Wednesday, May 31, 2017

MGG: Monster Attack Details

Just posting some information about the current monster attacks, plans for future attacks, and how this all affects combat.
Here is a breakdown of the current 4 attacks in greater detail.

Claw Slash: ATK damage move, deals 1x ATK as damage
Sand Attack: ATK effect move, deals .5x ATK as damage, +2 cooldown

The +2 cooldown indicates that Sand Attack adds 2 seconds to the enemies current attack cooldown. In the future as combat develops more stats will be added like SKL (skill) or DEX (dexterity) which would allow for misses and moves which increase or decrease that chance.

Magic Missile: MP/ATK damage move, deals .5x MaxMP + .5x ATK as damage, pushback
Heal Wounds: MP effect move, heals .3x MaxMP to self

Pushback indicates that it will knock your enemy backwards a little bit, this could be used either to simply gain distance between you and your enemy, or put them into position for a further ranged attack. In the future there may also be moves which teleport either monster to a certain location, or push either one forwards or back. Succubi could have a move which pulls the enemy monster towards them, for example.

Also any monster can shove the enemy backwards by moving to near minimum range and attacking.

That's all, patrons will have access to the Battle Arena tomorrow 😊

Monday, May 29, 2017

MGG: Progress Update 5/29

The Battle Arena update is done and rolling out for patrons on the 1st of June! Now's your chance to get in, since only patrons who subscribed before the 1st will have access. Everyone else will have to wait for June 15-22. Here is a video of the update below, as well as the changelog below that.

MGG Change Log: v0.1 -> v0.2

Small Fixes:
-Minor control adjustments
-Monsters now reverse walking animation when moving backwards
-Fixed bug which caused the axe to stop working
-Trees now yield different amounts based on their age
-Monsters no longer pop to the center of the garden when becoming residents
-Visiting monsters can now leave after a period of time
-Trees can no longer be planted on top of each other
-Changed grass heightmap from the same image as trees to something that makes more sense
-Grass now costs item quantity, but can also be purchased

Big Changes:
-Combat revamped, neko and slime have 2 abilities each, and pick one when fighting, AI logic for moving in and out of range also vastly changed.
(Note that this has caused minor complications which will be addressed later, for example; a visiting slime girl COULD stand outside your gardens fence and launch magic missiles at nekos unable to reach their melee range due to fence obstruction.)
-Battle Arena added, players can now pick between 2 difficulties and randomize opponents. These can be fought by the player controlling the monster or by letting the monster fight for itself.
-General Store added, players can now buy and sell items.
-Thanks Page added to the main menu, look this over, these people are the best.
-Tiles/fences have been prepped for expandable gardens, look forward to this soon.
-Changed tile detection (thanks interLewd!), more accurate tool use.

Tuesday, May 23, 2017

MGG: Battle Arena!

Hey guys, I've been burning through the list of bug fixes and adjustments, so I started adding a town section to the game. Right now this is only a menu with a few buttons listing locations, accessible from the pause menu, but eventually I would like to conceptualize and create 3D spaces for all these places.

Right now the General Store is the only part of the town complete, but that's a big addition. Players can now purchase grass, acorns, and daisy seeds, as well as sell any items they may have. Be aware when you go to town that your garden continues running in the background, so try not to take too much time! Also considering advancing the clock each "trip" to town.

The next big feature is the Battle Arena. This will add playability and give players more of a reason to selective breed strong monsters. If you've ever played Monster Rancher 2, the system will work a bit like that. The player will have a Trainer Rank, which will dictate the level of single battles or tournaments they can enter. This will increase if you beat a special tournament, allowing you to fight harder monsters. Trainer Rank could also be tied to unlocking certain monsters, and battles/ tournaments won could be a breeding requirement, or a requirement for an alternate skin for certain monsters.

Here's a shot of the blocked out battle arena.

Hoping to have this feature complete for Patrons by the 1st of June, and the next public release will be 2-3 weeks after that. Along with the next public release, it has come to my attention that some players require a 32x build, and I'm looking at making a Mac build as well.

