Combat Revamp: Field Areas and Slimes


Combat Revamp Part 1: The Start

Lots of progress to share, so let's start at the beginning!

I finally finished checking through the majority of the game's content, and anything that replacing the plugins broke outside of combat is now fixed (except a few movement commands during cutscenes!), so I can finally begin proper implementation and work on the combat system itself.

I decided to start with the field areas to begin with, limiting myself to stats and skills you would roughly have around the first trip to the dungeon.

 We start here with the spawning of enemies, which now includes an animation and sound effect!

It might be a bit slow at the moment, but it can be tweaked later. As it is now you have to kill 4/6 of the enemies before more will spawn, and there's a fairly lengthy delay at times between more spawning.

 

The enemies in the field area are the slimes, wolf pups, and tentacle plant that hangs out nearby.

Of those, I only implemented the wolf pups and the slimes so far!

I gave the wolf pups a faster movement speed and attacking rate, which led into our first interesting problem....

It's hard to hit something that moves fast when you've gotta wait for a cast bar.

To work around this I did a number of things. Mana Burst from Basic Survival now is a .2 second cast time, short-ranged attack that stuns for a few seconds (and does throw enemies away! perhaps a bit too much!)

This makes it combo rather nicely with magic archery, which costs less mana to use but has a longer cast time.

To further work on these issues I went back and took at look at weapons, specifically making new weapon skills...

 

The basic wooden sword, when equipped, turns E into a short-range but instant sword swipe that can hit multiple enemies.

The wand, when equipped, has a burst of short-ranged sparks that, while it can only hit one enemy, does actually have some tracking and will curve to follow enemies fleeing!

Now for the naughty bits though. I've been working hard trying to implement the sexy attacks from before, but in a better way...

 Slimes have a new attack, a short-ranged slow-moving slime wave that, when it hits you, starts to build up arousal status effects (you can see here the effects appear at the top of the screen.

Arousal is now a stacking debuff with a twist. Your movement speed and attack power start to drop drastically (from low arousal all the way to horny)... but your defence increases greatly!

But this would be awfully annoying to have to crawl your way to the next set of enemies after you defeated the first while your character is hopelessly horny, so...

 

Field skills now have the option to help with that!

At low-moderate arousal it gives you the resting status effect for a few seconds, during which time you're unable to move or fight, and take much higher damage (so don't use this while there are still enemies on the field!)

Once you've reached horny status though, resting no longer works so the status changes to masturbate, and your character will, uh, take care of the problem herself!

As a small consolation prize for these, resting or masturbating will restore 10-15% of your max hp upon completion.

 

If you wait too long though, the same slimey attack that put you into that state will grab you and then it's .... er, not all over, apparently.

Resistance now does not disable combat, though it does further increase your defensive stats and you will take damage if you can't escape fast enough.

There are now 3 options for struggling, basic struggle, which pits your physical strength against the monster's binding strength, using mana (down arrow key) which consumes 10% of your MP to do a burst that uses your int and magic attack stats against the monster's magical binding strength, and a (force free) option for if you really don't like what's going to happen, though usage does come at a hefty 100% mp cost, leaving you almost defenceless after using it.

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