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

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

Postby Nicoffee » Wed Sep 30, 2015 8:07 pm

Image


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

Known Bugs
Spoiler (click to show/hide):

Version 0.12.5E - ?


Pairings and fetishes
Spoiler (click to show/hide):

General appeal, with rape or being raped 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
Spoiler (click to show/hide):

- 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
Spoiler (click to show/hide):

- 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
Spoiler (click to show/hide):

Version 0.12

- Lynne Character and Story Arc Rivalry + Rival Fights + Scenes (Total of 6 new scenes!)

- Reworked Goblin Lumberjack and Orc Amazon scenes.

- Random town events for Francesca, Eve, Kassandra and Eric

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
Spoiler (click to show/hide):

Image
Image
Image
Last edited by Nicoffee on Mon Mar 12, 2018 9:55 pm, edited 43 times in total.
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Re: Hoonters - Turn-Based Monster Hunting RPG

Postby VintageBass » Wed Sep 30, 2015 9:38 pm

I gotta say, I love the title for this. Probably the best one I've ever heard.

And if my laptop isn't crap, I would love to play it. Sadly it seems I can't run Unity on this...
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Re: Hoonters - Turn-Based Monster Hunting RPG

Postby Nicoffee » Wed Sep 30, 2015 9:46 pm

VintageBass Wrote:I gotta say, I love the title for this. Probably the best one I've ever heard.

And if my laptop isn't crap, I would love to play it. Sadly it seems I can't run Unity on this...


Really? That's weird. I mean, Unity is definitely a little heavier than Flash, but unless you're running a REALLY old laptop, you shouldn't have that sort of trouble. I'm gonna upload an executable build of the game and add it as an alternative, that should solve the problem.
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Re: Hoonters - Turn-Based Monster Hunting RPG

Postby VintageBass » Wed Sep 30, 2015 9:54 pm

Yeah, it's pretty old as is, roughly 6 years old now and it's not exactly made to be a gaming PC and other features. That's pretty much my problem, which I hope to rectify by the end of the year with a new machine that can handle everything, and have everything at higher graphics.

Having a .exe sounds good!
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Re: Hoonters - Turn-Based Monster Hunting RPG

Postby Nicoffee » Wed Sep 30, 2015 10:13 pm

Alright, the .exe is up. Hopefully it works for you now.
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Re: Hoonters - Turn-Based Monster Hunting RPG

Postby VintageBass » Wed Sep 30, 2015 10:28 pm

Interesting choice of music so far, and it took a moment after hitting the play button, but it is playing. There was also a bit of loading before the battles, but nothing as long as getting right into the main opening.

... I really am digging this. I'm curious as to what I can do to help out here, other than testing things out and pointing out things. Like, maybe consistent art? The orc amazon has a different style compared to the others, and I'm questioning the appearance of the futa goblin with not only her right boob but her cock as well. Still, alpha is alpha and things will change over time, and this is where we come in to help you out!

*rubs hands together* Well you got a backer!
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Re: Hoonters - Turn-Based Monster Hunting RPG

Postby Nicoffee » Wed Sep 30, 2015 11:40 pm

VintageBass Wrote:Interesting choice of music so far, and it took a moment after hitting the play button, but it is playing. There was also a bit of loading before the battles, but nothing as long as getting right into the main opening.

... I really am digging this. I'm curious as to what I can do to help out here, other than testing things out and pointing out things. Like, maybe consistent art? The orc amazon has a different style compared to the others, and I'm questioning the appearance of the futa goblin with not only her right boob but her cock as well. Still, alpha is alpha and things will change over time, and this is where we come in to help you out!

*rubs hands together* Well you got a backer!


I'm really glad to hear you managed to get it running! Sorry about the lack of consistency, most of the character sprites currently in-game were actually drawn by me while me and Pexe were still designing characters. She's the better artist out of the two of us and is still going to get all of those designs and make the final art for them. She was the one who made the city map currently in the game and that first splash art of the open sea, the orc amazon was actually my attempt at testing out a more "realistic" style for the game back when we first start sketching things out.