Battle Specifics:
When a battle is starting the player will be given the option to control the monster or let them fight for themselves. If you choose to control the monster you will give it commands during the fight. Move your monster towards or away from the enemy, and into the range of your desired attack (see above.) Different special attacks will be unlocked at different levels, you can select 4 to bring into battle at once, each one a different range. Melee, Close Range, Mid Range, and Long Range.

Combat AI will be revamped to take advantage of this system, letting monsters pick their desired attack from a list, then moving into range to complete it, and then attacking. This will be the same behaviour which occurs if you choose not to control your monster in combat. The benefit of this is that the monster will never second guess itself, if a monsters loyalty is too low it may choose to ignore your command in battle and instead do nothing.

UPDATE: Combat has now been revamped, monsters use the behaviour described above now when fighting. The Battle Arena is basically done now, the player can choose to control their monster in combat or not. However at this point you may as well control them, since the Loyalty system is not done their performance is unaffected by it.

Right now there are only 4 attacks, 2 for neko and 2 for slime girl.
Claw Slash: Melee 
Sand Attack: Mid Range
Magic Missile: Close Range
Heal Wounds: Mid Range

UPDATE: Here's how it looks right now, I'm going to release a progress update video on YouTube soon showing all the recent progress.

In the future certain monsters may have or be able to gain a trait which allows them to see the enemies attack bar.

Sunday, May 21, 2017

MGG: Next Public Release, planned features

I couldn't be happier with the release of the public demo, the support has already been amazing, and I'm getting a lot of good critiques and ideas for the future. With that being said, it's time to double down and really give players something to sink their teeth into, the following is a list of features which I plan to start working on, hopefully all of them will be in the next public release. Patreon supporters however will be able to try each new feature as they are completed, I'll link it again at the bottom of this post.

  • Visitors need to leave after a period of time. This is so that players can generate new visitor monsters without reloading their garden. (This is now done, seems to be working.)
  • Once you attain 2 of a monster, no more will visit. This is intentional so that players have to breed monsters to get more. However, I still want the player to be able to fight monsters which are not their own. Thinking of adding a battle arena game, similar to Monster Rancher 2. (Battle Arena is done and in, simple for now but widely expandable.)
  • Monsters simply teleport to the center of your garden when they become residents, this needs to be changed to a navigable point within the garden radius. That way if a tree or other decoration occupies that space they won't clip into it. (I'm really burning through these, this is done.)
  • Very simple menu based town. Allow players to buy and sell items at a shop, and possibly a harem for "renting out" your monsters to townspeople. (This has now been added, but the shops are not.)
    • Battle Arena (Simple randomized battles now available.)
    • General Store (Done, items can be bought and sold.)
    • Harem
  • Grass will not be free forever. (Sorry. 😋)
  • Oak tree wood yield needs to be relative to their age. (Done, lower yeilding trees will also have lower HP values.)
  • I have confirmed that trees can be stacked. Spawn your free acorns now while you can people xD (Tiles now have to be clear before a tree can be planted on them.)
  • Flowers will be added into the save system and allowed to spawn, considering making them edible if no other food is available. They may carry a negative effect, ex. lower lust.
  • Adding a few commands based on loyalty. Move, eat, and fight at first. Eventually masturbate and fuck will be added, possibly to this update, possibly to the next.
  • Thanks page dedicated to my amazing Patrons (This is done, visible from the Pause Menu, still looking into adding a permanent Thanks page to the Patreon.) 😁

Any support is greatly appreciated!

Monday, May 15, 2017

MGG Public Demo

The wait is over! The public demo is complete! far as I know.
Keep in mind this is early development access, there may be some bugs, and you'd be helping me greatly if you run into any and send along a little report.

Thanks for your patience, I hope you like it 😓😖


Patreon is also live, consider donating if you like it! You can suggest update content and we'll be able to develop much quicker.

Wednesday, May 10, 2017

MGG: Progress Update 5/10

I've just been spending the last few days suring up all the little game play systems for the demo. There was a little work to do on the inventory system, for example, the monsters now generate an item when they masturbate or have sex. Nekos produce a bottle of Neko Squirt, while Slimes produce a ball of Slime Cum. Uses for these items may be changed down the line, but for the time being they are simply alternate food with different effects, eventually a shop will be added where these items can be sold and others can be bought. Neko Squirt will increase the Lust of monsters who consume it, and Slime Cum will restore a bit of HP, but neither are very effective for relieving hunger.

