Monday, 30 June 2025

Monsters Loot Swag - New Game Plus

Steam Summer Sale 2025

 Steam Summer Sale is upon us, and just in time for Monsters Loot Swag NG+ update!

This major update give a whole host of modifiers for repeat playthroughs (New Game +) , which can be selected individually or as multiples. Here's a quick rundown ... 

After completing the game by gaining Final Victory in the Final Level over the boss's Final Form, NG+ is unlocked, allowing for the following modifiers.

  •   House Of Fun: All enemies drop explosive funballs on death, and enemies which dropped them in standard game mode now drop more. +20% Score Bonus.
  •   Test Of Strength: Both Players and Monsters do triple damage critical hits with every attack. +20% Score Bonus.
  •   O Fortuna: No SWAG parcels spawn, instead there is a RNG for monsters dropping SWAG on death. Chance: 5% monsters, 10% elites, 50% Bosses, and a 1% chance of dropping a Nerve Gas Bomb. +20% Score Bonus.
  •   The Harder They Come: All enemies spawn as elites, even Bosses. +20% Score Bonus.
  •   Targeted For Termination: Every 9 minutes of gameplay a specialist team of Anti-Catgirl Assassins will spawn, 6 members with 6 unique special attacks. +20% Score Bonus.
  •   Endless Mode: The game continues after level 8, cycling back through the levels with ever increasing difficulty.  

With the exception of Endless Mode, which is it's own bonus scoring system due to the game never ending except via the Player's defeat, each selected gameplay challenge adds +20% to the Player's scoring. 

Saved Games Display Their NG+ Modes

And here is the whole thing in action on video:


 In other news ...

Flaming June was flaming hot

 Last year the weather was so bad I grew a single, tiny strawberry ... this year I have buckets of strawberries, more kale than I can fit in the freezer and one hell of a tan!

It has been proper scorchio, but the pursuit of free vitamin D hasn't prevented me from getting back into coding on my Melee Combat Demo.

I have spent the month, (inbetween updating Monsters Loot Swag, harvesting my bountiful veg patch, and absorbing vitamin D in non-capsule form), to working out the finer points of defense in the Melee Combat Demo. 

I have a combined a Dodge system into the Jump input, with a tap of the Jump button being a Dodge whilst holding the button down to apply a Jump. The dodge defaults to away from the camera view, as I expect the Player will be looking at an opponent most of the time, but the dodge can be made in a selected direction by the Player putting movement direction input in before the button tap is completed.


 Getting this working and networked for the player was not too much trouble, and I eventually got it working the AI aswell, as can be seen in the below video were I telegraph a heavy attack to the AI target. 

A bit more coding and a lot more maths, and the AI now checks which is the best way to dodge from an incoming attack in the obvious choice is blocked.


 During coding all of this I discovered that the hitBox collision resource I was using had the minor drawback that there was no boolean option for actually disabling checking for hitBoxes on hitBox enabled objects when I just wanted to test ONLY against their Bounding Box presence in the game world. 

As CastRay is used EVERYWHERE in the engine it seemed like a fool's errand to modify every single instance of that, so instead, after much methodical backtracing of how the function worked, I created another version that would always ignore hitBoxes, and so CastRayNoHB was born.

After all of this I have set about coding a  Parry system, which has been even more complicated. The real problems come from the fact that a Player, unlike the AI, might not actually be locked-on to the enemy they are about to hack at, and what happens if there are two Players, with neither locked on to each other, or someone is standing near the target and is also going to get hit in a wide, swinging, heavy attack - well maybe they would like to parry too.

So, I managed to code a system, based on AI skill modifiers, that checks proximity, parry ability, direction, weapon parrying attributes and a whole load of other stuff which I have forgotten off the top of my head. It doesn't actually use i-frames, but checks against a; "where is the incoming strike in relation to how far we are into the parry animation", and even a successful parry may be overwhelmed by a larger weapon, but does then limit damage. Too many times I have seen games were a Bollock Dagger blocks a Zweihänder with no ill effect. A fully successful parry staggers the opponent (technically it's knockback for the duration of the attack animation rather than full stagger) which allows for a light attack reposte that will hit for critical damage. No video of this happening yet, as I am still debugging the code and working out animations.

After Parry, the final defensive measure will be Shield Guard. Shields will not be used for parrying per-se, but will absorb damage dependant on Shield type which will deplete the defender's Stamina, whilst reducing any damage that does get through the same as parrying works. If the defender runs out of a Stamina their guard is broken and they will be staggered.

I suppose I could also throw in Roll-Slop, and give the Player the opportunity to decide if they want to use that instead of the dodge mechanic, but that would be decision for a later date.

Anyhow, happy strawberry munching everyone. 

Saturday, 31 May 2025

Monsters Loot Swag Releases

 Monsters Loot Swag has been officially released on Steam!

 After a good two years in Early Access, I finally finished it off and pushed it out for full release. So how did Early Access go? I expect I got what most "Literally Who No-Name Indie Devs" get, very few people noticing that you exist.

