ViatorMessorem
Newbie
- Dec 19, 2024
- 45
- 66
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Once you choose which item of clothing you want to remove, you’ll start a fast-paced but tense minigame that represents your struggle with the opponent.
In this minigame, you must hold down the mouse cursor on a frantic little circle that constantly tries to escape from it. The worse the opponent’s Heartbeat (Stamina + HP), the easier the minigame becomes. If the circle turns black — you’ve lost your chance. If the radial progress bar fills up — you win and destroy one Unravel Point from that clothing item. When an item has no Unravel Points left, it gets removed, exposing that part of the body for further interaction.
You can also remove your own clothing without the minigame, and always successfully on the first try. Clothing isn’t destroyed when removed; after the battle, your character will automatically put their lost gear back on. Attempting to remove clothing costs 2 Action Points and 20 Stamina.
Keep in mind — it’s best to attempt this when your opponent is already exhausted, since if they’re in perfect condition, the minigame can be very difficult. Another thing worth mentioning is that an undressed opponent will passively increase your arousal — but never above 100. In the video, I’ve temporarily disabled the procedural animation for undressing because I haven’t yet updated the code to work with the new skeleton type.
Why I did it this way
Once again, I was searching for a balance of pacing, but this time I wanted a struggle within the minigame itself — something that would fight against the player’s sense of control. Undressing was always meant to be an important element of combat, but before, the player could only Destroy the opponent’s armor (fighting) or force them to remove it on their own.
Now, this mechanic has gained much more depth. The tactical possibilities of removing an enemy’s clothing are quite significant — and rarely explored in games. Usually, clothing in games is just a static source of stat bonuses that you don’t have to think about and it's totally fine, but...
In Re:Rapture, armor also serves as a barrier against sexual actions. No matter how well you defend yourself, you can always encounter someone who tries to strip away that advantage and other advan. Even as a warrior, it can be strategically beneficial to deprive an enemy of their defensive equipment.
But thanks to the minigame, this won’t become an overpowered or spammy strategy. My goal in game design is to create an ecosystem where each player action has a different level of effectiveness depending on the encounter.
Oh, I almost forgot — there are still some minor issues with input detection and holding the button. I’ve postponed fixing that part for now. As you can see in the video, there are moments where the cursor gets stuck in one spot.
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