Overview:
This very first build is more a showcase of the engine than a game. It’s a lot of work just putting the framework together to have a running system, so that’s the majority of the work that went into this build. Adding the juicy content will be a priority starting now.
Thread Updated: 2022-07-02
Release Date: 2022-07-02
Developer: Toffi-sama Patreon – WordPress
Censored: No
Version: 14
OS: Windows
Language: English
Genre:
Installation:
Changelog:
N/A
v13
N/A
Demo v0.9
Speaking of timing: I delved into the abyss of tutorials of “how to optimize your game” and managed to fix a few problems with animations stuttering at the start of the fight. Now everything should flow smoothly from the get-go. Another thing I’m not so happy with though is the filesize the game is growing to. With so many characters and each having 2 sets of sprites (clothed and nude), the amount of sprites I have to include into the game is skyrocketing. The game is now already bigger than the finished version of Fallen Angel, and I’m not even a third-way done with the animations. At the current pace the game is growing, I wouldn’t be surprised if the final version is over 2GB. Not sure how to handle that problem. There are ways to reduce filesize for lots of sprites that look similar in many ways, but if I have to manually edit 100-200 sprites per move I add I’ll literally go insane and the game will never be done. But maybe 2GB isn’t so bad in this time and age. Let’s see where we’ll end up.
Another few things I added/changed for this update: I moved the reset-button away from the R-Button to F1, so hopefully it won’t interfere with anyone’s preferred button-layout. I also added an option to change how fast the Oil/Mud disappears. With the “Average” option being 100%, you can also choose “None” 0%, “Very Slow” 25%, “Slow” 50%, “Fast” 200% and “Very Fast” 300%. And I changed the timing of the grab so infinite grab shouldn’t be possible anymore. If it doesn’t work, let me know. I didn’t have much time to playtest today, but I wanted to get the Demo out since my weekend will be quite busy.
The focus for now will shift back to adding lots and lots of moves/animations, so we can arrive at the sexier parts earlier than later.
Let me know what you think, or if you encounter any bugs etc. drop a comment.
Thank you for support!
Toffi
Demo v0.8
N/A
Demo V0.7
Unlike the last demo, which was 100% only about animations, this demo has a mixed priority. First of all, as far as animations go, the first set of grapples for Kristina are now finished. She has 3 moves she can execute after grabbing her opponent (while standing). The first I made was – of course – the German Suplex. A game with wrestling moves can’t be without. In addition to that, she also has a Powerbomb and a Lifted Stranglehold.
The addition of the grapples also made it necessary to implement the counter-system (which was the other priority for this demo). After grabbing an opponent, Kristina now has the choice of 3 directional inputs: left for German Suplex, Up for Stranglehold, Right for Powerbomb. Her opponent, while being grabbed, can also press one of these 3 buttons. If she chose the same as Kristina, the move gets countered. If not, the move gets executed. For clarification, the direction will also be briefly displayed after both players made their choice.
With these moves now in the game, all 3 types of attacks I envisioned are available (at least for one character): Strikes, Throws and Submissions. The Strikes, well, those have been in for a while. For the Throws we now have the German Suplex and the Powerbomb, for Submission we have the Stranglehold. To give each one of those it’s distinctiveness, I got rid of the simple damage-counter that was in the game, and instead added a Defense- and Damage-Meter.
The damage your character takes is visualized with a white body-silhouette, which turns red the more damage you take. The more damage you have taken, the harder it will be to free yourself from a submission or sex attack (those come much later, though). It accumulates slowly over the course of the match, but doesn’t regenerate. For now, the match ends when a character has accumulated 250 permanent damage.
The defence of your character is visualized by a shield. This represents your short-term ability to cope with submissions and sex attack. Basically, if your shield is full, you’re immune to any submission or sex attack, if it’s empty, you’ll have to struggle a lot (which gets harder with more permanent damage you’ve taken). The shield regenerates over time, and fully after each submission or sex-attack.
Strikes deal a lot of damage to defence, but low permanent damage, while submissions deal no damage to defence but a lot of permanent damage. Throws are somewhere in between.
Demo V0.5
The summary: in this demo, you now can use the grab button to grab your opponent, and while you are holding her, attack with the attack button.
- The Title-Screen
- The Options-menu
- The Controls-menu
- The Character-select screen (though obviously not all characters available)
- One Background: the Cage
- The framework for the fighting engine, like movement, controls, camera etc.
- Two Characters, Kristina and Vivian, each having
- Basic animations (idle, walking, blocking)
- a basic 4-attack combo
- corresponding hit-animations
- voice clips for getting hurt
- Gamepad-Support
- A basic AI
- switches for the following options/preferences:
- 1P vs 2P mode, 1P vs AI, AI vs AI
- starting the battle nude yes/no
- toggling the vibration for the Gamepads on/off (individually)
- Music-Volume
- Fullscreen
- 3 Audio tracks (though I didn’t make those myself)
- automatic save/load-function for your options and controls
You can switch the Debugging mode on/off with TAB, pressing R resets the game. For now only “Free Battle” is available, with each character having 50 HP. Once a character goes down to 0 HP, you’ll be instantly teleported back to the Select-Screen. This is obviously just a placeholder mechanic and will be changed very soon. The buttons for Grab, Sex and Pause don’t do anything at the moment.
There is a lot of work that went into making this, but that doesn’t yet translate into much gameplay at the moment. You’ll most likely see everything this demo has to offer in a matter of minutes, so keep that in mind. Like I said earlier, it’s more a showcase of the engine and will give you an idea on what to expect in the next updates. Now that the basic framwork is done, the following updates should be more content-focused.
Developer Notes:
Vivian