Hey all! Week 2 of development finished.
Sadly this was a slow one and I got not much more to share, as I was struggling the last 5 days with health issues, didn't get much sleep and was mostly locked to my bed. I did work on things in the background though; straightened the mutation/tf pipeline, prepared it for gender locks and changes later on, finished and debugged effects logic, did some tiny UI changes and upgrades, and created the first few items.
Spend some more time setting up new classes and pondering how deep I want the mechanics to be. But let's be real: this is about tf, so food, drink, and rest needs are motivators to explore, so people don't sit around in a safe room and just watch the infection tick down or something.
Inventory UI is still missing, but the logic is there, so, that's a win. I am still learning a lot, by the way. Not a confident/experienced dev, and Godot has some strange method/function naming for its pre-made classes/nodes. GDScript is weird, but not too bad considering some other languages.
Hope that this week will be better once I get my meds from the pharmacy today.
About the image: You can see a former player that has reached 100% infection and feralized (huge red circle with the F) currently running after me. Right now they do not do much but chase and stun lock you, but I'll switch that up later on once most mechanics are there, and AI gets worked out to be a lot smarter. You can also see the new icon next to the health bar. Simple, but it lets you know you're currently regenerating health, or that you are digesting food, drink, etc. Small stuff.
Anyway, this week's update is done. If you have any question, ask them. Community engagement hypes me up greatly. :)
Question to you: Do you think colored, round icons are enough for a simple 2d/text game hybrid for entities? I could use static images or something, but we have a detailed tf system for parts, and drawing puppets with over 50+ sprites for each infection would be overkill for me. Dunno what to do. Never wanted this game to be fancy in terms of graphics. Let me know.
Devdra out!
Sadly this was a slow one and I got not much more to share, as I was struggling the last 5 days with health issues, didn't get much sleep and was mostly locked to my bed. I did work on things in the background though; straightened the mutation/tf pipeline, prepared it for gender locks and changes later on, finished and debugged effects logic, did some tiny UI changes and upgrades, and created the first few items.
Spend some more time setting up new classes and pondering how deep I want the mechanics to be. But let's be real: this is about tf, so food, drink, and rest needs are motivators to explore, so people don't sit around in a safe room and just watch the infection tick down or something.
Inventory UI is still missing, but the logic is there, so, that's a win. I am still learning a lot, by the way. Not a confident/experienced dev, and Godot has some strange method/function naming for its pre-made classes/nodes. GDScript is weird, but not too bad considering some other languages.
Hope that this week will be better once I get my meds from the pharmacy today.
About the image: You can see a former player that has reached 100% infection and feralized (huge red circle with the F) currently running after me. Right now they do not do much but chase and stun lock you, but I'll switch that up later on once most mechanics are there, and AI gets worked out to be a lot smarter. You can also see the new icon next to the health bar. Simple, but it lets you know you're currently regenerating health, or that you are digesting food, drink, etc. Small stuff.
Anyway, this week's update is done. If you have any question, ask them. Community engagement hypes me up greatly. :)
Question to you: Do you think colored, round icons are enough for a simple 2d/text game hybrid for entities? I could use static images or something, but we have a detailed tf system for parts, and drawing puppets with over 50+ sprites for each infection would be overkill for me. Dunno what to do. Never wanted this game to be fancy in terms of graphics. Let me know.
Devdra out!
Category Interactive Media / Transformation
Species Unspecified / Any
Size 1166 x 702px
File Size 136.6 kB
I will tell you TF details are in high demand, I will admit however you did make your job a little easier. I'm willing to see how these individual body parts transform.
This can let you hold on making full body TF while still working on development. If you lay the ground work now, you can let these parts show up on a changing model that you can animate into a standard. Not every TF needs a new set of eyes for example.
As for motivations, I will keep in mind that some people do try to take a break in games. Though the motivations to move on are needed, pushing for TF with a timer or getting no TF at all is still demotivating.
I would make it so that rest is a puzzle to be solved to get the time rather then something to avoid. Like feeding a predator or caring for a TF effect.
Encouraging an effect to get an ending someone wants can also be a feature. Though that depends on the effect.
Lastly take care of yourself. You don't need to push yourself hard into finishing this. Though as horrifying as it sounds. Your health is something you do need the balance for your game. Your real heath.
