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female Omo Platformer in the Making


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11 hours ago, Bees said:

I'm sure a lot of us (myself included) would appreciate, very much, more visible desperation. There is a small pose, but only when she pees... it's enough for now, but I figured that I'd let you know it doesn't really seem at all like she's desperate until she pees herself. Overall, though, this is shaping up to be really great, that's really my only complaint. 🙂 

I have plans to add desperation to the player sprite in the future, but there are still a few too many bugs and general housekeeping that need to be taken care of first. In the settings, however, there is the option to enable the 'status image' (name subject to change). This brings up an animated visual indicator of Rain's level of desperation, which may be what you're looking for! The option to enable the status image is not present in the main settings menu, but the in-level settings when paused.

21 hours ago, ZirconiumPen said:

by staying desperate the whole time, the whole platforming part becomes trivial.

I'm still trying to figure out a good way to solve this. Originally, the swim speed was supposed to deter players from letting the desperation level get too high, but it made the levels tedious. The boxes getting frozen underwater was a bug, but I thought about implementing something that prevents progression if the water level is too high. All that would do, though, is allow players to swim to the edge of the stage and then pee, again making the platforms pointless. The last possibility so far is to change the swimming function to be more like moving in low gravity, i.e. movement and fall speed are reduced, but you can't actively swim. This keeps the platforms relevant and is slightly more annoying, but not so much that the game is unplayable. Just a thought, let me know if you guys think either of these are viable.

I'll keep brainstorming, but I'd love to hear any other ideas anyone has!

~BlueScreen

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Hey there, everyone, BlueScreen here! Don't remember me? Not surprising! I post and then vanish into the abyss for years at a time. Oops. Anyways, I've been solo-developing an omorashi puzzl

Happy New Year, everyone! It's a littler later than I expected, but the super early demo release is here! There are a number of known bugs that I'm still working on, though this should provide some id

Wow, honestly, I was a little surprised to open this thread back up and discover this number of reactions. Thanks so much for the support, everyone, I'm even more fired up!  I recently came to a

Posted Images

Brief status update today, 0.4 is coming along, but I want to add the level hall as the major piece for this update. Without it, some of these bugs will persist, or any fixes will have to be rolled back later. Additionally, I have some bad news: my laptop/tablet on which I was doing the drawn art is, as far as I can tell, completely fried. Until I get a new one, which might take a while, there probably won't be any updates on that art. However, I've been messing around with the pixel art concepts, and I think I might adjust the original plan for unlockable CGs. Instead of having drawn CGs, they'll be full-color large pixel art versions (maybe they'll be animated at some point, and be more similar to CG scenes, rather than just still art.) This idea is quickly growing on me, so when we get to that in a number of updates, it may be the new plan. I'm hoping to get 0.4 out soon, seeing as 90% of my available work time is on weekends, but for now I'll post this screenshot of the in-game UI border, though I haven't adjusted the health or anything to account for the new style.

ui_in_progress.thumb.png.9e1bed19d132a317aff8b085c1369322.png

 

Thanks as always,

~BlueScreen

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  • 2 weeks later...

Alrighty, been a week longer than I would have liked, but the next update is here! 0.4 is mostly bug fixes and quality of life adjustments, but I've finally added the Level Hub. After completing the tutorial level, you will now enter the Level Hub instead of the first level. Here, the doors indicate whether a level is still locked, has been unlocked (i.e. you completed the previous level) or is complete. You can return to the Level Hub any time you want by interacting with the spawn door at the start of each level, and any bottle you lose or bring will carry! This may be useful in the future, as you can also return to any completed level without rolling back your progress. The Golden Throne Room at the end of the hall will remain shut until all levels are completed. In addition to this, the changelog can be found below.

What's been changed:
-Fixed water getting cut off in some levels
-Fixed strange behavior while inside crumbling platforms
-Fixed down-left/right movement not working
-Adjusted UI and dialogue positions
-Fixed platform sticking
-Fixed landing on the sides of boxes locking player movement
-Fixed floating platforms preventing wetting
-Fixed bottle number resetting

What's been removed:

What's been added:
-Added 'W' to up movement options
-Added holding jump key produces a longer jump
-Added doors opening automatically when puzzles are completed
-Added in-game screen margins
-Added 'jump charge' animation
-Added hub of levels
-Added ability to return to hub via level spawn doors


Known:
-Level restart causes bladder level increasing [unable to replicate]
-Desperation quotes still triggering during wetting [unable to replicate]
-Bladder level not carrying between levels

 

Thanks, as always!

~BlueScreen

rains_big_splash_demo_0.4.zip

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Quote

-Added holding jump key produces a longer jump

-Added 'jump charge' animation

This isn't what I had in mind...

You know how Mario jumps? That's the idea I was going for. Pressing jump starts the jump; if the button is held, the jump goes higher. If the button is released quickly, it remains a short hop.

