House of R'Thoth (Finished)

House of R'Thoth (Finished)

Postby GoRepeat » Sat Jun 04, 2016 8:36 am

************************
W/Up Arrow: Up
A/Left Arrow: Left/Backslide(while attacking)
S/Down Arrow: Down
D/Right Arrow: Right/Backslide(while attacking)
Click1/Z/J: Jab
Click2/X/K: Slam
Backslash/End: Exit Level to Menu
*************************

Click to Play
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HoR.swf [ 8.89 MiB | Viewed 10241 times ]



8/2
- Ending animation sequences will now periodically pause in loops
-- you can just click to continue the ending sequence
- Slightly shortened the duration of character being stunned
- backdashing will now give you a brief immunity shield at the end
- slightly changed shield graphic so it will fade out at the end instead of just blipping away
- made a few minor animation adjustments
- fixed a few minor errors and bugs
- done, I guess?
-- NOT TOO SHABBY FOR 2 MONTHS EH? EHHH? EHHH?
--- What to work on now.......

8/1
- Added splash screens and warning
- Cleaned up a few animations
-- the random color stuttering should be fixed now
- Added Forgotten Songs to expand story
-- Hopefully it makes more sense what is going on now
- Other random polishes
- Next update will probably be the final so get your feedback in now

7/31
- Reduced map sizes from 3x3,5x5,7x7 to 3x3,4x4,5x5
-- Felt the game was taking too long to play through
- Added Endings to the game and gallery
-- 7 total endings
-- Ending is determined by the outcome of the final boss fight
-- After ending, loading your old game will restart the final fight so you can try for others easily
- Other random bug fixes

7/24
- Changed the second felsteed animation
-- that riding one just looked weird and didn't end up how I wanted it
- Changed the fight mechanics on the felBoar
-- instead of just spam armor breaking, when you run into the boar it will start a charge
-- damage type of charge alternates on lap: ie: stun/break/stun/break
- Tweaked the HML setting assets a bit to prevent misclicking
- Made some changes to the R'Thoth fight
-- being swallowed will now move onto the next sequence instead of restarting the current one
--- this means the fight will ALWAYS be finished after the 3rd sequence regardless of how much you suck at the game
---- I think this fits in more with the "can't lose" theme of the game and will allow for multiple endings
- Fixed a small gallery bug that wouldn't load the orbs correctly when scrolling from the left
- Tweaked the third felboar animation and gave him some balls to cover up the weird belly protrusion post thrust

7/23
- Fixed bug where Erader animations weren't unlocking in the gallery
- Added Fallen animations to game/gallery
- Added R'Thoth animations to game/gallery
- Final Boss fight with R'Thoth is now live
-- Clearing all nine levels will trigger transition to R'Thoth stage
--- Game doesn't have an ending yet so win or lose, you will just get kicked back to the menu
- Compromised with area locks so now there is a 25% chance the area lock will occur when entering a new room
-- Old mechanics will still apply, killing any creature will unlock the room regardless of total amount
- Other random bug fixes

7/14
- Bug fixes!
-- Fixed a bug where entering the Eternal Dream would overwrite your main game progress
--- It WILL save any gallery unlocks, though, so you can use it to farm out animations you are missing
-- Fixed a bug where entering a new level via corruption would lock up the game / grey screen
-- Fixed a bunch of bugs resulting from accessing areas of the title screen without a save game available
-- Fixed a bug where clicking the gallery mode animation would fail to progress it to the next loop
-- Other misc bug fixes - keep them coming if you see them
- QoL updates!
-- You will now get a temporary shield when you take damage or after an event animation finishes
--- The shield will dissipate on its own after a few seconds
--- You are effectively untouchable while the shield is up
-- Removed the forced lock on the non-boss rooms
--- I though about this and it made the game feel too grindy, especially on the larger maps
--- Enemies will still spawn when you enter the center of a room, although it won't lock anymore
---- You can still skirt around the edges to avoid the spawn if necissary
-- Added High/Medium/Low graphics setting back to the title screen (oops)
-- Continuing via Old Dream will not longer replay the intro/dialogue sequence, it will place you directly into the level
--- It will, however, reset the level and place you back at the start

