Tuesday, September 20, 2022

Upcoming Demo: Redemption Harem's Redemption System

Redemption Harem is in the final testing phase, which means this last system is in a state that is more or less final.


There are three main parts to this system: the hunt, redemption, and condition maintenance.


The hunt is when you're out in the field doing your job as a monster hunter. You'll have to fight through a hunt area, managing your supplies and health while you look for the target of your hunt. At this stage, things aren't all that different from a standard RPG quest as you move through the different stages of the hunt.


The redemption step takes place immediately following the conclusion of the hunt. The basement of Erlosung fortress has 7 cells you can hold monsters in for this purpose, and if you don't have a free cell when you complete the hunt, that last step will reset and you'll need to redo the last step of the hunt another day. Once captured, the monster's Condition variable is set, and it's up to you to maintain it. At first, this is done through food, but each monster will have special tasks or conditions to meet before you can move on to the next step. In general, you must raise their Condition variable above a certain amount, then allow it to fall below a certain amount, without ever letting their Condition get too high or too low. Either means failing the Redemption process, and the only mercy left to show is to end your captive's life.


The final condition maintenance step is only for characters who join the fortress. Similar to the redemption step, the idea is to keep each monster's Condition variable from getting too high or too low. However, the stakes are much lower. Rather than needing to kill anyone who exceeds or falls below their threshold, they will "attack" you in the night, and you'll automatically lose that day to managing their needs. If this happens, their Condition will also regulate, giving you a few days as a buffer to get them into a better condition (and to help prevent a cascading issue after recruiting a larger number of characters, where you are constantly attacked until you starve to death).


For those that join you, the maintenance is considerably easier to manage, but there are a much wider variety of factors that can influence it. For example, in most situations your party members will leave your party at the end of the day. When this happens, their Condition will be affected. Whether this effect raises or lowers their Condition and how much their Condition is affected varies based on the character. Another example is the group meals you can make for your entire fortress. Some characters might not care what the food is, and will only react based on whether they enjoyed the company of the rest of the fortress. Some might be picky eaters, and have a minimal change or negative change if the meal isn't to their liking. Others might see the meal as an indulgence that brings out their monstrous side, and can have a much larger affect on their Condition compared to the other characters.


The maintenance is mostly there for flavor, though. It doesn't affect gameplay aside from preventing you from adding a character to your party if they're too close to one of their thresholds. There's no difference in stats, and other than the "attacks" that can happen if those thresholds are crossed, the system is fairly low-impact.


With all of that out of the way, I also have some news for MnM: v0.7.2 should be out to Patrons this weekend. This second interlude update will open up another new Hold, the Estate customization system, a material storage system to accommodate some events that I'm hoping to implement in Act 2, the pregnancy system, and (if I can manage it in time) the overdue Service scenes for the new characters. Look forward to more information coming this Friday!

No comments:

Post a Comment

Most Recent Update

Maids & Masters (& More Progress on v0.19)