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LyLaD September Update + Payment Pause

Due to no art posts, payments will be paused for the month of October. I may possibly do this for two months in a row if possible, unless I can get a lot of art done during catch-up next month.

Also, while I have gotten a lot of work done on LyLaD, I've decided I'm not going to be attempting to finish a playable demo by the end of the year. This is primarily due to the fact that I now really want to get most of my unfinished art projects out of the way before then, so it's a clean slate when its being worked on and when it comes out. So my goal will be to finish those projects (Body Swap Sequence, 416 Comic, possibly revive Ame/Kangel Sequence too) as my priority for the remainder of the year. To compensate I will likely try to do another demo video for LyLaD like the one from last November, showcasing a possible scenario in the game based off of the existing systems at play. I will continue to work on LyLaD throughout this time, but it will not be taking up the majority of a month's work anymore.

As for what what was done this month:
  - A system was put in place to easily set up, standardize, and build new attacks, spells, etc. Damage formula are standardized and can be tweaked easily across damage types, weapon types, etc. for balancing purposes. Unique properties like applying states during or after an action, or triggering an event, are now simple to append to an attack or item.
  - All melee weapons, staves, and sidearms are added back in. Melee weapons each have unique sets of attacks, with more gained by raising their respective skill. The crossbow, a sidearm, is implemented alongside a way to select which ammunition it should use , with different bolts having unique properties that alter crossbow attacks. Equipped weapon, sidearm, and ammunition of choice can be changed in battle at the cost of an action.
  - Most of all spells currently planned are added in across 11 schools, comprising different types of sorceries (attack spells) and enchantments (utility spells, heals, buffs, debuffs). They can be learned directly by purchasing training, but also by utilizing spell pages you find with the Magic Device skill. More information about spells can be learned from your spellbook, such as skill requirements to cast. Using the spellbook you can also select certain spells to reduce their MP cost, how many depending on the number of concentration slots Lilya has. Scrolls that emulate certain spells or have unique effects, are also added back in, requiring the Magic Device skill to use them.
  - Certain types of damage done to parameters is permanent but may be undone through restoring or normalizing the affected parameter, usually an Attribute or Sin of Lilya. Specific spells Lilya can learn can do this, and there will later be NPCs who can provide this type of recovery as a service.

This is not as much as I wanted to get done this month, and most of it is rebuilding of stuff that existed in the previous version, but it is quite a lot in the end anyway, and a lot of work especially went into making additions to these systems easier to make going forward.

This makes the remaining part of the combat system the enemies: Primarily, giving them their own non-vanilla parameters, having those parameters affect their behavior or reactions in and out of battle, and setting up/recreating a variety of the enemies that will be present in the demo, as well as laying the groundwork to make setting up new enemies and their moves a smoother process like what was done for Lilya's moves and spells. This will be my priority for the remainder of this month, and potentially extending into a lighter schedule of gamedev work in October.

After the above, it's mainly these things that remain before the demo can begin to be constructed:
  - Perks
  - Lilya's sprite (updated), expression system
  - NPC sprites, dialogue system, disposition, services
  - System for placing random encounters/events
  - Generic traps and counterspells
  - Replacing placeholder system messages

Then, the actual development of the demo will look like this:
  - Designing maps and town areas
  - Setting up both unique and random events, traps, encounters within maps
  - Art and writing for special scenes, loss scenes
  - Copious testing for both how game balance and weight/fetish mechanics work out
  - Writing dialogue for story, exploration, NPCs
  - Music selection for maps/combat/scenes
  - Polish

LyLaD September Update + Payment Pause LyLaD September Update + Payment Pause LyLaD September Update + Payment Pause LyLaD September Update + Payment Pause LyLaD September Update + Payment Pause LyLaD September Update + Payment Pause LyLaD September Update + Payment Pause LyLaD September Update + Payment Pause LyLaD September Update + Payment Pause

Comments

That's so nice!Very exciting about it!

zhangsan

we ball

gutpunch

Really looking forward to it!

Ian Russman

Subbed recently. Appreciate your transparency. Looking forward to these projects

galactaknight4

Yeah thats fair, games looking good so far

Jib Job

Sounds good. Can't wait for a playable demo in the future!

Tim


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