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Alpha 8 — NPC Behaviors


It's been nearly two years since the last release and a lot has happened since! Coming back with a clear mind, my goal is now to finish what I started. I have been drafting a final product to build towards and creating milestones with concrete tasks to achieve it, and this releases marks the first step in the resumption of development!


The major focus on this release was improving NPC behaviors. Instead of patrolling between a fixed set of waypoints, NPCs will now spawn from the neighborhood exits to travel home or vice versa. With this comes a more crowded neighborhood: up to 20 NPCs can be moving around the level. You'll need to be more careful not getting caught with the extra sets of eyes! Especially since the shout of someone seeing you alerts nearby people. If one person catches you, you might suddenly have a crowd looking your way! You'll also want to be more strategic where you leave your clothes behind, as other characters may now pick up your discarded clothes.

One mechanic I grew to dislike was confidence. I didn't like how arbitrary it was to suddenly be ejected from the game when your health meter was depleted. Consequence is a major theme I want to emphasize: even if you get caught or lose your clothes, your naked adventure only ends when you're safe. To this effect, confidence has been removed; instead, the game now tracks the number of times you've been seen and for how long. This mechanic will be expanded upon in later versions.

The most controversial change will be the removal of time of day. I admit I loved the effect of seeing daylight break after a frantic night of searching for your clothes, but this was the source of a lot of problems, primarily related to lighting. In the midst of all these breaking changes, I wanted to switch back to a fixed time of day. A daytime mode will be revisited in a future update.


This version will contain more bugs than previous releases. I threw a wrecking ball at the code base and tore out a lot of deprecated assets. I'm in the process of re-familiarizing myself with the project as well as upgrading various components that were left to rot. This results in a very unstable development that opens the game to a lot of known issues. Once I've finished major code upgrades, I'll prioritize stabilizing the game.

It's nice to get another release for the first time in nearly two years. I will try my best to get back onto a monthly release schedule. Having concrete deadlines gives me more focus on creating actual deliverables. Our next release is scheduled for December 25th. Until then, please enjoy this sneak peak of what we have in the works!

Feel free to join our Discord server and follow us on Twitter!



Rika's new face (right) in comparison with the current Rika face (left). Coming December 25th.

Changelog

  • The neighborhood is now fixed to nighttime. A daytime mode will be re-added in a future update.
  • Removed confidence health bar.
  • Track the number of times you've been caught and for how long.
  • Discarded clothing may now be picked up by other characters.
  • Increased the number of NPCs from 6 to up to 20 at a time.
  • NPCs who spot you will alert nearby other NPCs, potentially drawing more attention to yourself.
  • Game version now only displays on the title screen.
  • Migrated the renderer from built-in render pipeline to universal render pipeline.
  • Accessories are now instantly equipped or unequipped.
  • NPCs can now become alerted. When alerted, they will detect you much faster. They can become alerted after seeing you or being alerted by another NPC who just saw you.
  • Decrease detection time so that NPCs detect you quicker.
  • Remove developer console and Lua scripting
  • Remove Story Mode and Rika's apartment. These will return in a future update.

Known Issues

  • NPCs can get stuck in-place on level geometry.
  • Footsteps may not play the right sound.
  • Blindfold does not black out the nearby area.

Files

roshutsu-windows-x64.zip 340 MB
Version alpha.8.0 Dec 02, 2023

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Comments

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Viewing most recent comments 1 to 20 of 27 · Next page · Last page
(+2)

I'm glad your back and look forward to this games development .

(+1)

I just played this game and it's amazing.
When i saw that you could go to the beach i hyped.
Great job, do your best! <3

如果你能加上手铐和腿铐就好了

(+3)

This was one of the more interesting games. I was sad when development died. Now, I find out that it has been revived, and I cannot be happier.

She died again...

this time for sure...

impressed at the work ethic. looking forward to more.

we so baaaack!<3

you are amazing i love you game

(+3)

he's back! he's back! :D

(+3)

Yoooo, I'm so glad that you back again!
Looking forward your for new updates! 

I'm very hyped for what's to come!

well come back!

Letsss goooooo

Awesome. Looking forward to it. :)

(+2)

Oh that is so cool. I've been hoping this game would return for years!!! I think all the changes are great!

(+2)

LETS GOOO!! I THOUGHT THIS GAME WAS DEAD!💗

Is there a god/invinciblility mode that lets you streak around consequence free? Or a toggle? I guess I'll find out, but I hope there is.

Oh, I see, there's now no game over, which I personally like. So, if I may, I'm going to leave some suggestions.


You know ghosts in pac-man and how they kill you on contact? Right, so replace "Killed" with "busted" and there's your game over mechanic for the next alpha. Then, for the alpha after that, implement security camera style behavior for pedestrians, just, like, security cameras that can walk. When you get seen by them, they'll summon police. Simple.


Alpha after that? Make sure police only get called in if a pedestrian has their phone out for a certain amount of time. If you want to get extra advanced, maybe they're just pulling out their phone for a photo op. You can have separate indicators to show which ones are calling cops and which ones are photo ops. Or have two different types of pedestrians and then make the indicators optional, or hidden unless you can get close and see their phone.


Oh, and of course cops would be optional for custom scenario games. Plus, number of times seen and amount of time scene could act as score multipliers. With another stacked multiplier for masturbating.


I won't be heart broken if none of these are implemented, but this is just some good basic starting stuff you can do for the stealth VS. showmanship gameplay loop you seem to be setting up. I truly believe in what you're doing here and I do hope you don't end up demoralized and discouraged like last time.

It may not be ready for this, but at some point, I'd love it if certain NPCs had a chance of calling the police if they see Rika. Then the police would have their own set of behaviors depending on if they catch her and how she interacts with them. Like, they could arrest her, they could give her a fine, or they could let her off with a warning. It could get complicated.

(+2)

very proud and happy to see you continue this project. I've been following for years and have kept this game pinned to my favourites tab to check in every now and then. there is a clear sign of personal progress from the last post to this one. I truly feel that working on another game was a smart decision. its lovely to see you back, stronger and better than ever. you've got this :D. can't wait to continue supporting and watching this project grow more and more.

(+1)

Welcome Back \o/

(+3)

Glad your back

Viewing most recent comments 1 to 20 of 27 · Next page · Last page