[Devlog] Rebuilding mechanics!


Hello friends

I hope you are having a wonderful day. Today I come with a devlog and some news. I'll go with the news first: the update is coming this friday, I’m a bit behind schedule, actually I’m massively under schedule for this month’s update. I will tell you about it below on the devlog part, but the news is that the update is coming on the 18th, maybe the 19th if things go slow.

Devlog: Rebuilding

So, for this month’s update, it was time to finally add the missing piece to the puzzle… the companions, the allies, the party!

And because I prepared a lot of the backend over the last months it wasn’t a big hurdle, I got it working kinda fast, however, there was one tiny thing that would make everything much much harder…

The basic implementation allowed allies to be present and fight, and once you entered in sex they would just behave like all the AI: if they are not in the sex position they would just wait. In theory this seemed fine to add it at first, and then expand upon it.

So I made the allies, I made one special ability for each one of them, I finalized the ally AI, and it was working. 

You could start a fight, and will have Tessa, Mayhem or Jinsai at your side (whoever you picked). But, seeing as they were just there to watch and not interact in sex felt empty. 

And here comes the big ugly part:

All my previous games were player-centric, so when I made Yaradiel’s crown, I knew I shouldn’t make it player centric as well, but, because of all that happened, I didn’t have time, I needed a working demo asap, so I just worked with what I had, and said "I'll do it someday”...

(hot goth chick intermission)

Well this day has come, and Jesus, it was a lot… 

But what do I mean by player centric?

Almost every battle system functioned around the player status. If the player was idle, or exploring, or stunned, or grappled, some things will behave differently. And the biggest offender here was the Sexsystem itself, using the player as a reference for everything. So I had to decouple everything from the player, allowing anyone to grab and be grabbed, and making systems use dynamic references based on what is happening. 

So this led me to having to remake some of the core systems: The turns system, the whole enemy AI, including the AI director, the sex system, the capture system, the threesomes, masturbation, and bukkake, and like 10% of the standing abilities. 

Is it hard? yes, it is a lot of work, but as soon as my girlfriend said “Think of the potential of the game if there were not such strict rules”, I knew I had to do it, I can’t in good faith squander the potential of my project because I don’t want to be elbow deep in coding for some time…

And this is why I’m having such a huge delay (“huge = 10 days lol”), but I’m trying to get everything going, and I don’t think I will be able to make things that I wanted to make this month, like completing Act 1 quests, and a bunch of missing dialogues.

Instead of that I will bring some very interesting changes to the game like:

  • Player will be able to have companions* 
  • Each companion has their own equipment, trinket and abilities, and fulfills a certain role (assassin, support, or protector), however all companions benefit the player in one way or another. 
  • A player traveling with companions that gets captured will also have their companions captured!
  • Companions can be grappled, bukkaked, and restrained by enemies
  • Companions can enter one of your sex positions to assist you and turn into a threesome
  • A new special action allows characters to “Cheer up!” for their friends when their friends are grappled and they don’t have valid targets to attack (interrupting sex is rude)
  • You will be able to learn the grapple ability “Join me” to invite your companion to form a threesome!
  • Companions may even be able to help you remove restraints on yourself or escape heavy bondage
  • If you don’t want to use companions you won’t have to!
  • Enemy AI has been greatly improved to not be more proactive when fighting and fucking
  • You can become a support for your companions if you so desire, some buff will turn your companions' low damage into killing machines! (Buffs ftw)
  • A bunch of fun new bugs to discover! (I should implement a system to give rewards for bug reports lol, with such a massive rework, I expect some things to break)

*A balance note: I had to rebalance the whole game because of this. Fighting with allies kinda makes the game much easier, so I had to rebalance numbers so the meta is not just to go to a party and trample everything. Now when fighting alone you deal 20% more damage, take 20% less damage and gain more experience. While fighting with one companion you don’t get any buffs or debuffs, but when fighting with two companions, they become slower and a bit weaker. It needs more testing, but in theory all 3 options would be viable (also depends on your build, and choice of allies, a 3 dps group will kill fast, but may also get downed fast)

And that’s most of it. 

There is a lot to tell, but mostly it’s just changes on how now everything is more independent, and the AI is allowed much more freedom on their choices, while also having protections for when the AI makes the wrong choice, or two things happen at the same time-ish. (For example, the player enters a grapple, but the enemy already queued an action to kick them in the face, so when the enemy action resolves the attack will have no effect!)

So, for those who wanted orgies, there you go!

I already tested today that it is possible to have two threesomes going on at the same time!

One small issue may be that on some computers this may lag up a bit more, because there are more mesh renderers (3d objects) visible and animated on screen, and there is more logic running than in previous versions. 

Eventually I will super optimize this, but right now, my sole focus is on this working.

I will be back soon, with more news

Have a wonderful week friends!

PS: I'm having issues finding good camera positions to appreciate all the characters lol!


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