Here, the one on the left is the original concept art for the Default Female Protagonist currently in the game, the others are several of her style tests. We're tending more towards the upper right one, though we'll keep updating this thread on that.

protag.png
Protagonist Sketches


Well, we're always talking to each other to try and come up with new monsters, weapons, mechanics and fun stuff to include. So if there ever is something you'd like to see, just let us know.
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Re: Hoonters - Turn-Based Monster Hunting RPG

Postby VintageBass » Thu Oct 01, 2015 1:26 am

Good, good. I do like the art very much and yeah the style is different, but that's part of making the game and seeing what works and what doesn't. Really I am enjoying what I'm seeing and I am very much eager to see what else comes from this, what art is planned and other bits you got planned.

And hopefully you two get some posts in just so it'll be a little easier not having to wait around for one of us mods to approve your posts.
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Re: Hoonters - Turn-Based Monster Hunting RPG

Postby Nicoffee » Fri Oct 02, 2015 1:40 am

Thank you! We hope the project keeps getting good reactions like that. I also just realized that I totally forgot to actually upload the screenshots that I took of the game. I'm gonna be uploading them to the main post right now.
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Re: Hoonters - Turn-Based Monster Hunting RPG

Postby Gizmo1206 » Fri Oct 02, 2015 1:38 pm

well i got this error when trying to download and run the game in the browser "Error (429)
This account's public links are generating too much traffic and have been temporarily disabled! "
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Re: Hoonters - Turn-Based Monster Hunting RPG

Postby Nicoffee » Fri Oct 02, 2015 3:48 pm

Gizmo1206 Wrote:well i got this error when trying to download and run the game in the browser "Error (429)
This account's public links are generating too much traffic and have been temporarily disabled! "


...God damnit, Dropbox. Sorry about that, didn't expect to actually have that problem. I'm going to upload the .EXE and the .HTML build of the game on Mediafire and on Google Drive and put the links here, that way you can download and play them. Sadly this means I'm not going to be able to just put up a link which shows the game directly, which...Kinda sucks...But oh well.

I suggest trying to run the web version instead of the EXE version if you can, it's lighter to download. Anyways, I'm currently uploading the files, they should be up before the hour is over.

Edit:

Google Drive version is up. Mediafire is still uploading...2 hours left according to the file manager.
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Re: Hoonters - Turn-Based Monster Hunting RPG

Postby Dead2112man » Fri Oct 02, 2015 5:36 pm

hmm, this game has a nice feel to it already, the balance of the weapons and make sense and you and your partner have done a very good job with the art work. I would be surprised if you guys don't but in a leveling system. but now the biggest question that I bet some people are going to ask, how you going to implement the sex? like do you have to defeat them first or is there going to be a button you press when the monster gets to like 5% health left?
But yea, sorry you have had problems with getting the EXE files to work. but good job of working around it.
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Re: Hoonters - Turn-Based Monster Hunting RPG

Postby VintageBass » Fri Oct 02, 2015 5:45 pm

What I am really interested and looking forward to is like a party system, which might get tricky if there's any conflicts with the sex interactions, but it'll feel rather good to have a party backing you in taking down some of the tougher monsters and them to join in on the fun, or even watching them get fucked over when you lose.

It'll be interesting to see if that gets added.
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Re: Hoonters - Turn-Based Monster Hunting RPG

Postby Nicoffee » Fri Oct 02, 2015 5:54 pm

-- I was going to delete this post after I put up the one below, I didn't realize I couldn't delete posts...Sorry --
Last edited by Nicoffee on Sat Oct 03, 2015 8:07 pm, edited 1 time in total.
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Re: Hoonters - Turn-Based Monster Hunting RPG

Postby Nicoffee » Sat Oct 03, 2015 8:06 pm

Nescafe Wrote:
Dead2112man Wrote:hmm, this game has a nice feel to it already, the balance of the weapons and make sense and you and your partner have done a very good job with the art work. I would be surprised if you guys don't but in a leveling system. but now the biggest question that I bet some people are going to ask, how you going to implement the sex? like do you have to defeat them first or is there going to be a button you press when the monster gets to like 5% health left?
But yea, sorry you have had problems with getting the EXE files to work. but good job of working around it.


