[Tales of Legendary Lust: Aphrodisia] --- BUILD#2-B RELEASE (+Lewds, Videos, Discussion & Development Thread)

Crimson Delight Games

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Wow- those art assets for your maps look amazing! Also so many intractable icons to click!
I see you hearts icon in the forest
Hehe, you have a good eye!
No one else noticed the heart(s) and figured out what they are, you were the first to get it! ;)(y)
And yeah, the assets came out very nice. I love how mellow they are, the map is so relaxing to look at...

I slacked long enough about funding you guys.
If you've joined the team's Patreon then don't hesitate to shoot us a message, so I know who you are. We all have access to the account, but it's me (Frenzin) who usually checks the messages and handles updates and feedback.
 
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desmosome

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Was a teaser for the battle interface ever released? I assume there will be some form of combat right? What about standard RPG mechanics like skills trees?
 
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Crimson Delight Games

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Was a teaser for the battle interface ever released?
No, we don't have any of the combat UI art finished. We're focusing on working through quests and lewds for the time being - combat is its own beast, and requires not just a UI, but icons for spells & abilities & items, as well as combat miniatures for enemies (and the party). There's no way to develop it concurrently with everything else... I mean we could, but it would slow things to a crawl. And then it needs a crapload of testing to ensure it won't conflict with other systems.

I assume there will be some form of combat right?
Yeah, turn-based fights pitting your 6-(wo)man crew against enemies. There's actually a combat scene mockup in my sig here - I don't know if you can see it, maybe you have them turned off? It's the right picture (party vs. golem) - click on it to get a fullscreen image. That's basically what it's gonna look like -- combat minis atop hand-painted backgrounds, depending on which biome you're currently in -- but with a battle UI draped over everything.

What about standard RPG mechanics like skills trees?
Planned. All of it. Casters get magical stuff, martial specialists get martial-themed perks, and weapons have their own combat maneuvers (ex: equipping a greatsword gives the character wielding it 'Cleave', which is an AoE attack). Our scripter designed everything to be really crunchy (he's a mega-nerd), we just have to get around to working on it... But that's always the rub, everything needs custom art, so there's a queue which dictates what gets worked on. Like I said, right now that's quest content, NPC portraits, and lewds for the prologue areas.
 
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Crimson Delight Games

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Bumping the thread with game footage for anyone who's missed it or is just stopping by...


We'll be uploading more stuff as we get closer to release and do a final round of testing/polishing.
In the meantime, you can follow us on and , and of course, .

And anyone out there who still hasn't played the initial release can check out this thread.
 

Crimson Delight Games

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Will not lie- I'm pretty obsessed with lady-goblin content. I love these goblin-gals looks! Hopefully one is a companion! :love:
Can't go wrong with shortstacks! Especially spicy ones like goblinas! ;)

We do have a recruitable goblin-girl planned, though she's not in the starting Fort. But the one in the colored pic above will return for another scene in a post-release patch. Vixi had fun painting her... I guess everybody loves goblin girls, lol.
 

Crimson Delight Games

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Here's some pre-production art that our lead artist painted for the game back when we were doing interior concepts... this one's from a steampunk-y dungeon named "Mortak's Tomb"... Far too detailed to be in a lewd game, but there you go, we did some rad previs work nonetheless! :cool:

CrimsonDelightGames_TalesOfLegendaryLustAphrodisia_PreVisConcepts_Mortak'sTomb.png
 

Crimson Delight Games

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Here's our scripter messing around with the game's weapon system and affixes he designed and implemented. This isn't a mockup, it's actually generated on the fly in-game from various loot nodes and containers... There's a bunch of stuff in there the game checks (weapon smith, enchantment, material, owner, type). The loot lists are weighted according to rarity (more potent/valuable equipment has better affixes). We'll put up a video clip to demonstrate the system in action once he's done messing with it... and fiddling with the colors! :ROFLMAO:

ToLLA_WeaponAffixes.png
 
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Crimson Delight Games

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Another pic, this one from a rich loot node... The amount of items generated depends on the type of node...
This applies to everything from weapons, to armors, to potions, scrolls, and miscellanea like crafting components.

ToLLA_WeaponAffixes_Pic2.png
 

monk_56

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Another pic, this one from a rich loot node... The amount of items generated depends on the type of node...
This applies to everything from weapons, to armors, to potions, scrolls, and miscellanea like crafting components.

View attachment 1723956
I may have missed this in one of your other posts- but will unwanted items be used in an economic or crafting system? Or are we swapping them in and out depending on which ones we find most utilitarian? Either way is cool- just curious to know ^_^
 

Crimson Delight Games

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I'm not sure what you mean by 'unwanted items'. Vendor trash miscellanea? Low-quality weapons?
Because we have plenty of both! :LOL:

The TL;DR answer is yup: either sell old gear to merchants, pass it down to other party members, or disassemble it.

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monk_56

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I'm not sure what you mean by 'unwanted items'. Vendor trash miscellanea? Low-quality weapons?
Because we have plenty of both! :LOL:

The TL;DR answer is yup: either sell old gear to merchants, pass it down to other party members, or disassemble it.

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Perfect answer! No further details needed! I tend to read the mechanical ones as well since I find the systems in ToLLA rather inspired compared to other games in the genre- but yeah, I can definitely see how their specific details can be a yawn fest to those less interested in what is 'under the hood.'