7/13
- Added gallery mode
-- Select "Found Memories" from the title screen
-- Game will now auto save when you trigger an animation and it will unlock in the gallery
-- Hit "End" or "\" to return to the menu at any time and view the gallery
--- Warning: Right now this will reset the level and you have to enter it again via "Old Dream" option
-- Animations triggered in the Eternal Dream WILL unlock the animation in the gallery so its good for farming them
- Misc tweaks to animations

7/11
- Finished filling out animations of current enemies
-- Felguard, Saytr, Shivarra, Void Walker and Observer all have full sequences now
--- Changed Eradar to be a lot more obvious Futa
- Added new backdash ability to break from an attack
-- If you are mid attack, tap the opposite direction you are facing to cancel the attack and dash backwards
- Added Eternal Dream game option
-- This will load you directly into a 100 x 100 maze with random enemies from all levels
--- For now just serves as a place to mess around; might add unique enemies to it later

7/8
- Started filling out the animations
-- Succubus, Imp, Fel Hunter, Felsteed, Doom Guard, Eradar, Fel Boar done
-- Felguard, Saytr, Shivarra, Void Walker, Observer still single loops
- Enemies will now spawn when you enter the middle of the room instead of automatically
-- all rooms will now lock when enemies spawn
--- you only need to kill one enemy to release the lock and can still flee from the rest
--- while the lock is up, entering a sex animation with an enemy will not auto-defeat it afterwards
--- while the lock is down, entering a sex animation will end with the enemy despawning
- Other random bug fixes

7/2 - Part II
- Added initial Satyr animations
-- Satyr will appear as the boss of Nocturne (2)
-- Saytr will appear as regular spawns in Nocturne (3)
- Started a bit of optimization should see slight improvements in fps

7/2
- Added initial Felsteed animations
-- Felsteeds will appear as the boss of Aria (2)
-- Felsteeds will appear as regular spawns in Aria (3)
- Once Saytrs are done and scripted I will do some optimization then finish up animations

6/27
- The game will now save automatically between levels
-- Select "Old Dream" to continue where you left off
-- Saves to cookies, blah blah private browsing, clear cache deletes blah blah
-- CAN'T WAIT TO START BREAKING THEM FOR YOU

6/26 Part II
- I think I got the bug that locks you in place occasionally when activating a pillar
-- There was an issue where the game locked your movement because it thought you were beyond the boss zone boundry
-- The issue should be resolved, however, if you are still getting it let me know
--- Standing back from the pillars when activating them was a temporary work around

6/26
- Added menu/title splash screen
- Added plot and story elements
-- Story elements seen will be determined by area and clear level
- Added structure to game world
-- Each area has three level now (3x, 5x, 7x, respectively)
-- Enemies will populate as you progress through IE:
--- Requiem (1) has imps with boar boss
--- Requiem (2) has imps and boars with Doom Guard boss
--- Requiem (3) has imps, boars, and Doom Guards with Succubus boss
-- Clearing a level will move you up to the next stage
-- Being fully corrupted will move you to the next world
--- Cycling back to a previous area via corruption will return your current progress
---- ex: if you have cleared Aria (1), being corrupted back into Aria will start you at (2)
--- Currently there are only 9 levels and they will just cycle
--- will clean this up later
- Added initial Felboar model and animations
-- Accidently made boars immortal; corrected that

6/19
- Added Sing Nocturne
-- Added initial Succubus model and animations
-- Added initial Observer model and animations
-- Added initial Fel Guard model and animations
- Swapped demon combinations around a bit; still deciding on final pairings
-- Erader, Felhunter, Voidwalker will spawn in Aria
-- Succubus, Doom Guard, Imp will spawn in Requiem
-- Shivarra, Fel Guard, Observer will spawn in Nocturne
- Changed Doom Guard armor break attack to Rain of Fire
- Changed Voidwalker stun shield graphics
- Other minor tweaks

6/11
- Expanded room area to prevent clipping when zooming in on edges
- Added redundancy to prevent character locking when activating a statue
- Added Shivarra battle mechanics and animations
- Reduced Felhunter health
- Changed the way the game spawns enemies
-- ex: you shouldn't get more than one Felhunter now locking you down
- When you click to exit an animation the game will wait until the end of the current cycle to break
-- this is to prep for expanded animations

6/10
- Added Sing Aria
-- Added initial Felhound model and animations
-- Added initial Voidwalker model and animations
-- Added initial Shivarra model and animations
--- I haven't scripted the Shiv boss fight yet, so they will just kind of act derpy