It took 11 years but it finally got "Mostly Positive" reviews - if only just

 To put this into context, when I launched Airship Dragoon way back in the heady summer of the year of our Lord 2014, my initial Steam Release Visibility Round - where an ad is placed on the Steam Front Page or other notable areas where potential interested parties may see it until either 30 days have passed or 500K "impressions" have been spent - lasted a whole 58 minutes and garnered 680K views.

After 24 days of the max 30, Monsters Loot Swag has managed ...


 ... a little short of 90K views in three weeks. Big oof.

Of course this may just be the normal fate of the "Literally Who No-Name Indie Devs" - narrator: "Yes it is", but of course there is another reason for this and that is quantity of releases, each of which gets it's turn to be viewed on strategically placed ads on Steam.

When Airship Dragoon released back in 2014 there were 1700 games released that year, and just last year there were over 18000 (checking I got the correct number of zeros).

That's a lot of competition for eyeballs for Mr. Literally Who

 Way back in 2014 I was baffled why a visibility round had a cut off point of 30 days. Well, now we know, because Valve obviously had the presience to think ahead.


 I must say that I was surprised at the interest from the Far East, which apparently dwarfed anything from Europe, to the point that no European country made the top 10 views. In fact most of the Curator Connect messages I have recieved are from Far Eastern countries whose primary language is not what Monsters Loot Swag has been translated to. I don't mind using Valve's offical Curator system to hand out keys as long as the group actual has some reviews recently. Way back in the day, long before Valve had the curator system in place, I would email out keys to dodgy folks thinking the worst that could happen was someone got a free copy of Airship Dragoon - I didn't realize that they were selling these things on equally dodgy key reseller sites. So once again, Gaben had the presience to come up with a system that helps to reduce that.

 Anyhow, onwards and upwards ... or probably more like, onwards and sideways or at least splashing about in the same place ...

I am currently preparing for Monsters Loot Swag NG+, a big update that will add a whole host of new challenge modes for those who complete the game and fancy another playthrough with a variety of different flavours. That and some late level bug fixes.

And some bug fixes, because spawning infinite golden taels probably wasn't what I meant to do

 In other news, I had locked Monsters Loot Swag into a late 2024 build of the free and open source game engine, Torque3D, whilst rolling in the occaisonal bug fix from later versions. There had been somewhat of a change as to how client control object creation works on server connection, which took a while to pick through and understand. Whilst non of that matters to Monsters Loot Swag, which can use it's own system just fine, I thought it was important to bring myself up to speed on the latest and greatest methods the engine uses, and took some time out to port to the latest engine version, my Elden Ring style melee gameplay tech demo, which is probably going to be my next project.


 In the meantime, here's the new Monsters Loot Swag Release Trailer! Happy Catgirl Cosplaying!
(^._.^)


 

Wednesday, 30 April 2025

Intro The Outro

 

Final Release Is Soon™
 Monsters Loot Swag gets it's final release soon - very soon. In fact 8th March 2025 if all goes according to plan keikaku. Not that anything has ever gone according to keikaku but that just seems to all be part of the wonderful world of indie game development ... but we are hopeful on this one ... 

The game received it's last big update on Steam, which fixed a few more bugs, tweaked some stuff and turned the higher poly poorly UV mapped catgirls into lower poly and infinitely better UV mapped catgirls. The whole "Souvenir" system is now live, and souvenirs drop from Monster Boss kills at a random rate, based on game difficulty and level progression. With this last bit of code and art complete, now all the available Steam Achievements are achievable.

 The game even now has an actual ending - well two endings, one for victory, which also gives the player the opportunity to continue playing in Endless Mode, were the difficulty ramps up even further as the levels restart, scoring is multiplied and Boss Monsters spawn before the Level Exit is complete. The other ending is the fail state, which is more likely on the law of averages, when the player is delivered the sad looking catgirl of butt whooped. Cue sad catgirl noises.

And here is what the fail state end screen looks like.


 These "plot" sequences all required a bit of Twillex, which is a system of animation called "tweening" that involces "tweens" which are a series of terms, that as a middle age man, I would not like to have on my internet search history. It actual means moving one image state to another, and after a bit of practise and good old maths, allows for some pretty nice scrolling, spinning and resizing of a static image.

 So the only thing left to complete is the animated "Intro Sequence", that will finally reveal the game's narrative "PLOT". I left this until last because, "reason why" didn't seem anyway near as important as "game actually working".


 The Intro Sequence has taken a lot of drawing, even with just mostly static frames and a lot of synchronizing audio - and there has been a lot more audio required than originally planned, as staring at a sequence of storyboarded images in relative silence just feels like it's missing something.

There are a few visual and audio gags and some references in the transmute/transformation sequence - which naturally every magical girl must have - preferably fan service heavy and complete with sparkles - lots of sparkles. This includes a reference to Battle Of The Planets - which I absolutely loved as a five year old in the late 1970s, and a parody of Kill La Kill (which to be honest I can't say the same for).

It's May tomorrow, the fifth month of the Space Year 2025, and it promises to be a scorcher ... that will then be followed by the resuming of normal service and thermal pants weather once again, and that's before any despot fills the sky with clouds of acid.