Monday, July 15, 2019

Lufuclad update 3-H



After doing some logo attempts (I posted some of them on Twitter), I've decided to go with Lufuclad as the title. Just couldn't get Restengear to look good, even though it looks fine on paper.


This update is still working towards actual gameplay bit by bit. Like I said initially, every second update will have some H, even if it's something simple. In this case I did the basic grab, since it will tie into a few of the mechanics. It's one of the many "function" poses that will be in the game that every enemy will have, which is why it's simple. In the future it will probably have climax stages, though.

Also, whenever the update contains new H, I will add an H to the post title.

Updates
-Enemies can now do the "grab" animation that will lead into a lot of the animations
-Struggling was expanded on, though it's still temporary.
-Added basic blocking functionality
-Added temp knockdown frame for when HP is depleted.
-Hp 
-Attack collisions.

Also, I was a day late on this one. In the future I will shoot for sunday updates, so I'l try to work on the game mid-week rather than at the end. (I only got to work on the game for half of sunday, which is why it ended up late.)

26 comments:

  1. Your names seem always weird but have some sort of meaning. I think this will stick as Lufu

    ReplyDelete
  2. Love you work.Excelsior!

    ReplyDelete
  3. I get to know you by brought Eroico on steam, amazed by all your games with high quality and worth of cash, wish ya good luckies with future projects!

    ReplyDelete
  4. Dude I said call it Cum Guzzler Chronicles!
    Lol jk

    ReplyDelete
  5. I guess you took away the controls for the animation stages on purpose? I do like the randomized number of times they repeat though

    ReplyDelete
    Replies
    1. Since it won't be the default gameplay control method.

      There's already programmed checks for controlling the enemy entirely, including moves, however I'll wait until the mechanic is in the game normally to include it.

      Delete
  6. Impregnation mechanics eventually? Or is that just not your taste?
    ...
    ...
    too much?

    ReplyDelete
    Replies
    1. Every female enemy/character in the game will be capable of being pregnant.

      Delete
  7. Really appreciate how much effort you've put into the attack system. From the way that you can hold down the attack button to delay your attacks slightly, to the attacks dealing different amount of damage and knockback depending on which part of the sword hits the enemies, everything just works very nicely.

    ReplyDelete
    Replies
    1. Yeah, slowly working towards gameplay. Still need to do parrying, more damage when you hold an attack, etc.

      I'll have to figure out how exactly I want enemies to work in a meta sense, since obviously the game would be pretty easy if you could just stun lock everything 1V1.

      Delete
  8. Works flawlessly on Ubuntu with wine.

    ReplyDelete
  9. This comment has been removed by the author.

    ReplyDelete
  10. Wine Is Not an Emulator, like GNU is Not Unix

    ReplyDelete
  11. Maybe needs a zoom for the animation to play :)

    ReplyDelete
    Replies
    1. Already does, there just isn't settings for it yet So I disabled it by default.
      For now you can zoom with K and L

      Delete
    2. Oh I'm sorry, very nice work as always tho!

      Delete
  12. Very good. The game's quickly coming together week by week. I just hope you're putting your health first. Working hard on the game wont matter if you've been sent to see doctors for a month plus.

    That aside, like you other games, are combo lewds planned? Like seeing two slugs latch onto her for DP or a spit-roast. And when other enemies are added, for example would it be later planned that say a slug and goblin could do it at the same time?
    There's a game called She ill Server (or something like that) and it has combo lewds for the monsters, but it also takes into account which monster latched on first meaning that the animation can for example include:
    Zombie + Zombie / Zombie + Dog / Dog + Zombie / Dog + Dog
    Though if you do implement it in the future, maybe certain enemies would refuse to tag team the MC with other monsters that they don't get along with? It might make for somewhat interesting scenarios where monsters try to kill the monster lewding the MC so they can have the MC for themselves.

    ReplyDelete
    Replies
    1. It mostly comes down to practicality in animation and programming. In general it's best to avoid all-encompassing formats, since when I add an enemy It makes it more difficult if I have a lot of pre-requisite animations to do.

      This is why my current plan is that poses will be compatible, but not follow exact rules.This way I can add more poses on a whim (for example the player might have more than one pose that work's with the slug's pose).

      The problem with double teaming is that it require fairly specific traits in an animation. There must be thrusting in two directions. If every enemy can be involved, this means giving every enemy a side animation,or giving every enemy a front and back animation + giving every female enemy a double team animation.

      It's not unlikely, but it does involve pose commitment, which I'm trying to avoid.

      Delete
    2. Yeah, I mean it's not something I'd want to see you work on straight away as I know it'd eat up WAY too much time and complicate quite a lot but I mainly mean when the game has a much more solid foundation and is at a point where most of the things prioritised have already been added. Either way I understand 100%. I wouldn't expect it to be compatible with every enemy anyway (not even She ill Server managed to use every monster) but the hope remains in the far, far future.

      That said, I think what I'm looking forward to the most is the day this game finally becomes it's own living breathing world and you can really start to explore and mess around with the ecosystem. That's pretty far away too I'm sure but that wont stop me dreaming.

      Delete
    3. Well, it depends.

      On of the things I want to avoid are updates that require changing the backlog.
      So for example, I probably won't add weapons until I've worked out the combat. If I have 10 weapons and decide to add a new move, I need to go back and do 10 new sprites for each, whereas if I do it as I go it's better for updates.

      Likewise with H, I want to avoid situations where I have to go back and add an animation to 20 enemies if I decide I want to add a maechanic.

      Delete
  13. This comment has been removed by the author.

    ReplyDelete
  14. It looks interesting, though I like monster girls better than slugs :P

    ReplyDelete
  15. This feels really good! Holding button for heavy/slow attack? Why don't all games do this?! I was having fun practicing parrying & riposte. Can't wait to see the next update. Good work, and good luck!

    ReplyDelete