Valor and glory - version 0.1.3 - 22/04/2018

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Re: Valor and glory - Erotic fantasy game [WIP]

Postby MMMm » Sun Aug 27, 2017 8:19 pm

The game freezes when you attempt to level up when your reach level 10. It should probably tell you that you're at the current max level. I was confused when the game soft locked.

Could some of the weapons get some special attacks? The bow was a little disappointing. If it dealt status ailments by giving you poisoned arrows that cost magic, it could make it worth using. Maybe that magic sword you buy from the dwarf could have an energy attack too.

Do you have any plans for adding pets/party members? Or group enemy encounters?
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Re: Valor and glory - Erotic fantasy game [WIP]

Postby Leopold visette » Tue Aug 29, 2017 5:59 am

Hey MMMm! Thanks for telling me about the bug, I'll get the the level cap fixed.
Your idea with weapon special attacks is an cool one, and I've added it to my Trello list of things to add sometime in the future.
And yes, it is most definitely in my vision that your hero will have companions, but I've set it aside until I've finished with the main city(Wetlock)
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Re: Valor and glory - Erotic fantasy game [WIP]

Postby Leopold visette » Thu Sep 14, 2017 7:34 pm

Game version 0.1.1p - 09/09/2017
New features:
- Added a new (reeaally long) scene for the M/F crowd. Activate it by walking around Clover's barn on the map between 22pm and 2am.
- Added a new hidden event inside the Foxhole tavern. Click the background somewhere during service hours to initiate it.
- Added art for the bandit player lost scene.
- Added new art for the ratling blowjob scene.
- Added new art for the moohmin face-sit scene.
- Added new art for the cumquat riding scene.
- Resized the UI for the customize character screen.
- Added a pop-op when attempting to craft with a full inventory.

Fixes:
- Proof reading by FruitViking.
- Fixed a bug with the bandit's healthbar

Notes:
- The hidden event is the first multi-choice scene, where you have have to decide one or the other. I hope to have many more of these, putting the player in dilemmas each time.
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Re: Valor and glory - version 0.1.1p - 09/09/2017

Postby porne » Mon Sep 18, 2017 7:07 am

Question: What's the droprate for the horn supposed to be? I just ran a new game and got to level 4 or 5 and have never seen one.
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Re: Valor and glory - version 0.1.1p - 09/09/2017

Postby MMMm » Mon Sep 18, 2017 10:05 pm

Something that would make the magic spells more interesting if they caused status effects. Lightning could paralyze, fire could cause burns over time, and ice could freeze someone solid. Maybe there could be magic perks that improve the rates of special effects activating.
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Re: Valor and glory - version 0.1.1p - 09/09/2017

Postby Dongman » Tue Sep 19, 2017 2:14 am

Honestly, the #1 thing I would like in this game, would be for the player to be able to make their character a futa
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Re: Valor and glory - version 0.1.1p - 09/09/2017

Postby Leopold visette » Mon Sep 25, 2017 8:47 pm

Hey all. Sorry for the slow response time.
#1: I'm not certain what the horn in question is? If it's the ones the Woodrunners drop, then the droprate is around 30%.
#2: That's an awesome idea! I've just made a way of showing what status effects a character has, so that would fit perfectly with magic adding debuffs :)
#3: Futa would be lovely, but it's not currently planned. In the future I want to create a character that deals in polymorphing as introduce futa that way :)
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Re: Valor and glory - version 0.1.1p - 09/09/2017

Postby musical74 » Tue Sep 26, 2017 1:56 am

So long as the futa is optional or occasional, not *WE ARE GOING TO FORCE YOU TO HAVE TONS OF FUTA* :twisted: I don't have an issue with it. I'm one of the *Futa? YUCK* crowd and there are games I will refuse to play because the futa is so rampant. Guess it's kind of a balancing act, pleasing those that want the futa (Dongman) but also making it to where you don't turn people off (myself).

