Progress report
As always, TL;DR/full task list can be found at the bottom of the post for easier reading.
Work on the quest manager continues. This week I implemented the automatic reward distribution on quest completion and restoring quest status on game load. There are 3 more tasks left for this feature but we're getting there.
Next, I've added a new parameter to the difficulty system - Enemy Max HP multiplier. I'm fully aware that making enemies into damage sponges is an extremely lazy and cheap way to balance things which is why
this setting won't be used for any of the default presets. It's an option for those who actively seek increased survivability of enemies and as such will only be available for custom difficulties.
I also used this work as a chance to remove some unnecessary duplication from the common event running difficulty selection, as well as make some minor cosmetic improvements to its presentation.
After that, I once again made some adjustments to Asuna's model. I wish Koikatsu had a way to calculate slider values into real world units as that would make things much easier but it is what it is. All I can do is play around with various scales and eyeball it by comparing the model to concept art and screenshots (which itself aren't always drawn on-model of course). Here's the comparison for this week:
I've been thinking about the H-stats screen again and decided to rework it a bit for better info organisation. Both Asuna's stats and the general layout changed quite a bit (
here is a screenshot of the old look as a reminder) but the main difference I want to mention is the removal of Kirito's info and replacing it with Asuna's reputation values, specifically:
- Fame - Asuna's in-game popularity, based on her achievements as a player.
- Reputation - how much the general public knows and believes about Asuna's erotic adventures.
- Rumours - how much specific people (H partners, spectators etc) know about Asuna's erotic adventures.
I'm still not 100% sure about those names but that's what I'm using now. Please let me know if you have better ideas.
I talked about reputation before so it's not like a sudden change of heart, I just finally got to doing it. It's still not actually used in-game at the moment but you know, setup work is important.
All the information related to other characters were moved to a new screen focused only on that. It's a small change but a necessary one, as my previous design didn't take characters other than the main pair into consideration.
Initially the new relationship screen looked pretty close to Asuna's H stats. Unfortunately, this approach had a big downside - it could only fit a few characters at a time. This meant I'd have to make multiple screens or try a different approach. I chose the latter.
As you can see, I decided to use the active status effects screen as a template. It's not an ideal solution either but it allows me to display up to 26 characters at once, which should be enough to fit all of the story relevant individuals (this is just a guess at the moment since I don't have the whole game planned yet).
The icons you can see on the screenshots are placeholders until I to make more fitting ones but the idea behind them is to represent:
- Relationship (friendliness)
- Trust
- Opinion about Asuna (slut - pure)
- Arousal
- Experience
As shown with Agil and Silica, the last two values will only be used for some of the characters - sometimes due to their age, other times because their participation in H activities in game doesn't make sense story wise. That said, what you see above are just placeholder entries, who will/won't be using which values will change in the future depending on the content I decide to include.
Lastly, I've tried to come up with an alternative way of displaying player/cuck values during active NTR scenes. My idea was to split them into their own pop-up window but that turned out to be a bit of a headache - partially due to how much screen space it used and partially due to my limited experience with JavaScript and RPG Maker UI crafting.
After playing around with it for a bit I decided to stick with the current approach of displaying these values inside the message box. It's simple, it works, doesn't take much space and doesn't cause any unexpected issues.
Things like these are exactly why I wanted to take my time finishing the core mechanics before jumping into content. Hopefully stuff I'm currently working on will be a bit more future proof going forward.