Hello again! Hope you're having a great weekend!
Lately, I've been integrating the new Attribute System throughout the game, and the first major mechanic to receive it is the Grab System.
Previously, the grab system relied on a placeholder variable tied to the arousal gauge to control the player's grab state.
Now, with the proper Arousal attribute in place, I've also introduced a new attribute called Desire.
Desire will add a new layer to the grab mechanics
the higher the Desire value, the harder it becomes for the player to escape grabs and resets upon climaxing
Characters now use up to two attributes to determine their grab force on the player: a primary and a secondary attribute.
The player must then use their own corresponding stats to resist and struggle against the grab.
For example:The Capra Demon currently uses STR as her primary attribute to set the grab force, so the player needs to use their own STR to resist and break free.
In the future, different enemies can use different attributes depending on the theme of the scene.
For instance, an enemy might use INT for a spell-based or hypnotic grab, forcing the player to resist using their own INT attribute instead.
I also would like to show some progress made on the player HP, MP & Arousal Bar and damage display
Player HUD
Here's the current Player HUD:
It's been created to look like Azalea's staff
The pink bar on the left shows the player's current and maximum HP.
The blue bar displays current and maximum MP.
The semi-circle bar on the left side represents the player's Arousal level. The percentage number below it is currently there for debugging purposes (I’m not a big fan of it either and plan to remove or replace it later).
The little heart icon at the top is a gauge that will eventually display the Desire attribute I mentioned earlier.
Damage Display
I've also implemented a flexible function to display numeric values floating above characters' heads.
Right now it's using a simple placeholder style because I'm focusing on functionality first.
This system isn't limited to damage.
it can also show:
Arousal increases/decreases
"Miss", "Dodge", and "Block" text
And many other types of feedback
You can see it in action in the preview GIF of this post.
In the future, I want to stylize the visuals further until it feels really satisfying and fits the game's atmosphere.
I’m also planning to add a toggle option in the settings so players can enable or disable the floating numbers if they prefer a cleaner screen.
Note about the curent font in use:
I'm currently using Roboto as a placeholder.
I agree it doesn't quite match the game's vibe yet.
Finding the perfect font takes a lot of research and testing, and typography isn't my strongest area.
I'll keep experimenting, and if needed, I may look for some help with it later.
Right now the font i'm using for the project is 'Roboto' as a polaceholder i feel like it doesnt fit the game, but choosing a right font also requires a lot research time and tests, i'm not very good with typography but i'll try my best at worst case cenario i might try to find some help around in the future to make it feel better
Whats next?
With the new roadmap post its easier to check what's being worked on at the momment, this is one of the tasks that have been marked as a work in progress
My goal is to update the roadmap as much as i can to keep things as clear as possible of the state of the project development
there's some points that have not been mentioned on that roadmap like the integration of the current attribute system with other already existing systems such as jumping and movement, i'll update the missing tasks as the reports go on
i'll try to give more updates asap, my current work have been rough in the final of last month and i don't have the free time boost to work on the project that i had in january / february so things might slow down a bit again, but the progress will never stop, because i'm really excited to make a playable version asap, thats my main goal at the momment!