[UNITY] Hoonters - Monster Hunting RPG [Updated 12/02/2018]

Nescafe

Active Member
Nov 8, 2015
30
0
qiQ2Rs9.png

Hello!

Got a new game coming up for you guys. Hoonters is a (As the subtitle above already stated) a XXX Turn-Based Monster Hunting RPG, developed in Unity. In it, your character is a newly formed Beast Hunter, assigned to a new archipelago of Isles that was recently unveiled far from the main country land. Beasts and Monsters, though uncivilized and aggressive, possess magic and their fluids are used for medicine and day to day necessities of people around the world, which makes hunting monsters a very profitable business, well, if you don't mind the messier said of the profession, that is. As you hunt for more monsters, you'll be able to acquire more cash to buy new items to hunt bigger and badder monsters, as well as expand the local Beast Hunter Guild Outpost to be able to provide you with more services and attracting more people to come live in it! Be careful though, you're not the only Beast Hunter around, you may also have to deal with rivals from time to time, who will try and steal your prey from you.

As for what kinds of monsters you can expect? Well, you'll find Goblins, Orcs, Pigmen, Mermaids, Naga, Dragons, Plant creatures, Tentacle Beasts, Fairies and...Well, the list of planned monster goes on for quite a bit, honestly. Our main goal with this game was to make a game that was more than just a good porn game, but also a good game on it's own, with the porn only adding on to it, rather than being all the game is about. As such, the idea of the game is to give you scenes regardless of whether you win or lose a battle, the victorious side is simply the one who gets to be on the dominant position during the scene itself. Also, losing a battle does not mean game over, you'll simply return to the city, a bit bruised and sore, but otherwise ready to go again, few monsters actually possess murderous intent, though this can vary from area to area and from monster to monster.

Also on the matter of how the game works, the Battle System is meant to be easy to understand and straight to the point, I try to avoid complexity and numbers and instead try to focus on depth and strategy. As such, characters do not have levels, instead, a character has 4 things to consider when going out on an expedition:

Their Base Stats, which vary between different Character Archetypes (Average, Bara, Shortstack, Bimbo, etc), their Weapon (Which defines what their special skill is and adds a few bonuses), their armor (Which defines how the character defends, by dodging or by just tanking attacks) and their consumable items, which are mostly for saving them in a pinch situation. Weapons, Armor and Consumables can be switched out before your character goes out in an expedition and, in fact, you're encouraged to do so, as each monster also has different abilities and stats, which demand different builds to deal with different situations. Your spear and light armor combo may work fine against an equally light armored opponent, but don't expect it to work as well against a bulkier monster, by example.

The game is still in early development, much of the art assets are mostly sketched out placeholders and it doesn't actually have any fully animated scenes to show yet, but I figured it'd be nice if I already got the word out about the game and saw what people think of it. We also have a Patreon, if anyone is interested in aiding the game's development. https://www.patreon.com/Hoonters
The game is currently uploaded to mediafire and can be downloaded to play in your browser or as an executable file. (You're going to need to download the Unity Web Player for the browser version, if you don't already have it.)
It is mostly mouse-based.

Want to chat with me or other people who played the game? Hit us up on Discord!
https://discord.gg/zPqmKpC

GAME LINK - DOWNLOAD

The link below will take you to the WebGL build of the game on Newgrounds. There's also a .EXE version, if you'd like something more stable.

Not all PCs can run the HTML5 build, since it requires your browser to pre-allocate 256 MB worth of memory to be used exclusively with it for the game to run. If you end up with a Gray Screen, it is suggested you try closing other Tabs in your browser before attempting to open the game up or just download the .EXE build.

Newgrounds - HTML5 version - https://www.newgrounds.com/portal/view/708014

Mediafire - EXE Version (Be sure to run it in 800x600!) - https://www.patreon.com/posts/hoonters-public-17497925


There is little sound in the game currently, most of it wasn't normalized yet too, so I suggest playing with on a low volume and then adjusting.

Pairings and fetishes
General appeal, with "battle for dominance" and monster girls/guys as major fetishes. Secondary fetishes will include futanari, cumflation, hyper endowements, demons, corruption and a whole other bunch of stuff.
As of now (8 of November, 2015), there are no actual finished monster scenes implemented yet, though there are sketches to give a rough idea of what these scenes are gonna be once they're out. They can be skipped if you've already seen them or if you have no interest in their content.

