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Alexandraus
Alexandraus

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Behind the Scenes: A Deeper Dive into Gameplay

Hey folks,

I wanted to share some more details about a gameplay element that I've been eager to implement from the get-go. It's an idea I stumbled upon in a game called Corta's Platformer, and it caught my attention. You can check out that game here: Corta's Platformer.

So, what's this all about? Well, in a nutshell, it's about the main character embarking on a perilous journey through a world filled with enemies and monsters. These foes can dish out some serious damage pretty quickly. Each hit you take chips away at your stamina, and once it's depleted, you find yourself in a state of vulnerability or immobility. During this time, your character won't be able to move for a short period, which is long enough for those relentless enemies to get up close and personal.

Now, here's where it gets interesting. After they've had their way with you, these creatures will find themselves drained of stamina and forced into a temporary slumber. This is your golden opportunity to escape and move forward on your adventure.

I've attached some images from Corta's Platformer so you can get a visual on how this works:

  1. An NPC comes charging to attack the player.
  2. The NPC stuns the player.
  3. The NPC approaches the stunned player.
  4. The NPC starts... well, let's say, getting cozy with the player. During this time, the NPC's stamina depletes.
  5. Once all stamina is used up, the NPC goes into temporary hibernation to replenish stamina.
  6. The NPC wakes up and attacks the player again.

What sets this apart is that it doesn't automatically end the game like many other games in this genre. From a player's perspective, it's more like a soft obstacle, a situation where you're stuck with these rather amorous NPCs, and you need to find your way out. It offers a unique twist in that you can progress on your journey by submitting to your attackers, let them rest, and then slip away.

Of course, there are several ways to advance in this journey:

  1. Evade: You can try to sneak around them, sprint through if you're feeling lucky, or find a workaround. You might also enlist the help of your companions (you may control any character at any time), but be mindful of their abilities. Some might not be as nimble as others due to factors like size.
  2. Submit: Let the amorous monsters have their way, and they'll eventually doze off for a brief nap, which is your window to slip away. This is a good option when fighting isn't the best choice.
  3. Seduce: In certain cases, seduction can be a persuasive tool.

I've already implemented some elements of this concept from Corta's Platformer to run a quick test in Herald's environment in 3D. So far, it's looking promising, except for the stun visual effect, which I'll need to rethink. A few technical aspects have come up:

  1. AI: The AI needs to know when it can attack or stun, but that's a straightforward fix.
  2. Unified Methods: I'm working on creating a unified method for both AI and the player to initiate these unique animations in case the character or NPC is stunned.

Very promising, but let's see how it will look in the end. As always, I'm eager to hear your thoughts and feedback. Stay tuned for more updates!

Cheers, Alexandraus 🎮

Behind the Scenes: A Deeper Dive into Gameplay Behind the Scenes: A Deeper Dive into Gameplay Behind the Scenes: A Deeper Dive into Gameplay Behind the Scenes: A Deeper Dive into Gameplay Behind the Scenes: A Deeper Dive into Gameplay Behind the Scenes: A Deeper Dive into Gameplay

Comments

👍

Alexandraus

Sounds very good to me, try it!

fresh-d

Yes, the game was really good. With great potential.

Alexandraus

Really sad, that the dev decided at some point to let this project die (for whatever reason) p-p Could have been something really good and the idea is certainly a good one. So trying it out would not be a bad thing, I think!

B.Felinor


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