Road to Build_4


The patch fixes for Build_3.1 are now complete. The critical bugs in the save system were certainly quite a challenge, but fortunately, they have been resolved, and now I can focus on working on content for Build_4. Unfortunately, promised features such as the Interactive Map, Survival, and Crafting systems will be postponed to subsequent Build_4.x updates, as it is necessary to focus on expanding the game's content and improving current core mechanics like the Inventory, Combat System, and Dialogue System.

What is planned for Build_4?

  • Transition from 2D Sprites to 3D Models 

I initially set this goal for myself when switching from Ren'Py to Unity—to abandon Sprites and pre-animated Blender scenes. Firstly, I am extremely clueless in Blender and don't understand how to set up physics for limbs. Secondly, my AMD graphics card handles rendering full animations very poorly. Now, all characters, objects, and animations will be processed directly in the engine.

  • Physics for Body Parts 

Physics for breasts, Haydee buttocks, etc., will be handled by the engine. Fortunately, this is incredibly easier to implement than in Blender, and there’s no long wait for rendering.

  • T1 Inventory

The current zero-tier system has many shortcomings and simply replicates the inventory from the Ren'Py version of the game. While working on Build_3.1, I became familiar with many details and capabilities of Unity. Therefore, the new version of the inventory will feature things like Drag&Drop, equipped slots: Outfit, Armor Set, Primary Weapon, Secondary Weapon, Mask. Of course, mask options are unlikely to appear right away in Build_4, but I plan to develop useful equipment that will help players overcome extremely hazardous conditions (infected rooms, pitch darkness, etc., whatever else I can come up with during the Build_4.x cycles).

  • T1 Combat System 

Many people didn’t like the initial combat concept at all, which doesn’t even allow the player to enjoy the animations a little. I am well aware of this and will definitely change it, moving closer to something similar to jRPG (I think everyone has seen the combat in most games made with RPG Maker MV+). I also plan to change the approach to the concept of a turn and add action points similar to those in Fallout 1–2. I will not abandon the mechanics of reaction checks and weapon magazines. Moreover, the magazine capacity will be tied to the weapon item in the inventory (part of the T1 Inventory update plan).

  • More Scenes with BOOBS!

There will definitely be more spicy content. After completing the tasks listed above...

These are the main tasks I will tackle for Build_4. The technical side will also be improved and fixed to enhance gameplay stability. Thank you all for your interest in my project and for your patience. Build_4 will definitely be released next month, at the latest in February

By the way, for Android users, unfortunately, the mobile version will be postponed until the basic release of the game. There's no content yet anyway, so you're not missing much.

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Comments

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Thought:

Unarmed combat. While Haydee is not particularly combat oriented, this adds the option of last resort/high risk battle. As an enemy closes in, it happens in stages.

  • Approach. The enemy is coming towards you.
    • Weave. Try to dodge. Makes next turn shooting harder.
    • Counter. Prepare to deliver a powerful attack. Works only if the enemy attempts grapple. Harder to hit otherwise. 
    • Strike. Jab punch, front kick, etc. Easy to hit but low damage. Will not stop a grapple, and leaves you vulnerable. If the enemy attempts normal hit, it stuns them.
  • Contact. The enemy is right next to you.
    • Shove. Repel the enemy. No damage, but can buy time. May take damage while shoving.
    • Grapple. Get a hold of the enemy and land heavy damage. Failure results in armor-piercing attack from the enemy.
    • Beat. Conventional attack. Instead of extra damage, the special hit defeats the enemy's attack.

also:

armor piercing damage? Even with suit health remaining, the takedown and animation can still occur.