Implemented Features
- The system for showing the sex scenes with the monster is ready! The actual scenes...Not so much. But we put sketches of what these scenes will be, for your viewing pleasure.
- Introduction Cutscene is 40% Done.
- Base of the battle system itself is pretty much finished, with possible tweaks in the future.
- 5 Weapons, 3 Armors, 2 Consumable Items and 3 Monsters (Futa Goblin, Pigman and Orc Amazon)
- City Navigation is finished, but still needs actual interiors
- Expeditions have been reworked!
- Pet System - Capture and Domesticate monsters and then take them to fight alongside you, alternatively, you can just keep them as pets at your house. (Requires further testing before being properly implemented.)
- Monsters will drop fluids when defeated, which can be sold to buy new items and equipment.
- NPC Interaction - Socialize and "romance" with NPCs, be they rivals, shopkeepers or whatnot. (Partly implemented.)

Planned Features - Not yet implemented
- Character Archetypes - Change your character's Gender and Body Type, which results in different base stats and different scenes with the monsters. Currently only the Average Female Body is available. (This will probably only start being worked on after all, or at least a good number of monsters, are finished.)
- Buying and Enchancing Weapons and Armor - Acquire new Weapons and Armor, then upgrade them with money and resources to make them better fit your playstyle and challenges. (For the sake of testing, currently all weapons are available from the get go, the shop is working and fine, but enchancing is still in it's early stages, a lot of balancing required before it is implemented.)
- More Weapons, More Armor, More Monsters, More Areas - Ideally, we'd like to offer roughly around 50 different weapons, each with their own unique skill, 30 different pieces of armor and over a hundred monsters, spread out throughout several different environments. Each monster will have two different scenes (Victory and Defeat) for each Character Archetype.

Changelog
Version 0.12

- Lynne will show up on Day 15. To unlock her scenes and conversations, unlock the restaurant and interact with her.
- Goblin Lumberjack Scenes reworked.
- Orc Amazon Scenes Reworked.
- New random event scenes have been sprinkled over the first in-game month.

Version 0.11

New Features

- 4 New Monsters

- One new Hunting Area

- Some monsters rebalanced

Version 0.10

New Features

- Inventory system Revamped

- Town Revamped

- All shops Revamped

- Quests!

- Hunter's Logbook.

- Building Upgrades!

- Kassandra's Restaurant! Acquire stat boosts and chat up the other outpost members.

Version 0.9

New Features

- 4 New Monsters (Centauress, Drider, Lamia, Cerberus)

- 7 New Weapons

- 3 New Armors

Polish

- General Bugfixes and adjustments around the place



Version 0.8

New Features

- Adrenalin system is in. The longer a battle lasts, the more dangerous it gets. You can click the ? below the Adrenalin bar to show or hide the extra information about Adrenalin and its effects. Adrenalin naturally rises throughout the battle, but can be lowered or raised with the use of Incenses.

- Pet system is in. You can now capture monsters by finding their Adrenalin Sweet spot, getting them below 30% HP and then hitting them with a Tranquilizer Bomb. Once captured, tamed and equipped, Monsters will fight alongside you and help you against other monsters.

Polish

- Goblin, Pigman and Orc Amazon battle sprites no longer have that weird delay before their animations play during the battle.

- There is now a neat display on your HUD to show you how many turns until your skill is off cooldown. When you have a pet with you, it will also show the pet's cooldown.

Version 0.7

New Features

- At the introduction Cutscene, you can now offer Annabell's offer for some fun under the Deck.
- Amazon Orc Defeat and Victory Scenes now animated.
- Gellusk Defeat and Victory scenes now animated.
- Goblin Lumberjack Defeat and Victory scenes now animated.

Polish

- Monster scenes now take up a lot less memory than they used to.
- Gellusk and Harpy were nerfed. Gellusk has 100 less HP and 2 less armor. Harpy now has 50 HP. General strategies for beating them remains the same, just easier and friendlier to different approaches.
- Code clean ups, you know the drill.

Version 0.6

New Features

- 2 new monsters
-- Harpy (High Evasion and High Damage but squishy.)
-- Gellusk (0 Evasion and Average Damage, but EXTREMELY tanky.)
- 2 new weapons
-- Chakram (Can debilitate enemies, lowering their dodge chance.)
-- Caestus (As long as you keep comboing, your damage keeps going up! Losing the combo puts you in a very bad situation, however, as you'll need to stack it back up.)
- 1 new armor
-- Fluid Hunter Outfit (Average Armor for Dodging or Defense, but increases your Fluid Rewards by double if worn.)
- New displays for Status Effect on the Player & Enemy on the Battle Screen (So you'll always know for how long someone is stunned, how much extra damage you currently have, etc.)
- "Sell all" button on the shop. Should make selling loot a lot faster.
- Enemies and some items rebalanced.
- Code clean ups, you know the drill.

