July has come and gone. Welcome August. This is a big update to game playability and marks an important transition in game design. Following the swimming and weapons update, all “major” systems required to interact with the world are in place (give or take flight… which is really just in-air swimming). This means future work will focus more on storyline, animation quality, player transformations, and general enjoyableness.
Change log 0.0.4
Added new post-combat animation.
Added 7 new melee weapons and many attack animations.
Added 3 new spells, heal willpower, heal stamina, and ray lightning spell attack.
Added system for animation scene when losing in combat. (forced submit, *skippable)
Changed item tooltip background for better visibility.
Revamped screen fade and scene transition handler to *hopefully* fix the “black screen” bug. *currently no screen fade.
Overhaul to the weapon-hit/damage mechanics- Weapons will hit more easily and accurately. Multi-hit weapons, such as the spear which can attack twice in a single animation, are still a WIP. Duel wielding is implemented for NPC’s, but is being fine tuned for pc use. Fixed kicking.
Camera overhaul- I’ve replaced a placeholder camera controller with one of my own design. This new camera will have better zoom in and out rather than FOV (mouse scroll), and height offset can be adjusted with L-Shift + mouse scroll. This was a requisite change to handle the swimming in water mechanic.
Swimming! Water entry and exit will now allow for walking to swimming transition. This mechanic will be fleshed out further in future updates with oxygen meter, underwater combat, and swim speed bonuses based on transformation. And, of course, more fine tuning.
Adjusted level boundaries. Boundary travel prompts now work again.
Constitution now helps reduce damage, in addition in improving hp and stamina.
Armor now mitigates physical damage. Damage = attack power / ((armor+con)/100 +1).
Spirit now mitigates magical attack and willpower damage. Damage = attack power / (spirit/20 +1).
Strength increases weapon damage, dependent on weapon. Damage = weapon damage * (1+Str/100* StrMod) on weapon.
Speed increase weapon damage for light weapons, such as daggers by the same method as str. *no light weapons are in game yet.
Mind in addition in increasing mana now increases spell damage. Damage = spell damage * (1+ Mind/100* MindMod)
Enemies use weapons.
2 male NPC enemies added. Return of the Imp (no reward animations), and a new gratuitously muscular demon lord (with animations). Both can be found along the road in the forest. Fixed spawn.
Removed the annoying scroll function from the video options window.
Added a controls button to the pause menu.
Upcoming:
Next week – backer build will fix some inevitable bugs from 0.0.4 and add a demoness to round out demon camp family. The next backer build will also feature 8 new transformative items designed to “lock” certain body parts. Wing lock, wing remover, horns lock, horn remover, tail lock, tail remover, male bits lock, male bits remover. This will improve the versatility and customization of existing and future transformations, and allow for hermaphroditic and neutered characters.
0.0.5 will initiate the storyline mode of the game. A robust dialogue and quest system will lead the player from nexus, to the forest where you will meet a cast of NPC’s using modified versions of the existing player transformations. These NPC’s will be at odds with the invading monster and demon forces. Player actions will result in relationship gain and loss with NPC’s, which in-turn will unlock a pathway to reward animation scenes other than combat. N:AKED is at a point in development where things are starting to come together. The game has sufficient assets to begin placing them in a meaningful way. This means, in addition to storyline, the game will be getting: NPCS loot drops – weapons, armor, and transformative