As you SHOULD know, I just released my game PSCD. My new year resolution was to release one game this year! Yay I made it! 😀
Haha jokes apart it was because in 2015 I didn’t manage to release anything. But of course, I knew that PSCD was out soon, since it was basically already finished in December (I had to wait to get some voices and an update of Ren’Py to make it run correctly under Windows 10 fullscreen).
So now what I’ve finished it, what I am doing? While I have several projects in progress, I mainly resumed working on Queen Of Thieves, since it’s the game in which I’m more involved right now (because I’m coding it myself).
Queen Of Thieves gameplay update
First of all, a short summary: I had already finished the “catacombs exploration” (optional) part, the first draft of all the romances is done, and a good amount of the romance CG is done already. Clearly we’re at good points.
I decided to work on the robbery part, the infiltration into the houses/mansions to steal money. I made an interface on the right so you always have all the info you need about your current target:
The encounters level influences the enemy stats (it’s a bit randomized of course), while defenses also influence the enemy party composition (higher defense = more enemies) and how often you’ll randomly encounter guards, watch dogs, etc.
The rooms explored is a good way to know if you missed any place in the house (some are quite big, with 10 rooms). Finally the gold gives you an estimate of the maximum amount (the sisters cannot know the exact amount, only make a guess) of gold available, and how much they’ve robbed already.
I’m testing the system and seems to work well 🙂 I also made a new addition, this time to the battle itself. Behold: hit or miss ratio!
People who follow me carefully might remember some posts in forums, in which I was furious against hit percentage, and how in a certain AAA game I had 72% hit chance and I missed six times in a row, forcing me to ragequit it 😀
I still think that’s a bad system. My idea, is obviously better 😉 Read on.
The main issue with hit or miss, is that if you hit you do X damage, if you miss, you do zero. That’s a difference too big. So in my game, if you miss you’ll do HALF of the normal damage. Since the numbers in this game are much more smaller than Loren or SOTW, in the screenshot above means that instead of 8dmg, if I miss will do 4dmg. Clearly less, but not so less that makes you want to quit playing!
This way I also found an use of the characters critical hit stat. Before damage was determined by attack multiplied by critical hit divided by target defense. Now, it’s still calculated like that, but the hit percentage is influenced by the critical hit stat.
Last minute update: I am thinking to change slightly the formula, as illustrated in this forum post: http://winterwolves.net/viewtopic.php?f=32&t=3672&p=36507#p36504
Might sound a bit confusing right now but when you’ll play the game, will make sense. I tested it already and even with enemies with high avoidance (like the vampire bat of the screenshot above) they don’t ruin the game at all, they add more strategy. For example, magic attacks (like Joanne magic bolt) never miss the target. So even if she does less damage than the other two sisters, she will always do that amount of damage.
That’s enough technical stuff for now! About the story and romance CG, I’m proud to announce that all the yuri romance CG have been finished. Below you see a sneak peek!