Version 0.5

- Cutscene Animated Sprites. Now, along with the art that comes in the background and in the various scenes, the introduction cutscene now also has our first "Living Portrait" for Rona. Smiling and breathing in glorious 60 FPS.
- Battle Animated Sprites. Much like the Cutscene sprites, all of the monster battles now also have animated sprites. The Goblin, Orc Amazon and Pigman all had their designs updated and will now actively move, attack and dodge around as you fight.
- Most of the monster sex scenes (All except parts of the Orc Amazon Defeat) have all been properly polished up. As you might've seen in the previews, they're now looking all pretty and proper! They're still not final, mind you. The idea is for all of them to be animated, just like the stuff above was! But that's gonna take a fair amount of time yet, and there's other things which should take a little bit of priority over it. The reason why the Orc Amazon Defeat scene wasn't finished is actually because I'm re-working it into something else. I wasn't really satisfied with how the current scene was turning up, so I figured it'd be better if I figure out how I'm gonna do it before I properly polish it up.
- The introduction cutscene images were also polished up! Several of them just got a bit of a better paint job over them, but a few were re-drawn over. As you might notice, Annabell also received a full re-design to go along with the new cutscene art!
- Some code clean ups, as usual.

Version 0.4
- The new expedition system is implemented. When going out to hunt a monster, instead of being bumped into a bunch of random events, you'll instead be sent to the map exploration screen. You and the monster will take turns moving through the map, where you'll be able to set traps or move around at will. Entering the same tile as the monster will cause the battle to start, carrying over any debuffs or buffs acquired while traveling the map.
- All of the monster fluids, which you previously could only sell, are now implemented as consumable items which you can pick up while going out on an expedition...Speaking of which.
- The Expedition Set Up Menu in the town was completely changed up to fit the new expedition system. You can take up to eight items with you, decide which area you're going to hunt and you'll also get a little bit of information on each monster before you set off to hunt them.

For testing purposes, all consumable items are available to take into an expedition right away, as many as you're able to fit in your backpack.

Version 0.3
- Upgraded the quality of the Goblin Scenes.
- Working in-game shop implemented.
- You can now skip the introduction cutscene, straight to the point where you have to name your character. No more spamming the Next button.
- Performed some coding clean-ups, the game should run smoother now.
- Based on feedback we received, we removed the freeware music from the game for now, (Sound effects are still in) at least until the sound options are properly implemented. We're looking into getting someone to make music for us and it's likely going to get turned into a milestone goal, seeing as we'll be commissioning them to make the soundtrack for us.
Version 0.2.1
- Added Forest Background Art
Version 0.2
- Expedition Events
- Monster Scene Previews
- Fiddled with a few numbers
Version 0.1
- Release

Screenshots
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Last edited:

RuBoo

Well-Known Member
Aug 26, 2015
205
3
31
HTML version is not loading fully for me, even on Internet Explorer or FireFox. I just updated the Unity Web Player, but it seems that's not the problem...
 

Nescafe

Active Member
Nov 8, 2015
30
0
HTML version is not loading fully for me, even on Internet Explorer or FireFox. I just updated the Unity Web Player, but it seems that's not the problem...

Could try hard refreshing (CTRL+R) , if you didn't yet, sometimes that solves the problem. If it still doesn't work, then I don't know what else I can do other than recommend the .exe version, since it's just easier to get running.
 

Number13

Well-Known Member
Aug 26, 2015
1,053
234
Known BugsVersion 0.2.1 - ?

Version 0.2 - Added the forest battle background to the game's files, but forgot to actually put it in.
Version 0.1 - ?
That is one of the stranger bugs I seen for games.

Will there be victory sex scenes as well as losing ones?
 

Nescafe

Active Member
Nov 8, 2015
30
0
Yup. The idea is for there to sex scenes on both instances, the winner of the fight is the dominant partner during the scene. Much like in CoC, really.
 

asestado

Well-Known Member
Sep 3, 2015
114
21
30
You don't need to know!
Hmmm, tried the game and i will share my view of it:

-First of all i have to ask, how "much" will it be like cock?. From what i have seen at first i would say that its a "meet, fight and fuck" game but first i need to ask will there be named monsters? if yes, will you be able to develop a relationship with them?. Lets use coc for example, will you make named enemys like tamami or ceraph, or perhaps others like Marble or Amily?. And even further i have to ask will there be bad endings? i think it would be quite probable that an orc amazon takes you as a stud after showing her superiority multiple times for example but im just asking. 