This can let you hold on making full body TF while still working on development. If you lay the ground work now, you can let these parts show up on a changing model that you can animate into a standard. Not every TF needs a new set of eyes for example.
As for motivations, I will keep in mind that some people do try to take a break in games. Though the motivations to move on are needed, pushing for TF with a timer or getting no TF at all is still demotivating.
I would make it so that rest is a puzzle to be solved to get the time rather then something to avoid. Like feeding a predator or caring for a TF effect.
Encouraging an effect to get an ending someone wants can also be a feature. Though that depends on the effect.
Lastly take care of yourself. You don't need to push yourself hard into finishing this. Though as horrifying as it sounds. Your health is something you do need the balance for your game. Your real heath.
Thank you friend, that was nice critique and feedback. :)
I know, right? Feels like the Tf community has been kinda on a break for a while. Haven't seen many games or artwork in the last years that were really good. At least for my specific taste.
I tried creating a puppet rig, but I am just not an artist. The entity main class was well setup, I think. Altering the model to a puppet rig would be an easy fix. I kept everything modular and easily replaceble. If I ever do get a rig working, I could easily swap it.
And you got some fair points with goals, specific endings and the like. I've got somethings planned, but that is still far from being done.
As for the infection: currently it's running on a timer, but that is just for debugging and testing. Later on, the infection will progress extremely slowly (there are items which can stall the natural infection) without contact with infected material or creatures. Those two facts will become the main infection vector: other infected, mainly ferals, and the living black goo that is not yet part of the game.
I am taking it slow, trust me. My mental health is my top priority. :) Thank you again!
I know, right? Feels like the Tf community has been kinda on a break for a while. Haven't seen many games or artwork in the last years that were really good. At least for my specific taste.
I tried creating a puppet rig, but I am just not an artist. The entity main class was well setup, I think. Altering the model to a puppet rig would be an easy fix. I kept everything modular and easily replaceble. If I ever do get a rig working, I could easily swap it.
And you got some fair points with goals, specific endings and the like. I've got somethings planned, but that is still far from being done.
As for the infection: currently it's running on a timer, but that is just for debugging and testing. Later on, the infection will progress extremely slowly (there are items which can stall the natural infection) without contact with infected material or creatures. Those two facts will become the main infection vector: other infected, mainly ferals, and the living black goo that is not yet part of the game.
I am taking it slow, trust me. My mental health is my top priority. :) Thank you again!
I have no idea if the game also includes "equipment" (sword, staff, leather armor, gloves, etc.), but it would be good to improve self-protection against the future "nemesis" (the transformed former player).
Although it might require more work to adjust the item spawn RNG. I don't know much about programming or game design and structure, so good luck.
Above all, rest to improve your health.
Although it might require more work to adjust the item spawn RNG. I don't know much about programming or game design and structure, so good luck.
Above all, rest to improve your health.
if you do decide to add sprites, a way to cut down on the number needed would be to make a few top-down sprites for each entity (standing/moving/interacting/attacking), split them into parts/nodes and combine them for the hybrids, and just rotate the root node for different directions. Is there a playable version yet? this is looking great so far <3
Thank you! And, nah, sadly way too early to release a build yet. This is still a few months away from the first test version. :)
That is an interesting approach, I might give it some thought. I am just worried about animating all that on top of drawing it. Doing some research into 3D right now, I might not be able to draw, but sculpting a basic 3d model I should be able to do. Was thinking of using that, then add some mixamo animations and render each frame to draw over. We shall see. Mechanics first, then I'll get into presentation/design.
That is an interesting approach, I might give it some thought. I am just worried about animating all that on top of drawing it. Doing some research into 3D right now, I might not be able to draw, but sculpting a basic 3d model I should be able to do. Was thinking of using that, then add some mixamo animations and render each frame to draw over. We shall see. Mechanics first, then I'll get into presentation/design.
Yeah, each body part has either 3 or 5 stages of infection, and so far I am tracking 13 of them for this game with icons instead of body parts on a puppet. I think I drew a total of 51 images for this type of infection, which took me a few days. I tried the top down approach, but it looked very awful. So, I went with the circle as a placeholder. I am saving up to commission an artist to make the puppet, though. But it's gonna be quite the while until I can afford it.
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