6/5
- Removed old crappy vCam and created a new method
-- should see a lot of lag reduction from last build
- Added quality buttons to load screen (Low, Mid, High)
- Added alternate key combinations
-- Arrow keys will move you as well as AWSD
-- Z/X combo and J/K combo can be used instead of mouse

6/4
- Added background scrolling
- Added camera effects

6/3
- Created initial game engine
-- game will randomly generate a 3x3 map
--- attacking the pylons will generate a boss
--- clearing all four bosses will activate the rune
--- rinse, repeat
-- character has 3 armor states
--- armor state determines sex animations
--- enemies have two attacks: stun and armor break
---- if armor is rent, armor break attacks will act as stun
-- Sex animations will slowly corrupt the character
--- corruption is determined by animation type
--- currently no impact on game / death state
- Added initial Character model and animations
- Added initial Imp model and animations
- Added initial Doomguard model and animations
- Added initial Eradar model and animations
- Enjoy!
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Re: House of R'Toth

Postby sniff3005 » Sat Jun 04, 2016 9:10 am

yaaaasss
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Re: House of R'Toth

Postby Hartlezora » Sat Jun 04, 2016 9:50 am

Already wonderful <3
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Re: House of R'Toth

Postby Jago » Sat Jun 04, 2016 9:52 am

As a WoW player with a Draenei fetish, I definitely appreciate this!

Only bugs I ran into from a couple of map clears:

1. After summoning an Eredar boss, I lost the ability to move my character. I could still swing the hammer, however. Happened once out of 3 clears.
2. Perhaps intentional for now, but my armor would occasionally reset after an animation / getting hit.

Looking forward to where this goes!
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Re: House of R'Toth

Postby Gidshri » Sat Jun 04, 2016 12:42 pm

Cool. As always i suck in your game and can't stay long enough without corruption, but i think it's okay. :D
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Re: House of R'Toth

Postby Shercons » Sat Jun 04, 2016 1:29 pm

Love all GP games, and love succubus / Draenei <3

This game mix all of this, nice animation for start. Wow one love, 9 years played and buy Legion <3

More GP, moreeeeeeeee looks great! :3 I love u :D

Concept with corruption looks interesting, remember Prince of Persia Two Throne
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Re: House of R'Toth

Postby MartinX » Sat Jun 04, 2016 4:15 pm

Suddenly, another Gorepete creation has appeared! Looks like we are back to good old traditional combat mechanics - the sadistic gameplay in Sakybasu no Tatakai 2 (combined with some RNGesus) made every almost every level feel like yet another trial and had me searching for guides for almost every boss battle, all of which took away the actual fun of the game (for me at least). And after hours of attempts and grinding upgrades, I still couldn't get past "The Hand" so I just gave up and downloaded a complete save file. Seemed like even if I had gotten past that level, a lot more frustration was awaiting me afterwards in the castle...

I understand the concept of "earning" the hentai, but I really hope this game is more on the level of the first Sakyubasu no Tatakai, where things were tough but still fair, the difficulty coming mostly from learning enemy patterns. So, good luck with this project, can't wait to see it through!

P.S.: What happened to Geistmarchen? Did you decide to re-use the mechanics planned for it in this game instead?
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Re: House of R'Toth

Postby GoRepeat » Sat Jun 04, 2016 5:29 pm

MartinX Wrote:P.S.: What happened to Geistmarchen? Did you decide to re-use the mechanics planned for it in this game instead?


No, I actually have a completely different game built for that; it is just shelved for now

Jago Wrote:As a WoW player with a Draenei fetish, I definitely appreciate this!


Truth be told, it has been a while since I played WoW - any content suggestions?
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Re: House of R'Toth

Postby Lorielle » Sat Jun 04, 2016 5:52 pm

Legion is actually shaping up to be rather good, you should just jump into that
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Re: House of R'Toth

Postby MartinX » Sat Jun 04, 2016 6:09 pm

Something else I want to mention - I hope the armor break mechanic will tie in nicely with the hentai scenes and you won't have to find tricky ways to simply get stunned (without having your armor broken) to view some of the specific scenes. I kinda had to do that with the little demons and their stun traps to access all the scenes. I guess armor repairs will be fairly common throughout the game, maybe at every checkpoint?
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Re: House of R'Toth