-Another question that i have is that i have fought the enemys offered by the game and the art for the orc amazon is quite detailed and a perfect encounter if we talk just about the image, but the goblin futa lets just say... that i felt much lower quality, so i would like to ask what should we expect?, detailed sketches like the orc amazon or the less better done goblin futa.

-About the combat... it wasnt bad, it gave a special feeling as if trying to say "hey, the game is special", so seeing that its still under development i dont want to talk about it.

-About the exploration... it has potential, however i would change the way you are focusing it. As i have seen it you have made it so that it happens "random things" until you find the monster you are hunting, if you want to give a feeling of "great gameplay" then i would create multiple maps to explore, and no im not talking about something like "dungeon crawler" but a system of finding the trail of the objetive, following it and doing an exploration of the zone so that there are no traps or any hindrance which could difficult the fight. But its just a recommendation, i dont want to sound bossy or anything like that. Its just that the feeling i got from the actual exploration wasnt too good.

Finally i would like to ask... what is your focus? Its quite important to have a main objetive and then develop the rest. There are a few good ones you could have like;

-Rivals: They can succeed in taking your prey, fail, become violated by monsters, have bad endings or end in a relationship with you. If you had this focus you would have to develop a lot those points and the variables which affect it.

-Development: It would mean that your focus should be upgrading your base/city, investing, obtaining better gear and it should have a lot of events that can affect it and to have parameters like happiness, public order or even the oppinion about slaves, human or monsters.

-Storyline: Quite easy to understand, it would mean to have a main story and side quests to support it.

-Encounters: It would mean developing a lot of scenes for every single type of enemy (this is the main focus of coc/tits, or at least it would be seen as by a third party), it has a lot of focus on relationship and sexual scenes. I dont recommend it if you want to have great gameplay because unless you have enough money it would be like choosing between gameplay and sex scenes, quite easy to know which is chosen.

As i said i dont want to sound bossy and i have to say, every single one of those said are perfectly good for a game. Choosing one doesnt mean to abandon de rest but without a focus the game wont have a "good point" above the rest of games. If you for example see tits you will find that you have a rival, a storyline, combat system... but the main focus is obviously the encounters.

I feel that its always important to have a bit clear what is the most important thing in the game when you develop it. Your resourcess arent unlimited, even less if we talk about time (do not overwork!) and money, so i hope that between all i have said you can find something usefull, but always feel free to totally ignore everything i have said if you think its wrong. 

Good luck with the game and i hope that you get the best result out of it.
 

Nescafe

Active Member
Nov 8, 2015
30
0
Hmmm, tried the game and i will share my view of it:

-First of all i have to ask, how "much" will it be like cock?. From what i have seen at first i would say that its a "meet, fight and fuck" game but first i need to ask will there be named monsters? if yes, will you be able to develop a relationship with them?. Lets use coc for example, will you make named enemys like tamami or ceraph, or perhaps others like Marble or Amily?. And even further i have to ask will there be bad endings? i think it would be quite probable that an orc amazon takes you as a stud after showing her superiority multiple times for example but im just asking. 

-Another question that i have is that i have fought the enemys offered by the game and the art for the orc amazon is quite detailed and a perfect encounter if we talk just about the image, but the goblin futa lets just say... that i felt much lower quality, so i would like to ask what should we expect?, detailed sketches like the orc amazon or the less better done goblin futa.

-About the combat... it wasnt bad, it gave a special feeling as if trying to say "hey, the game is special", so seeing that its still under development i dont want to talk about it.

-About the exploration... it has potential, however i would change the way you are focusing it. As i have seen it you have made it so that it happens "random things" until you find the monster you are hunting, if you want to give a feeling of "great gameplay" then i would create multiple maps to explore, and no im not talking about something like "dungeon crawler" but a system of finding the trail of the objetive, following it and doing an exploration of the zone so that there are no traps or any hindrance which could difficult the fight. But its just a recommendation, i dont want to sound bossy or anything like that. Its just that the feeling i got from the actual exploration wasnt too good.

Finally i would like to ask... what is your focus? Its quite important to have a main objetive and then develop the rest. There are a few good ones you could have like;

-Rivals: They can succeed in taking your prey, fail, become violated by monsters, have bad endings or end in a relationship with you. If you had this focus you would have to develop a lot those points and the variables which affect it.

-Development: It would mean that your focus should be upgrading your base/city, investing, obtaining better gear and it should have a lot of events that can affect it and to have parameters like happiness, public order or even the oppinion about slaves, human or monsters.

-Storyline: Quite easy to understand, it would mean to have a main story and side quests to support it.

