Game Screenshots (Patreon)
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Hey everyone. Since the part 2 of "Tag Team" is still in the works, I just wanted to share some screenshots of the game for today. Last I showed anything was quite some time ago. These screenshots show some battles and in particular some of the cutscenes that play during clothes/armor destruction. There are several. As you can see from the prints, she can damage and destroy her armor during battle. The armor is separated into multiple parts, all of which can get removed individually. This leads to lots of combinations.
The whole premise of the game is that you hired her as a servant to help you explore mazes. You control her directly during combat and exploration. When you camp you get to talk to her, but while exploring and outside of battle you can enter interaction mode and she will turn to the camera and talk to you. You can tell her to do things, like posing for you. You're her master, after all. She's an elf by the way.
I tested all sorts of rules for armor destruction. In the end I'm going with the very first rule I invented: special attacks have a chance to destroy pieces of her armor. The chance is further modified by the combo count. The higher the combo count the more likely her armor is to break when you use a special move. From my tests that is the most fun.
She also has a transformation/max mode. Activating it can cause all her armor to get destroyed at once. A much longer cutscene plays when you do that, breaking every part of her armor one by one.
It's basically an isekai-inspired action strip tease game.
There's a lot of other stuff I haven't talked about, but I'll leave that for when I show some new gameplay.
As for how long until it's complete, the game is at an advanced stage of development. Clothes destruction is fully working, dungeon layouts are randomly generated at run time, there are enemies patrolling the dungeons, the combat system is complete, the characters are fully animated, there's hair and jiggle physics, there are multiple armor sets for her to wear, a complex cutscene subsystem, special moves, visual effects, sound, etc. Most of the features are in place.
There are only really two things that I still need to complete: camping and dungeon decoration. Those two are linked, because the code that decides where to put props also decides where to add camping sites. Right now the dungeon layouts are getting generated, but props aren't. Dungeon decoration adds visual richness to dungeons.
The magic about random generation is that you get to skip most of the environment design. So once all systems are in place the game is complete. Random generation is also what you do when you want to play your own game and to still have basically the same experience as everyone else.
It took me a long time to finally make the lore and design choices I presented today. I tested stuff for years before deciding on things. However, all this stuff is implemented into the game and it's finally final.