Wednesday, October 19, 2016

Update 0.0.0.92


 Update 0.0.0.92
 ( Small update, content wise. )

  • Combat Changes:
    • Buttons now display better text given player status.
    • While energy ratio determined resistance to lewd attempts, low health can now lead to falling down.
    • Having 0 hp, results in a K.O. Which auto skips the player turn.
    • Player can now stand, and break free from lewds.
    • Resting now restores much more energy, Universal damage Increased, Mobs slightly weaker.
    • Armor deflects some damage (Enemy armor too!)
    • If Enemy has armor, they are now strip-able. (Bandit Only)
  • Art Changes:
    • New Cosplay: Rock Girl
    • New Sprite: Shirtless Bandit
  • UI Changes:
    • Start of new character create screen, (solely function at the moment)
    • summary screen now displays player portraits, still place holder

Thursday, October 6, 2016

CastleRock 0.0.0.91 .exe

The lewd jam submission was immediately hot fixed to omit the 1v2, and 1v3, combat because of a couple game breaking bugs. There have been a couple reports of the users not being able to run the program as a .jar file. It might be due to the user not having java on their computer, however, the game is now packaged in an .exe, along with the JRE (java run-time environment).

The 1v2, and 1v3 has returned to the game.

Thursday, September 29, 2016

Stable Release 0.0.0.89

A new stable version has been released with the Itch.io Lewd Jam.

Itch.io seems to be a wonderful site from the developers point of view, and I will most likely continue to use it for distribution. The announcement of the lewd jam was in early august, and really led me to branch out and seek an artist for the animations.

When I first started with CastleRock, I started keeping logs of the progress I made daily, (however slight) and it really started to kick off with the announcement of the jam. The "real" daily progress anyway. 

Saturday, September 17, 2016

Prototype: OFFLINE

The previous prototype on Itch.io has been closed until the next release. Thank you for those who have tried it so far, I know it wasn't much. For those that haven't tried it, it will be much better to play the next release at the end of the month. The 0.0.1.00 release will be entered in the Lewd Game Jam, so check that out as the entries start to come in. Keep in mind, the Jam just started, so expect the most entries near the end of September (The jam ends September 31st).

Sunday, September 11, 2016

Pending Initial Release



Hello,
   Very shortly I should have a demo ready for download. From the navigation bar on the right +>>

The prototype should feature character cosplay selection, stat rolling, basic-turn based combat mechanics. It has a couple mobs, some lewd animations, armor destruction.

Combat-
In theory the combat / lewd will be interactive. In many other RPG-adventure games, the lewd bits were decided by the winner of the battle. With CastleRock, the Lewd will be part of the battle.
 
Position>Submission- Position before submission, is not necessary, but life will be much harder for the fighter on the ground.

Energy- Combat will focus more on energy, than health. Of course being in poor health will be detrimental for the player. For example, an injured status may affect the total energy a player has, and no health: a game over status. Being out of breath will result in less effective hits, higher chances of getting knocked down, and higher chances of being used or abused.





Armor- Currently at this point the armor system is a place holder until work starts on the new character sprite system, which will be the focus of the 0.0.2.00 release.

Party System- This prototype will not have the party system implemented yet. Party based combat is however the focus of the 0.0.1.00 release.

Perk/ Class system- This prototype may have the basics for the first player class type. The BroodMother class will allow monstrous offspring of the player to join their party.


Monday, August 15, 2016

What is Castle Rock

General Idea: Create a /d/rpg game with Java Libgdx. Gameplay is intended to be immediately nostalgic to older Gameboy games with a similar top down view of the player, and a grid or cell like structure for tiles and map objects. Combat will be party based, and be somewhat complex. Dependent on player builds. Player Characters and NPC’s will be customizable, both intentional and unwillingly. There will be ‘home’ development. In summary;
               –2d RPG                                          –Customizable Player
               –Party Based Combat                      –Customizable NPC’s
               –Statistic Tracker                             –Customizable House
               – Procedurally gen. Dungeons        –Quest
               –Player decisions effect game         –Items and wardrobe

Game Setting: A post-apocalyptic world in a distant future where the earth has died, and much of what was learned during mankind’s existence has been forgotten. The ‘second’ dark age of man resulted in the return of archaic practices and religious belief. Many unexplained beings of the new world are believed to be magical, or demonic, but in reality, they are only the product of countless generations living and breeding in the nuclear radiated landscape.
The so called ‘god of the sky’, “Al Mahatta”, has been falling for thousands of years. Eventually the sky rained fire, and the massive intercontinental space station finally ‘returned’ to an earth that no longer kept time.

Development plan:–Modular.
Final game will include all the above elements, but will have a couple different quickplay settings. For example the Survival Mode module will allow the player to choose a particular fresh character, and then the environment they are supposed to survive in. This gives the player quick satisfaction and immediate access to a certain monster types.