SamSuka
TwizSin Games
TwizSin Games

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Daily Update 6/26

This is just a small update I mean to be honest I just woke up a couple of hours ago, normally I make these posts right before bed. But today I was pretty excited about some of the stuff I am adding literally as I type this and I wanted to share.

Also just a fyi, Honestly I think I will be posting 2 updates to MH in a row this time instead of the normal bouncing back and forth thing. I would like to explain myself for this decision.

I just had some really cool ideas for additions to the bones of the game, not like "new characters" or anything like that but how the battle system and all that works fundamentally changing. It has me the most excited I have been to work on one of these games in a long time so I want to see it through.

Now I can literally hear you asking your screens: "Bro what has this dude so pumped?"

Let's get to the nitty gritty (God I have never used that term before and didnt care enough to check if I even spelled that right.... my bad..)

So as I have stated multiple times in many places. My goal right now is not so much "Making a porn game, that has some rpg elements to grind." But instead I am trying to "Create a fun battle style RPG game, that just so happens to also have porn in it."

I was sitting here in my chair asking myself what things does a "Good" game have that mine is currently lacking? And out of those things what can I realistically add at my current coding level?

So I made a list of fun stuff. Which is what got me so excited. A bunch of these things I haven't tried yet so I can't say 100% that I will be able to add them... but you better believe I am going to try my hardest to do it.

THE LIST!!!

-Add These new stats to the characters - Already did this btw
Intelligence
Dexterity
Critical Chance
Critical Damage

- Rework battle system's damage formula to include critical hits, and critical damage.
   The code had the beginnings of a crit system already, but it still had a random chance to
    not crit even with 100% crit chance, fuck that removed it. 100% Crit Chance means 100% duh...
    Forced Crit Damage to literally double your damage. Though there is a cap of 100% bonus
    damage.
- Rework the Accuracy formula to add Dexterity. Every 1 Dexterity = 1% bonus chance to hit.
   Meaning that if you have 100% Dex it doesn't matter what the enemies level is you will not miss.
- Rework the Skills damage to take intelligence into account for spells and attack into account for melee attacks.
- Add a stat point distribution system so you can allocate your stats as you see fit.

FYI All the things above here those reworks yea I already did that today. I am currently redoing the
book images to allow for room for the new stats. Wanna see? The only one that I have done so far
is the MCs but here you go. I am not a super fan of the text button thing. It doesnt look polished enough in my opinion but I also made that screen in like 10 mins so I should have it as an imagebutton like the close one by the time I call it done. But also it works at the moment, so its not at the top of my todo list.



These are the things I am currently doing.
- Add a weapon and armor system with bonus stats to help you hit stat goals easier.
   The game has an inventory system already. It is kinda been gutted and essentially only used
   for the chest and fridge and some NPCs and what not. But I do have the original code.
 

OK Context time.
So this battle system I have been using is a premade system. TBH its kinda jank as fuck as it took a bunch of other coders work and just smashed it together. I have then been bastardizing this code even further by forcing it to do things it was not intended for. While also improving it and adding new features to it. So the original code can be found on github. Where the coder linked to other peoples code they used. I also have the original inventory system code they used. So I am going to attempt to get that to work how I want it to.

The original code is only meant to work for 1 characters armor/weapons. While having infinite expandability for NPCs inventories for things like shops, but not for weapons and armor equipping for them.

I am going to attempt to rewrite that code as I did for the battle system to get it so that all the ladies can also equip stuffs.

- Skills on Level up.
   So this one is a pain in the ass to admit but I failed on something. I saw the limits of my coding and it bitch smacked me. I was able to rewrite the well that skills work so that you start with a small amount of skills and acquire more as you level up. That part is done. What I wanted to do, and failed to do.. at least so far. I did ask other coders for help so if someone is able to help with it then I may be able to do it, but for where I am now as a coder it's not looking good for it working.
But that was when you reach max skills being able to replace existing skills with new ones.
I almost got that working but then the closer I thought I was getting the worse the crashes on it got so, I decided to give up on that for now and move on to other things. No joke I spent nearly 20 hours in row yesterday just trying to sort that ONE FUCKING THING out. Sorry coding ptsd lol.