-Encounters: It would mean developing a lot of scenes for every single type of enemy (this is the main focus of coc/tits, or at least it would be seen as by a third party), it has a lot of focus on relationship and sexual scenes. I dont recommend it if you want to have great gameplay because unless you have enough money it would be like choosing between gameplay and sex scenes, quite easy to know which is chosen.

As i said i dont want to sound bossy and i have to say, every single one of those said are perfectly good for a game. Choosing one doesnt mean to abandon de rest but without a focus the game wont have a "good point" above the rest of games. If you for example see tits you will find that you have a rival, a storyline, combat system... but the main focus is obviously the encounters.

I feel that its always important to have a bit clear what is the most important thing in the game when you develop it. Your resourcess arent unlimited, even less if we talk about time (do not overwork!) and money, so i hope that between all i have said you can find something usefull, but always feel free to totally ignore everything i have said if you think its wrong. 

Good luck with the game and i hope that you get the best result out of it.

1. As of right now, the plan is for the monsters to all be mostly "generic". With a few named monsters as "Boss" monsters for the different areas. In regards to relationships, however, the plan was for that to be restricted to other Guild NPCs, at least for now. You could get into relationships with rivals and/or other members of the Guild in the main town. In regards to bad endings, we did think up of a few, but we wanted to keep them mostly exclusive for "Boss" monsters or particularly climatic battles, not the kind of thing you can just happen upon when you're having a stroke of bad luck during fights.

2. Most of the art in the game was made by me, I made both the Goblin and the Orc, but there is another artist who is going to be handling all of the final art while I focus on programming and game design, and their style is going to be a lot closer to the style of the orc.

3. Thanks, I think? We actually wanted to make a battle system that was very quick and straight to the point, (So it could be played with one hand and without people having to think carefully each of their turns) but still had a fair bit of depth to it.

4. I see. I get what you mean, I'll work on the exploration to make it more engaging. The idea for the expedition system was to make every little battle feel a little bit different, so that sometimes a battle could be a little bit easier or harder depending on how the events previous to it unfolded. But I agree it is currently TOO random, I'll see what I can do to make it more interesting.

About our focus:

Honestly our main focus leans closer to the Development side, if we were to pick between these you mentioned. We of course want our game to have a lot of different encounters, we have a bit of a drafted off storyline and we have a bunch of rivals sketched up, though sadly not implemented yet. But the main focus of the game will be to upgrade the Outpost, equipment and be constantly looking out for more effective ways to do so and continue upgrading. I'm not so sure about putting up so many parameters for micromanagement because we feel that the game wouldn't be too much fun, especially as a porn game, if you were constantly being bombarded with numbers. While the outpost itself grows with you, I feel like the most important aspect we're going to explore in this game would be the development of the player character themselves, who would then feel incredibly more powerful and very unique to each player by the end of the game, despite the fact the game itself does not have a level system.

Thank you VERY much for your feedback, by the way. It's hard to get proper constructive criticism, especially in the internet. But you actually asked some very nice questions that also got us thinking about a few things we hadn't before. We're going to continue working on the game and we hope that you'll have more fun with it if you come try it out again in a future build
 

TheDarkMaster

Well-Known Member
Creator
Aug 28, 2015
1,052
259
Not a fan of using all that free music, I hear it far too often in other things and it just pulls me out of the game.

If you're going to focus on the development of the town, then I think it might be a good idea to tie characters to each of the different upgradable things.  Have those villagers be people you can form relationships with and customize the town in the ways they'd like you to in order to romance them and unlock new scenes.  This would also be how you unlock new areas and get more efficient in future expeditions.
 

Nescafe

Active Member
Nov 8, 2015
30
0
Not a fan of using all that free music, I hear it far too often in other things and it just pulls me out of the game.

If you're going to focus on the development of the town, then I think it might be a good idea to tie characters to each of the different upgradable things.  Have those villagers be people you can form relationships with and customize the town in the ways they'd like you to in order to romance them and unlock new scenes.  This would also be how you unlock new areas and get more efficient in future expeditions.

We did want to get our own music, sadly, neither me nor my partner actually know how to make music so we'd have to get someone to do it for us...Or just leave the game without music at all. I still need to add proper option configuration into the game, then you'll be able to at least play the game without music and without muting all other sounds too...I'll try to get to it ASAP.

We kind of had a similar system sketched out, though the idea of directly tying the NPCs affection to the town's upgrades could also be a cool option. We'll look into it. Thanks for the feedback!
 

Potatogod08

New Member
Aug 30, 2015
1
0
Love this game. Just the concept of a Unity XXX makes me happy as I was decently surprised by seeing such an unlikely game engine being used.
 

