Devlog 9/20/2024: Mental Powers and Trauma*


*- Be advised, I'm not talking about trauma on MY part.

I forgot to bring this up a while ago, but two particular commissions gave me ideas for mind control effects that can be sort of 'walked off.' 

You see the Vampire Scout is of the Alukah bloodline. As such, that entails mental powers that, as you can clearly see in the commissions linked, can overtime absolutely destroy a mortal mind and make them a sex-crazed animal.  So, your encounters with the Vampire Scout should have a sort of 'lasting impact' each time you are exposed to his power or his allure, and should you emerge victorious, you'll still have to deal with the next one. 

However the mind control is not permanent unless we're talking about extreme exposure. Like say if we have an exposure score of "100." At 100, your brain becomes jelly (KY Jelly, badum-tish) and all he has to do is snap his fingers and you're deepthroating him.  It almost becomes an addiction... but not just any addiction: No, you're addicted to the vampire who snapped your mind in half like a graham cracker!

What I haven't figured out yet... is how do I go about implementing this?  With my "trauma mechanic" (see blow)  it's a simple matter: slap on a state that only comes off under a certain condition at my discretion somewhere down the road. However with the hypno mechanic.

So here's what I'm thinking just now as I typed all that: I make a common event that checks if an actor has a certain state afflicted, and if he/she does have that, it adds a point to the corruption. Along with a common event that warns the player when a character is corrupted. "The scout smirks at [character]" etc.  I'd try this out on princess rescue, but I'm focused as hell on getting the animations done and getting that shit out the door. So we'll revisit it later.

This could be applied to something like, say, out of combat sexual corruption. Each time a character's fetish is ticked, their perversion counter goes up. Obi, for instance (if you can't tell by his cage image or his game over) is very submissive, so getting tied up would increase that corruption. 

Of course, I like to be somewhat merciful with this kind of stuff, so what I'd like to do is have cooloff timers. I do intend to add a day/night cycle in Sala's Escape for the Forest Update, so a few days detoxing from perversion/hypnosis can potentially remove the 'addiction'. Just one problem: I have no idea how to make a timer in RPGmaker MV as yet. I tried to ooga-booga a wait timer in Princess Rescue and it """""""worked"""""" in that it lit up the clock crystals but my characters could not move. So I'll have to go looking into that too. 

I have to confess I was a little misleading with the "trauma" mechanic. 

As for when I was referring to "Trauma," in the Hellfire Update (the big update that comes before the EVEN BIGGER forest update) which adds a merciless level, I have added a shortcut with a caveat: Entering this tunnel, depending on the character you lead into the tunnel with, will be tormented by demons and receive a permanent debuff depending on the character. Ever play mortuary assistant? It's something akin to that, but in... rpgmaker... yeah. 

That is all. All this talk about hypno and corruption and bondage makes me want to go play some Cruel Serenade.

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