As it currently stands I'm so not used to this jumping that I can't get past the first level to continue testing, so I'll leave it at that.

(Also volume still resets, particularly I found when restarting the level or accessing settings from the main menu)

Borders look cool though!

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I think Zirc is spot on, jumping is a little frustrating now. A short press should result in a lower jump, longer keeps adding more of an impulse to the vertical speed (so she goes higher)

The jumping now begins at key-release (key-up event) instead of key-down and this is not especially common behaviour.

If you want to keep this 'charging up' behaviour before jumping, I suggest a separate button like a 'crouch' button. In future this could be used perhaps to get under low obstacles also.

The jumping 'charging' animation is sometimes displayed while you are running about. This is also true of the peeing animation.

I have a few ideas about the water level. Global flooding to the top is simple to understand. However in most cases she will almost certainly be swimming when she wets herself... which has a minor plot-hole regarding her clothes dampening even tho Rain is wading in water. I was wondering if the bladder-full vs water-flooding-height could be arbitrary. eg. somewhere about half way up. This leaves some of the level as a regular platformer, swimming actually gives the player a bit too much freedom (at the cost of some speed) You can essentially 'fly' everywhere

'I should finish my current drink before I have more' -  I think it doesn't allow you to drink while the water level is rapidly changing. After some thought I think I would place them further apart in the levels, to limit the need for this warning.

Also instead of flooding the entire playing area, in some areas water could be isolated to a 'water feature' that she can ride a floating box or wooden-log up. Flooding an area could be a useful switch for certain puzzles involving the boxes, switches and exit doors etc.

My other new suggestion is that some levels could be solved by requiring the player to actually squat and pee in a location / receptacle which activates the next step in the puzzle.

The cute 'image-profile' animation might be better suited to be on the left,  as we most often travel right-wards.

Perhaps on a harder or more difficult mode, when she is desperate she is more physically limited, might have to pause to ache / pee dance. Jumping or running might be only possible in limited amounts. The desperation could cause some interesting gameplay difficulties!

 

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On 2/1/2022 at 12:57 PM, SuiteWhoWets said:

I was wondering if the bladder-full vs water-flooding-height could be arbitrary. eg. somewhere about half way up.

Hmm, I could probably alter the water mechanic to do that. I'm not sure if this is exactly what you meant, but I'm liking the idea of having the max water level subject to change, perhaps with some kind of obvious border so that it can be better adapted to some puzzle mechanics. Might take a bit of testing to see if that's feasible, but if not, having a lower max level could help with the 'swimming freedom' issue.

On 2/1/2022 at 12:57 PM, SuiteWhoWets said:

After some thought I think I would place them further apart in the levels, to limit the need for this warning.

The issue here arises when the number of drinks required to quickly raise the water level become too much in the limited space before they're needed. This is partially a problem related to the level design itself, though most of these demo levels will likely be renovated or replaced later. I'm thinking that the inventory system will take care of this and allow there to be a significantly reduced number of available drinks.

On 2/1/2022 at 12:57 PM, SuiteWhoWets said:

Also instead of flooding the entire playing area, in some areas water could be isolated to a 'water feature'

I'd love to hear more about this, I'm not positive I fully understand. Would these water feature areas mean that there isn't a level-wide flooding in that room? Or are they somehow additional?

On 2/1/2022 at 12:57 PM, SuiteWhoWets said:

My other new suggestion is that some levels could be solved by requiring the player to actually squat and pee in a location / receptacle which activates the next step in the puzzle.

Personally, I'm big on the idea of peeing into containers, so I really like this idea. I have a couple ideas of my own based on yours to bounce back:

-Thirsty vines: not dissimilar to the Jakla (I think that was their name) vines from Mojique, you must pee on their sprouts to make them grow. These vines act as rope ladders that you can then ascend. Alternatively, the 'thirsty vine seeds' are some kind of obtainable item, and it is up to the player to determine where best to plant them.

-Icy vines (name subject to change): icy vines will block passages, the player must pee on them to make them wilt (melt?) in order to pass.

-Pee control: currently, Rain is only able to pee for a set amount of time. Perhaps giving the player some limited control over this would allow for puzzle-related precision, especially when it comes to filling containers. If not, these container puzzle may require multiple 'pees' to fulfill.

-Time elements: opinions on timer-based challenges? It wouldn't be too hard to have switches and color indicators on a timer. Maybe when linked to a pee container, the volume added is proportional to the time active? Dunno, just spitballing.

In general, I think it's wise to back-and-forth with you all a bit more before implementing things (as I should have done from the beginning, but oh well). It may mean that the actual update releases are no longer on their 2-week-or-so schedule, but they will be more likely to meet expectations. Who knows, maybe it won't change that much, since I'll be chasing bugs and features that don't need to be reworked as often?

