Known Issues
  • Some events hang
    • Has something to do with frames dropping and the time based timeline system, please report instances where it happened to you
  • Volume sliders don''t work with the keyboard (only work with mouse)
 
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abcdfgdev

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Aug 14, 2017
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The windows version had a bug where the window would be set as topmost, stealing focus. A friend tested and found the bug for me while I was working on the room fade and reworking NPCs, hence the strange room fade and everyone is an old man.

There was also reports of the game black screening after some time while unfocused on windows. No idea why, but I'll investigate.

Download links have been updated. I'll probably spend the whole night coding, so hopefully by tomorrow everything is fixed.
 
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abcdfgdev

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Aug 14, 2017
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moving NPCs is coming along without many problems, I've opted for a simple node pathing for now, but in the future I might implement a navmesh for a more natural and dynamic movement. The plan is to bring more interactivity to the overworld while you're moving from point A to B. It's a bit more engaging to weave through multiple harassers for the romance route than turning off your brain and wishing the game had a fast travel system.
View attachment out.mp4
 
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