Other neat-o things
- A gacha style mechanic.
   I already created the basic structure for it with the "Pulling" System.
   It kinda goes with the weapons and armor equipment thing. I had an issue, see during my playthrough I found it ridiculous the amount of money you get by the time you unlock 4 characters. You can easily be sitting on over 100k. But rent is only 1,800 after unlocking 4 people?
So you gain tens of thousands a week and only spend what? around 2k? So what's the point in the money then? That lead me to thinking about it for a minute I could either A. Dramatically lower the amount of money you get, or B. Give you something to spend the money on.

Then I was thinking what about a gacha system. I mean I am a gacha gamer so I loved the idea, though lets be real I am a bit biased. But yea I was thinking that would also allow me to create a bunch of weapons and armor pieces of different rarities that add different amounts of stats to your characters making a small addition be crazy cool.

I still havent even started creating all these new items yet but its on my todo list. I am thinking about making a couple of legendary weapons for the characters that will probably all give essentially the same stats but will be cool for each character to have their actual weapons from the LNs/anime. It kinda just all comes together though right? God damn its exciting.

As a dev I can 100% confirm that one of the biggest issues we face is not being inspired, which leads to feeling burnt out because you keep forcing yourself to something you are not inspired and or excited to do. So when you find something that inspires you, you just gotta run with it.

Which is where I am right now with these ideas.

So somethings I need to do today.

I need to remove all skills from all characters until they only have 1 left. Then add a skill progression tag to each character and assign them their skill progressions. Every character currently has a max of 8 skills, 7 if they have a passive skill. Like Eris she has a passive skill called Radar that gives her a high chance to dodge.

I need to identify the "Ultimate" skill for each character and make sure they learn that last.

Then assign when the other skills should be learned.  

Until I can get the removing and adding new skills thing sorted out it will just be like that.

I need to create the new book images for everyone.
I want to test the stat allocation thing and make sure its working like I want, and do some tests on crits to ensure those are working properly.

Also I need to rework damage again. So you are all going to need some context again.

CONTEXT TIME!!!!
The original code had 3 main stats that it kept track of. The characters attack, The skills power, and the characters level. Thats really it.
The accuracy formula was basically for every level the enemy was above you, you had an additional 10% chance to miss. Which I am sure a bunch of you noticed if you fought higher level enemies.
The Damage formula was what annoyed the piss out me though.
The damage was SOLELY based on a skills power. Characters Attack was only taken into account if you used a normal attack nothing else.

That bugged me, so during Alpha 1 it was entirely based on the skills power which was why you were so overpowered. In Alpha 2 I changed it to be solely based on the attack stat. Which was why you felt so underpowered. It stayed like that in Beta 1. But if you downloaded the newest patch I released I made it take both factors into account, which again made you overpowered.

I am now going to be changes all of the skills power to be about 1/10th what they currently are. To hopefully find a nice middle ground. "WHY WOULD YOU LOWER MY DAMAGE BY 9X" I hear you screaming. Simple really, With the armor and weapons system you will be able to boost the fuck out of your attack to the point that it doesnt matter. It will also give a better feeling of progression.

You should feel pretty weak for the first few levels, barely able to win fights. Then as you level up and allocate more stats you should feel yourself getting stronger. I want it to be that your not just one shotting everything, until your like level 100 then yea insta kill some dragons you deserve it at that point. But yea it all comes down to finding the right balance which I can't do without changing things testing it a lot then changing it again, to find what "feels right" you know?

But yea I think thats enough yapping for now, I need to get back to work. I will be streaming on the discord for the next few hours so stop by if you want to say hi, or see some of the coding changes I am making.


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