Anyways, I'll probably be a bit busy this weekend, so the next update will be small and exclusively bug-fixes. 

Thanks again,

~BlueScreen

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  • 2 weeks later...

I think if you put them both on the left, you risk losing too much information on that side. Bottles don't conceal enough screen space to block anything important, so I think it's better to space them out. With that said, with the current 4:3 aspect ratio, the status image (which is optional, but clearly expected to be on) takes up too much screen real estate. Given it's 2022 and nobody is using 4:3 screens anymore, it makes more sense to have the game window be 16:9.

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Oh man I had seen your initial post, but am just now seeing the product!! This is too epic, I seriously love the concept. I'm having some trouble playing it though - any recommendations? I can't get past the first level, as once she falls off the first set of moving platforms, I can never get her back up. Cheers!

Edit: Nvm I just learned to charge her jump. Oi I like...

Edited by wetting_fan (see edit history)
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5 hours ago, Captain L said:

I think if you put them both on the left, you risk losing too much information on that side. Bottles don't conceal enough screen space to block anything important, so I think it's better to space them out. With that said, with the current 4:3 aspect ratio, the status image (which is optional, but clearly expected to be on) takes up too much screen real estate. Given it's 2022 and nobody is using 4:3 screens anymore, it makes more sense to have the game window be 16:9.

 

4 hours ago, ZirconiumPen said:

I think I like the first one, but with panties on the bottom right and bottles on the top right

Reasoning is that the bottles' color blends in with the water level, which tends to show up on the bottom part of the screen

Ok, cool, that stupid screen resolution adjustment continues to haunt my nightmares, but it shall be done! You guys make some good points about the bottle visuals, so that's the way they'll stay. Most of the buggy stuff from before has been fixed, plus a couple of new things are on the way. 

If anyone has suggestions on the atrocity that is preventing platforms from being detected as 'player grounded' from the side only, I'm open. I feel like this is a bug that I pseudo-fix in every single update. I think it was working fine in 0.4, but the Mario jump system is confusing the game engine. On the more technical side, for those familiar with Unity:

I currently have a ground check and a 'sticky' check that detect platforms and objects by 'ground' tags and child objects on the sides of every object tagged 'side.' When the player is in contact with the side (sticking) and isn't grounded, they can't move and will simply fall until no longer sticking. I believe the issue stems from the ground detection sensing the platform as ground, which cancels the 'sticky' check. Because each check is a Trigger, it has to be larger than the Player's collider and therefore passes through the sticky check and touches the platform. I can't make the sticky check override the ground check, as simply by standing on the edge of a platform would immobilize the player.

Obviously I'm still hammering it out, and I'm sure there's a simple solution that I'm not seeing, but perhaps one of you will. In the meantime, I'll fix the resolution and get rid of that moonwalking bug.

Because I finally got the bladder level to carry between levels, I think logically I need to add the bathroom in the hub. Otherwise I'd need to add the inventory, which will probably take a while.

image.png.535a70783322a0232b57c80dc243ec08.png

[+splash animation added]

Anyways, thanks for the continued support!

~BlueScreen

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That splash looks pretty neat!

On 2/16/2022 at 11:03 PM, BlueScreen said:

I currently have a ground check and a 'sticky' check that detect platforms and objects by 'ground' tags and child objects on the sides of every object tagged 'side.' When the player is in contact with the side (sticking) and isn't grounded, they can't move and will simply fall until no longer sticking. I believe the issue stems from the ground detection sensing the platform as ground, which cancels the 'sticky' check. Because each check is a Trigger, it has to be larger than the Player's collider and therefore passes through the sticky check and touches the platform. I can't make the sticky check override the ground check, as simply by standing on the edge of a platform would immobilize the player.

Unfortunately I am still a total noob at Unity (I've made like, one prototype) so I don't really know how to help here. I've been trying to learn it so I'll see if I can find anything, but I'm not likely to reach that point soon.

Best of luck though! Excited to see progress!

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  • 4 months later...

Haha, it *has* been a bit since I've done an update. Oops. Frankly, life has just gotten in the way in recent months, so I'm not entirely sure when the next push will be. I have the bugs and issues from the last update waiting around to be dealt with, though, and I'm hoping to do some more work on this in the next couple months if schedules allow it.

I do miss working on Rain, so here's to nearing the end of my hiatus!

 

~BlueScreen

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On 7/20/2022 at 9:44 PM, alleycat89 said:

Any chance for a Mac version of this?

Seeing as the game is really still in the feedback stages, it will probably only be Windows until a more complete beta is released, or at least the Mac updates will be more spaced out. I'm not really sure if a whole new host of bugs will appear on a different platform, so most of the heavy-lifting will be dealt with on Windows until I'm confident that platform-related bugs can be worked on in one fell swoop without disturbing future updates. That being said, depending on the speed of development and the number of Mac users, I'd be more than happy look into it.

 

~BlueScreen

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