I got really side tracked and was working on the game too much... mostly programming. I re-implemented my text box (from the turn-based version of the game from awhile ago), started making a stat screen, some other misc stuff...
Then I played Lizzy Eats A TREE!! by Roksim, it's really inspiring. Got me thinking about the vibe I want to have in this game, it's made it a lot more clear. In Lizzy Eats a Tree you play as Lizzy, she sneaks into the house of three pervert guys who keep trying to lewd you, the main kinks are bullying and noncon which I'm not really into (unless it's Roksim's stuff) But the writing and presentation is so charming, like there's a sense of coziness to it, it's very inviting... I highly recommend checking it out (but be aware of content and themes and decide whether or not you want to give it a shot!)
https://roksim.itch.io/lizzy-eats-a-tree
So in my game I want to capture that kind of feeling. A town that's cozy to explore and walk around in, characters who want to lewd you, charming writing... and for the RPG portion it should feel light hearted, fun, that Secret of Mana/Ocarina of Time flavor if you've ever played those games. Like... adventure presented with color, old school graphics so a lot of the implications of violence/hurting something are kind of abstracted away.
Then after that I worked on gameplay-y stuff.
-Added an evade and blocking mechanic: blocking negates damage but the actor stops moving while blocking, evading negates damage but doesn't stop moving.
-Added a counter attacking: Sometimes damage will be negated and the actor that was hit will attack in response (some monsters will have high counter attack rates so you'd have to defeat them in different ways)
-Stamina: When you attack is depletes your stamina, when you're not attacking it refills. Stamina is a multiplier after all the damage calculation is done (at your lowest stamina you deal 25% damage and at the highest you deal 125% damage)
-If you attack while moving and a monster is close enough Gyra will home towards that monster.
-Worked on leveling up: I devised a clever way of doing stat curves for leveling! In game maker there's this useful built in path editor. It's intended to move instances on premade paths... but I used it to plot out the stats per level. Each stat has it's own curve in the editor which goes from 0 to 99 on the x axis:
The way I handle it in game is, when you level up, the game gets the y value at x on each stats path (where x is the level and y is the stat at that level) and take the absolute value of that (since up in the path coordinate system is negative)
(btw cool thing about the paths is they can be edited in game so there could be a thing like in Kingdom Hearts where you do a weird quiz thing/pick a weapon thing and that determines how fast you level up and how much on stats)
I also worked on the Claptor's behavior a bit (in the video attached below, couldn't include it in the youtube video since the Claptor is nsfw).

And I don't think I talked about it in the last post (maybe I did?) but I think it's still worth showing because I really like how I've got Gyra's FMV model looking (this is the render for the stats screen so it's 480x270)

While working on him though at some point I was messing around and made metal Gyra lol he's so shiny, like metal Mario if he were in the Windows XP default wallpaper...

I don't know when but soon I'd love to have something playable again for feedback on the combat. It feels a lot more interesting than it did but I'm sure it needs some fine tuning on what's all there right now.
I also attached a couple songs, one is for a dumb minigame idea I had and the other is an acoustic-y version of the town theme. (I posted a video of it playing in fl studio here if you want to see)
https://youtu.be/xcJiiIqSwKs?si=Ue2bYfzz7pQm5LRA
Oh another thing, some sketches I did... I had an idea for the beginning of the game, two bug lizard men would be involved, up to something mischievous.

(excuse my being shitty at drawing hehe...)
And also I have been working on other stuff! I just got majorly side tracked with the game thing, sorry... I will say that if the Gyra game will have some form of real, playable gameplay that's actually like a game and not a tech demo, this is the iteration that that would be since it's the farthest along I've gotten and the most fun to play game I've worked on gameplay wise.
Min Lungelow
2025-06-18 20:36:51 +0000 UTCVelocirection
2025-06-06 16:57:10 +0000 UTCSkwovetOps
2025-06-01 17:53:42 +0000 UTCMaster Vegas
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2025-05-25 16:36:03 +0000 UTC