Nescafe

Active Member
Nov 8, 2015
30
0
So how has development on this game been Nescafe?

Going. I can only speak for the programming part right now since I haven't personally been fiddling much with the art recently, that's mostly been Pexe, I'll get into contact with them and update here about that later. This end of the year has been a bit rough so it was a little bit hard to get some proper updates done, coupled also with some health issues I had for the past few days. I'll probably release a new Patreon build somewhat closer to the middle of December...So, in a week or so. Anyways, in regards to progress...

ShopScreenshot.png

The game's main shop is programmed. Monsters also now drop fluids which you can consume in battle to give yourself a boost or sell for cash to buy new equipment. It's pretty much ready for the next update. There's also another little something we've been working on, taking on from the critique we received about the expedition system.

NewExpedition.png

After a fair amount of sketching about and play testing with pen and paper, I got started on implementing the new expedition system. It's honestly still got ways to go before its ready to be played, I'm not sure I'm gonna be able to get it properly functioning by this next update. I hope I will but I don't want to make any promises I'm not sure I can keep, especially since I want to make sure it's fully functional and (mostly) bug free once it's out. You set out into an expedition with a limited amount of items, you'll have the local map and you'll be able to see both yourself and the monster you're hunting for, each one has a turn where they're allowed to move to an adjacent area or use an item. Items can be potions and antidotes or traps and lures for the monster. Both the hunter and the monster can lay traps and different monsters have different behaviors, more aggressive and stupid monsters will just charge after you, others will just downright flee and will need to be trapped in place to be battled and some may try to turn the tide by catching you with traps of their own.

Other than that...Well, I've been optimizing the code here and there where I can, so the time it takes for the game to load and to switch between scenes decreased considerably. I've also been trying to export a build as HTML5 to upload it to Newgrounds or some other place and make it easier to access so people don't have to download the executables, but I've been running into technical issues since Unity's WebGL exporter is still in early-access.

That's...About it, really. Like I said above, I'll ask Pexe how the art has been going and then I'll update this post.
 

zeex14

New Member
Dec 8, 2015
2
0
Hey I have an RPG engine, and am willing to replicate all game content under your name, all I ask for is: perks. I have RPG Maker Ace. I will however need sprites. I will write content, and see if i am able to produce some theme specialized music. If you reply to my message I will find a way to give you my contact info.
 

Nescafe

Active Member
Nov 8, 2015
30
0
Hey I have an RPG engine, and am willing to replicate all game content under your name, all I ask for is: perks. I have RPG Maker Ace. I will however need sprites. I will write content, and see if i am able to produce some theme specialized music. If you reply to my message I will find a way to give you my contact info.

Uhh...Thanks for the offer, but I have RPG Maker myself, if I wanted to use that tool I'd have gone with it to start with. While it may be true that it has a bunch of built in-systems that could help in making Hoonters, it's just been easier for me to build it all from the ground up, since it also gives me a lot more control over everything.
 

zeex14

New Member
Dec 8, 2015
2
0
Uhh...Thanks for the offer, but I have RPG Maker myself, if I wanted to use that tool I'd have gone with it to start with. While it may be true that it has a bunch of built in-systems that could help in making Hoonters, it's just been easier for me to build it all from the ground up, since it also gives me a lot more control over everything.

ok, thank you for responding, and I hope that your game becomes successful.
 

Number13

Well-Known Member
Aug 26, 2015
1,053
234
It's good to know that your continuing the game. Have some Questions.


1. Have you decided on what type of enemy monsters you can fight apart from what's already in-game?


2. Will there be stronger variants of monsters already in-game? E.g. Futa Goblin- Futa Goblin Warrior, Pigman- Alpha Pigman, etc.


3. Will there be anyway to skip long areas of text, like in the games opening?


4. Will there be any team conflict or will it be only the MC who fights.


5. Will there be any dual weapon combinations? Examples can be duel swords, a sword and shield or the trident and net combination used by Roman Gladiators.


6. Will the MC and other characters have different facial expressions? 
 

Nescafe

Active Member
Nov 8, 2015
30
0
It's good to know that your continuing the game. Have some Questions.


1. Have you decided on what type of enemy monsters you can fight apart from what's already in-game?


2. Will there be stronger variants of monsters already in-game? E.g. Futa Goblin- Futa Goblin Warrior, Pigman- Alpha Pigman, etc.


3. Will there be anyway to skip long areas of text, like in the games opening?


4. Will there be any team conflict or will it be only the MC who fights.


5. Will there be any dual weapon combinations? Examples can be duel swords, a sword and shield or the trident and net combination used by Roman Gladiators.


