Red Demo 2 (New Feature Overview + What's Next) (Patreon)
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Have you had the chance to try out the new demo yet? Feel free to let me know any of your thoughts on it! But anyways, since a lot has changed between builds, and some features were VERY last minute and never talked about here, I thought I'd make a little post going over the new stuff.[Time]Time is a feature I've talked about since the earliest builds of the game, and with demo 2 it's FINALLY here. Doing certain actions causes the clock to move forward, and if you spend too much time, it's game over. Cooking, Resting at campfires, doing odd jobs around the camp, and even losing in battle or progressing the main story quests all have a mandatory time cost. So your choices are even more important than ever.[LP]Quite literally everything involving the lust and arousal mechanics has been entirely revamped. Now whenever Red engages in a sexual activity she will build up Lewd Points. These points can then be spent with the Forgotten to learn new skills, or get new gear. The more things you buy, the higher your Lust Level becomes, and the more things you can continue to buy. In this demo I only had time to implement the first 4 options (though theres some code for later things like the stomp skill, and even the art for it). I wont go over everything here since the skills and items all have pretty clear descriptions in game I think. Arousal however now actually matters. If Red engages in lewd activities, her arousal meter will increase (The heart on the bottom left). Depending on how much arousal she has, certain status effects will be applied, making combat more difficult, and at the highest level, making Red unable to take her turns. These conditions and statuses can be removed by walking around enough, resting at camp fires, or finding a safe spot to relieve your urges. In the full game I plan to have actual sex events remove these as well, since they'll count for "relieving the urge" though it doesnt work that way in this build yet.[Talk Command]The Talk command in battles was added in pretty much the day before I finalized the demo, so it's pretty simple for now. It was a very early idea I had, but I was worried it would be compared to Undertale/Deltarune and since there wasnt a good free way to do it I opted to leave it out. But the more I sat with the game the more I felt like the combat needed some sort of alternate way to handle threats. So, I went back to my early idea and brought the Talk command in properly. Talking, like any action, will cost Reds turn, so it's best to use it wisely.When using Talk you'll generally have 3 choices. Communicate. Interact. And Intimidate.Communicate will have Red simply try to talk with her enemy, to various effects. Some enemies wont respond, some might get confused, and so on. Interact is an option that will only work if you have special items, such as throwing a stick for the zombie hounds to chase, or using a torch to scare away shrooms. Interactions may cause enemies to react in fear, or it might enrage them and make them even more powerful. And Intimidate works much the same way. I think it's a good feature for first runs, but once you know what the best option is for each enemy, it might end up making things to easy. Maybe I'll give it some percent chances to work or fail in the full game.[OTHER]Sticks have been added to the game. You can find them all over the map just lying around and I intend to add more items with similar functions. You can turn a stick into a torch at camp fires which are limited use Fire damaging items. A lot of treasures have been added as well, with the vast majority now featuring a random loot table. You might get a powerful item like Vodka, or something simple like a stick. Speaking of drinks, Red now has a bladder and alcohol tolerance! Alcoholic drinks grant various stat buffs, but drink too many and Red will get drunk, reducing her effectiveness in combat. Thankfully normal food items, resting at a camp, or finding a safe spot to pee can reduce your bladder and your drunken state. And of course theres pry tons of other things that I'm forgetting to mention or haven't elaborated on like the revamped enemy stats or the new 3 accessory slots and underwear equipment. But I think this is enough of a general overview for now.[So, what's next?]Honestly I originally was intending on taking a full week off from Red, but compared to the previous demos 12 downloads and being accused of being a virus, that one actually kinda popped off haha. I'm feeling a lot more energized so I intend to get straight back to work on the game while simultaneously working on my one shot comic Arlecchinade. There's still a couple more bosses to create, the Witch being playable, and all the endings. I think I'll take things one step at a time for now, like I did in the earlier portions. Working on one sections programming and art until it's done and then moving onto the next. I have some planned tweaks for the map/layout as well, and how certain areas connect. But rest assured whatever I hop into, you'll be the first to see it.As always I want to thank you all for your continued support, and if you played the demo, I hope you had a fun time with it. Now if you'll excuse me, I believe I owe you guys a lewd Pomni art lol.