One question: When do you have an ending planned? There's a ton of stuff already, but it would be nice to know how much more there is. Also, if it's "the ending won't happen for awhile" that's fine. :)
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Re: Valor and glory - version 0.1.1p - 09/09/2017

Postby Dongman » Tue Sep 26, 2017 6:00 am

musical74 Wrote:So long as the futa is optional or occasional, not *WE ARE GOING TO FORCE YOU TO HAVE TONS OF FUTA* :twisted: I don't have an issue with it. I'm one of the *Futa? YUCK* crowd and there are games I will refuse to play because the futa is so rampant. Guess it's kind of a balancing act, pleasing those that want the futa (Dongman) but also making it to where you don't turn people off (myself).
)


Yea, I agree there. Y'see, I feel that way about most gay content in games. I have no issue with it being there, as long as it's not forced uppon the player. So, the thing is, if you want a character to be able to fuck the monstergirls (like the brownies or the cowgirls) in this game, you have to have a male character. Now unfortunately, this means that whenever you lose to certain enemies, (like the rat people or the ents for example) as a male character, you see what I'm getting at here. However, with a futa character (for people who are a fan if that) you're able to get the best of both worlds.
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Re: Valor and glory - version 0.1.1p - 09/09/2017

Postby Dongman » Tue Sep 26, 2017 6:02 am

Also a goblin player race would be fantastic
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Re: Valor and glory - version 0.1.1p - 09/09/2017

Postby Leopold visette » Tue Sep 26, 2017 9:30 pm

On the Futa, I currently have one character that fits that bill being the bat-bard and to some extent the slimegirl, and that's out of 20+ chars. That's pretty good odds :P I would like to add more down the line, but they are the minority of characters I've got planned. What about trans people though? I've got one of those brewing you see, hehe

If it's merely the fact they're in the game, then I don't think I can do much to help. Other than to advice people not to interact with the characters they don't fancy :) And to skip the losing scenes if the content offends/is found not to your taste. Earlier in time you had to scroll to the bottom of the scene to be able to continue, but that became annoying so I took that out :)

Musical74, you can look at my Trello to see my plans and what I'm currently working on: https://trello.com/b/dB66pkua/valor-and-glory
I update it once or twice a week :)

Dongman, new races are decided by the patreons :) I do like a selection of 3 and then they can vote on the one they like the most. Keep your eyes peeled for that if it might interest :P
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Re: Valor and glory - version 0.1.1p - 09/09/2017

Postby porne » Thu Oct 05, 2017 12:35 pm

Strange, I very rarely get the windrunner horn drop.

Regardless, you've done a good job so far.
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Valor and glory - version 0.1.11 - 02/10/2017

Postby Leopold visette » Sat Oct 07, 2017 2:04 pm

Update_0.1.1q.png
Update_0.1.1q.png (272.04 KiB) Viewed 1920 times


Game version 0.1.11 - 02/10/2017

Get the game at http://www.valorandglory.com/Game/ValorAndGlory_0.1.1q.zip
and support the game at http://www.patreon.com/valorandglory

New features:
- Added a new quest from Clover. You need to have finished her first quest.
- The quest involves a new boss monster. Be prepared!
- After finishing the quest, a new character is unlocked at Clover's farm.
- This character can provide you with a healing item once per day.
- The drunken oaf now has all his animations
- The baby spider boss now has all its animations
- Buffs and debuffs are now visible as small icons above the PC and monsters. Mouse over for tooltip.
- Added some journals on different locations
- On request I moved the off-hand sprites up my work list. They're now added and I gotta admit that dual wielding iron swords looks badass. Unequip and re-equip current off-hand weapon for it to work.
- Added functionality to the maps so tiles can change looks based on events.
- Added sorting layers to avoid sprite parts overlapping.

Fixes:
- Been comprissing a lot of images, making the game's total size less than half of its former size!
- Fixed a bug where the barn orgie scene wouldn't deduct lust.
- The secret scene's buttons for "share" and "keep" had been switched around, but they're now fixed.
- Resetting your character after a defeat turned out to be really buggy. Should be fixed now.
- Fixed some bugs with the player dying animation sometimes playing twice.

Notes:
- Holy balls! I found a way to compress my images to 1/3 of their former file size, simply by making sure the width & height is a multiple of 4 in Unity3D. Oooh happy day.
- I'll try to remember to rename the zip-files to fit the current version of the game.
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Re: Valor and glory - version 0.1.1p - 09/09/2017

Postby MMMm » Sat Oct 07, 2017 7:47 pm

How much charisma do you need to see the locked quests? The orc and the farm girl won't talk to me further. Charisma doesn't do anything so I never raised it. Will there be clothing items that raise it? I'd be happy to spend a few thousand gold to dress up in a tuxedo rather than spend my hard earned level points.