6. Will the MC and other characters have different facial expressions? 

1. Me and Pexe have sketchbooks filled with future monsters, so yeah. We're planning to split them up by areas too. So goblins, orcs and the pigman can be found in the forest area, if you go to the beach area you find slime girls/guys, areas further away from civilization have bigger and stronger monsters such as dragons, griffins, demons and so on. We're planning to mix up between humanoid, animal-like and amorphous monsters between areas to keep things fresh. I'll hopefully be adding in more monsters soon, I wanted to finish up the new expedition system first though and hopefully get animations done for the monsters we already have before adding any more.


2. Probably not? Depends on how strong the player character becomes once we start adding in more methods of progression for them. It wouldn't be particularly hard to make monsters scale their stats based on the player's progress though.


3. I knew I was forgetting something...I'll add that in tomorrow to the next build.


4. Directly, only the Main Hunter, though there's bits of a system in place for a Monster Companion, where you can take a monster you domesticated into battle with you and they have their own turn with which they attack, buff you or debuff the opponent in accordance to their own fighting styles, but they can't be targeted and if the Main Hunter loses the battle, they won't do anything on their own. It's still far from being usable though, I'm afraid.


5. There will be plenty of different weapons but you won't be able to use two at once, as fun as that'd be. The thing is, each weapon is made to function like a "Set", they give you a bunch of stats and define what your character's special attack is. What could be done is creating one of those combos as a single weapon mechanically and giving that it's own skill and stats. Allowing the player to just mix and match whatever they wanted though...That'd be ridiculously difficult to balance, especially when weapon upgrading gets implemented.


6. Yes. That's actually one of the reasons why we've been taking a while to get the sex scenes done too. We're making the 2D Puppets to not only be used in the sex scenes but also in the cut scenes themselves as the usually called "Living Portraits". (Sort of like in here https://www.youtube.com/watch?v=R_utx6rLbZA) Depending on how things go, we're also considering using these same puppets in the actual battles, so the characters would move, attack, react to getting hit and so on.
 
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Number13

Well-Known Member
Aug 26, 2015
1,053
234
Thanks for answering my questions.


Would slimes work with being at the beach though? I would think slimes hate sand and especially salt, and the beach is full of that.
 
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Nescafe

Active Member
Nov 8, 2015
30
0
Thanks for answering my questions.


Would slimes work with being at the beach though? I would think slimes hate sand and especially salt, and the beach is full of that.

Anytime, it's what I'm here for.


The slime on the beach was just an example off the top of my head :p The line of thought was actually they'd like sticking close to the water, to keep humid and all that, though now that I think about it I guess a swamp would probably be a better call.
 

Nescafe

Active Member
Nov 8, 2015
30
0
So, we just released build 0.3 on Patreon. That build will be released publicly on the 30th of December, so exactly two weeks from now, along with any bug or glitch fixes we may happen upon until then. I'll update the Opening Post when the day comes.


New Features


- Working in-game shop, now instead of having all weapons and equipment available from the get go, you need to hunt for monsters, acquire their loot and sell that to buy new equipment!


- Speaking of which, monsters now drop loot! They'll drop fluids regardless of whether you win the battle or not. Though you'll get more if you actually win, alongside with a cash reward from the guild and other types of loot. Winning is  definitely more profitable, but you still get a little something even if you lose.


Polishing


- You can now skip the introduction cutscene, straight to the point where you have to name your character. No more spamming the Next button.


- Performed some coding clean-ups, the game should run smoother now.


- Though the final animations aren't implemented yet, the F.Goblin scenes received a little bit of polish for now, they're still going to get more work done on them in the future, but we'll keep that for next month alongside with upgraded art  for other monsters. We're working on getting the animations done and proper as soon as possible, but until we do, we'll be working to put in more detailed artwork for all of the monsters, at least until their animations are finished.


- Based on feedback we received, we removed the freeware music from the game for now, (Sound effects are still in) at least until the sound options are properly implemented. We're looking into getting someone to make music for us and  it's likely going to get turned into a milestone goal, seeing as we'll be commissioning them to make the soundtrack for us.


Misc.


The two builds that will be available for download are the executable and a WEBGL build. The WebGL export option recently was fully released by Unity and is working rather well! Not only it matches better with our original intentions for the game, seeing as it's HTML5 and can be played on the browser, it's also A LOT lighter. (The non-zipped EXE is 290 MB, the WebGL version is 20 MB) From this point forward, we're probably only gonna be releasing the WebGL HTML5 versions, unless of course, we find that for whatever reason, people are running into problems with it. This also means that new public builds of the game will be able to also be posted on Game Portals, such as Newgrounds and any other portals that can accept HTML5 games. Seeing as the old Web Player option was abandoned by Unity, we'll likely be abandoning it as well.