Thank you! ^^

We're going to implement a system where your character can become stronger, but it's not actually tied to a level, it'll be entirely tied to your equipment and how you upgrade it, think Monster Hunter, for example. The sex scenes are going to be implemented right after the battles, right now it just skips you back to town because we don't have any finished scenes yet, but we're currently working to get the Futa Goblin scenes finished first. How it works is, if you defeat the monster, you get a scene with them with your hunter as the dominant partner, if you get defeated by them, you get a scene with the monster as the dominant partner. While we're talking about this, we're aiming to make each of the monsters tied to a specific...Well, not really "fetish" but a specific theme. The goblin is heavily focused around blowjobs, by example. The Pigman is focused on cum inflation and the Orc Amazon is focused on cunnilingus. But yeah, hopefully we'll get the goblin finished up soon and then we can actually show that to you guys in action.

VintageBass Wrote:What I am really interested and looking forward to is like a party system, which might get tricky if there's any conflicts with the sex interactions, but it'll feel rather good to have a party backing you in taking down some of the tougher monsters and them to join in on the fun, or even watching them get fucked over when you lose.

It'll be interesting to see if that gets added.


Well, at the moment we have plans to further down the line implement a system where you can capture a monster and then take him on your next expedition as a pet, so they fight alongside you against other monsters. We didn't think about having them join in, though...Mostly because the number of branching sex scenes that could arise from that is kinda scary...But hey, who knows? Maybe.

Edit:

By the way, mediafire links are up!


Currently working to implement the random event system that you go through when going on expeditions. Each expedition will last a week and you will get one random event per day until you find the monster you set out to hunt (Your chance to find them increases with each day, with it being 100% on day 7.) These random events can add penalties or buffs to you and the monster you're hunting, as well as possibly increasing your rewards for beating the monster, forcing you to switch up your strategies on the fly or, if you get lucky, have a much easier time with the monster. The idea behind this was to make sure every battle feels different, so that even if you're hunting the same monster for the fifth time, be it for grinding for money or whatever else, you can still find some surprises along the way. Each of these events will also be accompanied by a single picture to illustrate the event in question, hopefully when I actually put this up for testing, the pictures will be ready.

2015-10-03_1558.png
Random Event System
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Re: Hoonters - Turn-Based Monster Hunting RPG

Postby bestusernameEVER » Sat Oct 03, 2015 8:49 pm

I like where this is going. Keep it up!
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Re: Hoonters - Turn-Based Monster Hunting RPG

Postby Nicoffee » Sun Nov 01, 2015 2:48 am

New version is up! I already updated the links in the first post for download!
Changes in this version include:
- Expedition events are programmed and slowly being implemented, every time you go out in an expedition, you'll face random events which will affect your stats during the upcoming fight! The idea is to make every battle feel a little bit different, with you sometimes having a huge advantage of disadvantage against the monster.
- Actual sex scenes are...Not implemented yet, sadly. The system for viewing them is in place though, and we put up a gallery of our current sketches for the scenes while the animations themselves aren't finished.
- Added an in-game link to our patreon, if you'd be interested in that.

Edit:
Aaaand I just realized I forgot to add Pexe's forest Background art...HOTFIX TIME.
Added!
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Re: [UNITY] Hoonters - Turn-Based Monster Hunting RPG

Postby Gidshri » Fri Nov 06, 2015 12:58 pm

Very intresting idea! Good luck with this!

PS When do you planning complete the first sex scene?
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Re: [UNITY] Hoonters - Turn-Based Monster Hunting RPG

Postby Nicoffee » Sat Nov 07, 2015 5:18 pm

Thank you! And, hopefully, by the next update. We're currently working on the assets for the animation itself and, as soon as that's done, I'll begin animating them and post progress reports about it here.
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Re: [UNITY] Hoonters - Turn-Based Monster Hunting RPG

Postby noox » Tue Nov 10, 2015 6:21 pm

I just played the demo. Looks pretty promising. I really like the concept of the game. Are you looking for any more help? :)
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