Will there be any storage options? Would be nice to have a lock box in my room at the Inn to keep all my crafting stuff. Or a backpack to raise inventory space.
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Re: Valor and glory - version 0.1.1p - 09/09/2017

Postby Leopold visette » Sat Oct 07, 2017 9:45 pm

Hmm, the tuxedo is a good idea. I could imagine such a thing happening.

Oh, and the inventory question: last month I made a poll on whether the people wanted the brothel or the bank to be added first. The brothel got the most votes, so that's where I'm currently focusing and then the bank will come after :)
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Re: Valor and glory - version 0.1.1p - 09/09/2017

Postby MMMm » Sun Oct 08, 2017 1:02 am

Alright, that's cool. When will there be a higher level cap?
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Re: Valor and glory - version 0.1.1p - 09/09/2017

Postby musical74 » Sun Oct 08, 2017 5:13 am

Think you need 15 or so to have Gnuk tell you what's on his mind - it's at least 15 but no more than 17. Clover you need 20 or so

Has the *shelter from the storm* piece been in place for awhile? I blundered into it while roaming around the farmlands and found it... interesting. Moohmin blackmailing the character eh? They seemed to enjoy it though! One other thing regarding Clover - the first time I milked the moohmins I got 15 gold, the second time it was 10. Was it because it took less time? Just wondering why the second round of helping Clover with her moohmin issue was less than the first.
Last edited by musical74 on Sun Oct 08, 2017 5:57 pm, edited 1 time in total.
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Re: Valor and glory - version 0.1.1p - 09/09/2017

Postby Leopold visette » Sun Oct 08, 2017 6:23 am

There will be level cap increases yes :) Usually I do when we reach a new area.

Hi Musical, the shelter scene has been there since the start September, so not that long :P It is rather hidden though, yeah.
You're correct about the jobs paying based on the amount of hours. Both the milking and working as a waiter stops at a specific time, but you can do it at any hour before so, only the reward will be smaller :)
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Valor and glory - version 0.1.1r - 19/11/2017

Postby Leopold visette » Sun Nov 19, 2017 1:08 pm

Get the game at https://www.patreon.com/posts/15124077

New features:
- The local brothel in Wetlock has been opened! Welcome to the "Inn and out"!
- Rodham, the bartender at the Inn and out, comes with some fluff and a sex scene for both male and female players!
- Dusk works the pole at the Inn and Out. Doesn't have anything yet beside his introduction.
- Ealin has received a new sex scene for female players! Drunken fun! Needs to have completed her quest.
- The patreon poll winning M/M scene is in! After defeating the bandit in Wetlock, it's now possible for male players to "teach him a lesson". (No art yet)
- Elemental spells now have a chance to either burn, freeze or paralyze targets.
- Burning deals damage over time, being frozen applies shattering for extra damage on basic attacks and paralyze applies a chance to lose ones turn.
- The great bumpkin boss has received its artwork
- The great bumpkin boss has received all its animations
- Added a new mage perk that makes it easier to apply spell's status effects

Fixes:
- Fixed an issue with the spider's sprite lumping together
- Turns out all the spell animations were cutting themselves off early. This has been fixed.

Notes:
- We've got a new poll going on patreon for the next knight tier race to be included! Come join today.
- Can't remember the name of who came up with the idea for status effects for spells, but thank you. It was a good one.
- Characters will now receive moving portraits to give them a bit more life :)
Leopold visette
 
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Re: Valor and glory - version 0.1.1r - 19/11/2017

Postby MMMm » Tue Nov 21, 2017 5:34 am

Yay, you added the elemental effects. Makes playing a magic user more viable. Physical attacks are usually outright better because of dual wielding.

Actually, could mages get a double cast perk, letting them select two spells and hit with both of them? Would put them more in line with the attackers.

Maybe raising intelligence could let you resist the damage from magic or dodge spells too. There could even be a perk that lets you cast any spell an enemy uses on you back at them in retaliation.

Is it ever going to be possible to avoid attacks if your evasion is high enough compared to your opponent? I made a character who focused entirely on speed and noticed it just gave me extra turns. Would be nice to be able to dodge and evade like a thief or acrobat.
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