Also to test adding variants in the future, Slimes can now spawn in 1 of 3 colours. This is not yet tied to data, so it is not permanent, a Slime would set a new colour every time the game was loaded. This will be changed in the future, and possibly variants could produce a different form of their species material.

Here is a shot of some of the items lying around the garden. Also flowers have been added. Flowers will eventually die and sometimes spread seeds, these seeds can be planted to make new flowers, or if left alone they will plant themselves. These flowers will also produce a material when they die, to make a reason to plant and cultivate them.

Aside from a few things which still need to be added into the save system, and a couple animations basically everything for the demo is done. I might even add a very simple quest system before release.

Friday, May 05, 2017

MGG: Rudimentary Combat

Hey everyone, quick update here on the progress of combat implementation. The main functionality is now coded, the only thing missing is animations, we'll be completing these over the next few days and once that's in there's only a few more bells and whistles to tack on before we're ready for a public demo!

Here is a brief explanation on the behaviour. Engaging in combat at the moment is strictly dictated by a monsters Hunger stat. When a monster is very hungry, it may lash out and take its aggression out on another monster nearby. When this happens a fight ensues, both monsters become hostile towards one another, and will begin moving towards each other until they are within their species attack range (each species has a different basic attack, and therefore a different range), at this point they will begin to attempt to make basic attacks on their enemy. A basic attack can be launched if a monster is A) within range, and B) their basic attack has cooled down, like range each species attacks take a different amount of time to cool down, however Speed can affect this rate. Once these two conditions are met the monster will attack, calculating it's Attack stat versus the opponents Defense, and then testing for a critical hit.

Critical hits are very simple at the moment, if an attack is critical it simply adds 1 to the damage, this was merely to test functionality, later on critical hits may be tied to a stat, each species may have their own critical hit chance and effect, or we could come up with some other way to deal with these. I will be opening this up to the community for input. For the time being there is simply a 25% chance to add 1 damage to an attack. Here are a few screenshots of combat, you can see damage numbers, the larger yellow number is indicating a critical hit.

After checking for a critical hit, the resulting damage will be transferred to the enemy. If a monster's HP ever reaches 0, they exit combat and enter a recovery mode (once more the amount of time is based on species). If both monsters attack on the same frame call (very unlikely) and are both left with 0 HP, there is no victor. However, if one of the monster's HP is still above 0, they are declared the victor, they gain XP equal to the opponent's Max HP (for now) and are given a chance to sexually engage, based on their Lust stat. If they choose to do so the forced sexual animation will play for both monsters 😉

Oh I almost forgot, there's also a cool war drum loop which plays whenever a battle is occuring, so the player will always know if shits going down.

Tuesday, May 02, 2017

MGG: Progress Update 5/02

Just a post to update everyone on the progress of the game, and how close we are to the public release demo.

There were a few bugs in the existing features that I preferred to hammer out now before continuing and over complicating the game before it's ready. There were some oddities in the saving system which have been rooted out; it turns out the arrays containing the save data were not clearing before saving again, so if the player saved multiple times in one session tiles, trees, etc would stack up on the next load.

The saving system works perfectly now for the time being. There was also a small glitch in the system which spawns wild monster girls into the surrounding forest, this has been fixed.

Rudimentary combat is now in the game, we just need a few animations to make it look good. If a monster is hungry it might start a fight with another monster at any time, if this happens they both move towards each other until the target is within the monsters attacking range (different species have different ranges). If their attack is cooled down they launch a hit which compares their Attack to the targets Defense, the result is sent as damage. The attack then has to cool down again, this is based on their base attack cool down (again, different per species) and, more importantly, the monster's Speed.

Here's a checklist to give you an idea of the demos progress. I'll try to come back to this post and strikethrough content which is complete.

-Combat, animations
-Combat, defeat
-Sex, slime animations
-Monsters, can produce offspring
-Monsters, can produce materials
-Monsters, visitors can become residents
-Monsters, can eat food lying around