Postby musical74 » Sat Jun 04, 2016 11:29 pm

the WASD thing is a little confusing, but I think that's just because I'm so used to the keypad. Right now the biggest problem is *stunned, so succubus who's on the other side of the area pulls me in for fun time* instead of her going to where I am. It makes it pretty darn easy to get corrupted, honestly. And unless there will be some way to counter the corruption, heroine goes from blue to red fairly quickly...
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Re: House of R'Toth

Postby Randomizer4 » Sat Jun 04, 2016 11:49 pm

Come on, we didn't actually expect Gore's games to be easy right :P
'The fountain of lewd is within, and it will forever bubble up, if thou forever diggest' -not Marcus Aurelius

Am back here as of february, so do get back in touch if you missed me or if you wanna chat or rp!
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Re: House of R'Toth

Postby Lucky777 » Sun Jun 05, 2016 1:10 am

Sweet, another GP action game.

Also sweet; another game with corruption.

No idea how it'll play out, but I do suspect I'll be maxing that as swiftly as possible.

With right-click being a specific attack though, I gotta ask for quality buttons or somesuch to be somewhere in there, as usual.

I'm not on the shitty ancient laptop anymore, but this one isn't fantastic with respect to keeping up the framerates in your games either.
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Re: House of R'Toth

Postby GoRepeat » Sun Jun 05, 2016 3:58 am

Lucky777 Wrote:With right-click being a specific attack though, I gotta ask for quality buttons or somesuch to be somewhere in there, as usual.

I'm not on the shitty ancient laptop anymore, but this one isn't fantastic with respect to keeping up the framerates in your games either.


Yeah I should be able to sub in arrow keys and Z/X without too much difficulty for people who didn't want to use a mouse
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Re: House of R'Toth

Postby Lucky777 » Sun Jun 05, 2016 4:09 am

Hmm?

I meant "Buttons to control quality of the display" there, tied into my framerate issues.

That said, if you're adding in buttons to control the attacks, they should prolly be buttons that a person could press with the hand not on Wasd, like J and K, yeah?
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Re: House of R'Toth

Postby MartinX » Sun Jun 05, 2016 10:40 am

Lucky777 Wrote:I'm not on the shitty ancient laptop anymore, but this one isn't fantastic with respect to keeping up the framerates in your games either.

Actually, I think the framerate plummeted after the new 6/4 update. It was very smooth before.
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Re: House of R'Toth

Postby GoRepeat » Sun Jun 05, 2016 6:14 pm

Lucky777 Wrote:Hmm?

I meant "Buttons to control quality of the display" there, tied into my framerate issues.

That said, if you're adding in buttons to control the attacks, they should prolly be buttons that a person could press with the hand not on Wasd, like J and K, yeah?


Oh gotcha - yeah that's no problem, I will throw it in the next build. Anything you want, sweetie pie.

MartinX Wrote:Actually, I think the framerate plummeted after the new 6/4 update. It was very smooth before.


It is the Virtual Camera - its an old shitty script that I need to replace. I am looking at using an alternative that doesn't cause the game to lag to shit when the camera scales.
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Re: House of R'Toth

Postby Shercons » Sun Jun 05, 2016 8:16 pm

Spoiler (click to show/hide):

http://wowwiki.wikia.com/wiki/Eredar

Here - information about Eredar History.

Spoiler (click to show/hide):

http://wowwiki.wikia.com/wiki/Eredar_Twins
http://www.wowhead.com/npc=25165/lady-s ... h#comments

Some information about skill's / history.

I try to help, but my english so bad =(

I think new slasher game would be good :3
Maybe something with two ways of game - Eredar / Draenei
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Re: House of R'Toth

Postby Alex250 » Sun Jun 05, 2016 11:48 pm

I encountered a bug where after hitting a tentacle idol and spawning the miniboss I couldn't move. I could still use attacks. I had beat the game once and was on my second try.
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Re: House of R'Toth

Postby Lucky777 » Mon Jun 06, 2016 1:02 am

GoRepeat Wrote:Anything you want, sweetie pie.


: D
And cumshots, and squirting, and mandatory corruption, and angel corruption, and fairies, and animals, and sound, and dialogue, and gallery-mode, and
...Well, sadly you probably didn't mean that literally.

Also, yes, even on my machine, this runs very noticeably better, and on medium or low, better still.
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