So I decided to take a break from my other project to work on a (hopefully) easier game.
So this game has inspiration from roguelike games and other games like MaidensnowEve but with my own twist on it which is why the title is Roguelike-like game.
Combat Mechanics:
Let's go in depth on how the turn system works.
We have health, mana, and AP.
AP stands for action points and getting rid of your action points is a turn end. Action points are used by actions such as attacking or skipping a turn.
A player turn end sends a signal to every enemy on the map that they can move towards the player.
Pressing and holding shift allows you to see your move radius. Moving out of this radius is also a turn end.
Certain actions such as using a potion from your inventory also costs AP.
Enemies can drop useful items upon being defeated.
Enemies will always spawn after a certain amount of time up to a predefined max.
Be careful not to get overwhelmed!
Room Mechanics:
Rooms (will be) procedurally generated. To move onto the next map, you need to find the stairs/door/etc.
Rooms can have traps.
Some rooms needs to be unlocked before going into them.
H Mechanics:
Clothes have durability in this game. A low amount of durability will allow enemies to forcefully mount you.
Defeat will make enemies forcefully bring you to a certain location for further humiliation.
The camera will change to better accommodate the new scene.
What else is left?:
Not all mechanics are finished, yet, but it shouldn't be that hard to tackle those. The gigantic hurdle that I want gone are the animations/character model. The current model in the pictures is just a placeholder as its not meant for these animations and doesn't carry around the wide range of emotions that I want for h animations. I'm very bad at animations so someone who can help me or someone I can pay for those animations would be a boon.
All in all, I'll continue to post updates on this thread once I feel like I have enough done to showcase more stuff.
Happy Valentine's!
So this game has inspiration from roguelike games and other games like MaidensnowEve but with my own twist on it which is why the title is Roguelike-like game.
Combat Mechanics:
Let's go in depth on how the turn system works.
We have health, mana, and AP.
AP stands for action points and getting rid of your action points is a turn end. Action points are used by actions such as attacking or skipping a turn.
A player turn end sends a signal to every enemy on the map that they can move towards the player.
Pressing and holding shift allows you to see your move radius. Moving out of this radius is also a turn end.
Certain actions such as using a potion from your inventory also costs AP.
Enemies can drop useful items upon being defeated.
Enemies will always spawn after a certain amount of time up to a predefined max.
Be careful not to get overwhelmed!
Room Mechanics:
Rooms (will be) procedurally generated. To move onto the next map, you need to find the stairs/door/etc.
Rooms can have traps.
Some rooms needs to be unlocked before going into them.
H Mechanics:
Clothes have durability in this game. A low amount of durability will allow enemies to forcefully mount you.
Defeat will make enemies forcefully bring you to a certain location for further humiliation.
The camera will change to better accommodate the new scene.
What else is left?:
Not all mechanics are finished, yet, but it shouldn't be that hard to tackle those. The gigantic hurdle that I want gone are the animations/character model. The current model in the pictures is just a placeholder as its not meant for these animations and doesn't carry around the wide range of emotions that I want for h animations. I'm very bad at animations so someone who can help me or someone I can pay for those animations would be a boon.
All in all, I'll continue to post updates on this thread once I feel like I have enough done to showcase more stuff.
Happy Valentine's!