If anyone runs into any trouble with the game, let me know and I'll get to fixing it ASAP. For now, good luck and good hunting. Oh, and Merry Christmas and Happy New Year to all of you.
 

Nescafe

Active Member
Nov 8, 2015
30
0
(Triple posting feels bad, man.)


Public 0.3 Build is up at the Opening post. I ended up just putting up the WebGL build (The .EXE was taking FOREVER to upload.) but if anyone runs into trouble with the HTML5 option, I'll put the .exe version up as well. Once again, hope y'all had a great Christmas and Happy New Year to all of you!
 

Nescafe

Active Member
Nov 8, 2015
30
0
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Scarebear

Well-Known Member
Oct 16, 2015
155
2
What happened exactly? You opened the "Index" file and then what, did it show anything at all?


Regardless, here, have the .EXE link. http://www.mediafire.com/download/4jy3c8eg5zyadv7/Build+Hoonters+0.3+EXE2.zip


Edit


Wait, the DOWNLOAD wouldn't run? You mean you couldn't open the mediafire link? That's weird, you should be able to open it.Maybe your browser is blocking it somehow?

The first part. Worded it weirdly sorry.


I opened the index file and it did open up the WebGL Player but nothing ever loaded and the player just stayed grey.
 

Nescafe

Active Member
Nov 8, 2015
30
0
The first part. Worded it weirdly sorry.


I opened the index file and it did open up the WebGL Player but nothing ever loaded and the player just stayed grey.

Ah, I see. You're not the first person to have that problem, then. Someone on another forum had told me about it too. It might be just your browser taking a while to process the Unity player, in theory it should start working normally if you leave it to load for a bit, at least that's the only possibility I've been able to think up so far, since it's not an issue that occurs with everyone.





Here, if this is what it looks like, your browser is probably just taking a while to process its first time running Unity's WEBGL player. Just leave it like that for a bit and then the load screen will show up in 10-20 secs.


Update on the situation


Right, so. Apparently this is a result of Unity not being able to allocate enough memory for the game to run.


It varies from PC to PC as it runs fine on some Computers. The Memory allocation was at 256 MB for this build, I tried downgrading it to 128 but it ended up crashing due to lack of allocated memory once the game went into the monster scenes, so I'm afraid I can't really make the game allocate any less memory than it currently is, at least for the moment. One option I'd have would be to crunch all of the game's images or otherwise compress them into sprite sheets so they would take up less space, I was already doing this with the sprites and assets in the other scenes (Main Menu, town, Cutscenes, Monster Battles, etc), but it won't be possible to do so with the monster scenes because they're not finished to begin with. Maybe once the final assets for these are in, I'll be able to do some more optimizing, but it's just not a possibility right now, sadly.

The best advice or suggestion I can give right now is either just go with the .EXE or close other tabs when you run the game, since some browsers share memory space amongst various tabs...Sorry.
 
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Draconic

Active Member
Sep 7, 2015
42
0
So far I've enjoyed the game, but will the sex scenes be text and images? or just images?
 

Nescafe

Active Member
Nov 8, 2015
30
0
So far I've enjoyed the game, but will the sex scenes be text and images? or just images?



The final scenes with the monsters are planned to be animations, then there will also be scenes with NPCs which will be visual + text.
 
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Nescafe

Active Member
Nov 8, 2015
30
0
Any news on the progress for the next update?

I just made a post about it on our Patreon page yesterday, I'll copy paste it here.

http://screencast.com/t/Yy5acFBdPy


Hey there. On the last post I said the update would be coming up around day 20 or so. It still is within the "or so" mark, it's coming out tomorrow, in fact, I just need to do some little bug fixing here and there and add in some UI so everything is ready to go, but I figured I'd give everyone a little preview, just so you can see that it's coming.


The trap shop itself is getting delayed until the next update, seeing as the new expedition system and its quirks ended up taking a little longer than expected, but, for the sake of testing, I've made it so you can take any and as many of any consumable item as you wish when you go in an expedition, regardless if you have the item or not. This also means that the fluids that monsters drop can now be used to help in battles against other monsters.


I'll post a full change list tomorrow when I post the actual update.

The expedition system is in and currently fully functional, Pexe is working on the UI while I'm polishing up a few things code-wise. Once the UI is done, I'll put it in the game and then I'll post the newest update on Patreon, then the non-patreon build will be out around the second week of February.