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EDIT: Now Mulitversal members can see!

Hi hi, pec here with the next devblog!

First up, carrying on from the previous devblog, after a lot of discussion we've created our next new enemy that is already well in progress for modeling (I'll save that for the next update).

Introducing the MAIDS troopers. I wanted both male and female soldiers (Sophia's not picky) to have her way with. We'll be adding a few extra variations too to spice up the combat and keep things more interesting.

For the second update, we have more of an explanation for what lusia and I have been doing. Last week, we put out an ad for animators and interviewed SEVERAL excellent people. We are currently testing them, though sadly can only pick one for now. However this means in the very near future expect to see a lot more animation updates!

And that brings me to our last point, the animators are testing with our newly rigged and updated Kathy model! Isn't she lovely? A shame Sophia has to put her in her place!

For the time being our developers are simply hard at work with their tasks so there isn't a full update from them just yet!

And that's it for now. Once again thank you so much for the huge support everyone!

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Comments

Rara Nana

Good to see that progress is steady! Good work to the team

PeaceKeeper

Hey, pec, i got a quick question this time. How will the gameplay loop look like? Will it be fighting MAIDS troops until a boss enemy shows up? Or will there be things we'd need to do to finish levels?

pectoriah

So our current plans for stages has a loose objective til completion. I don't want to say specifics just yet because right now we are in the midst of working these out. This would be in preparation for our Alpha but currently our goals right now are to focus on the playable prototype for everyone.

PeaceKeeper

Ah, ok. So these enemies sre going to just be a constant threat while we do things around the map? Oh, and do you plan on having the diffuculty of said enemies scale with time/objectives completed or just have them at a constant unchanging difficulty?

pectoriah

Difficulty is something we will fine tune however we're not really trying to make this super hard, it is a sexy game after all. Some enemies will start out larger and become less threatening as Sophia grows

PeaceKeeper

Yeah, that approach makes sense. Nice to know this game will be more approachable with its difficulty. But will you have some challange modes for players that want to push their skills? Oh and one last thing, i'v recently began working on a plugin for the most recent verisons of unreal, that will hopefully make implementing character movesets more straight forward. Would your dev team be interesed in trying it once i get it to a stable, working state?

pectoriah

We do have some plans in place for a challenge mode, again we just need to see how well funding goes. For your plugin, we would honestly need to know more what it is because we're already using one to help build out movesets quicker and easier.

PeaceKeeper

Well i'll try to summerize it. My goal for my plugin it is to firstly remove the clutter that can come from having many nodes in one place in one blueprint class, by moving them to their own asset type with its own custom editor, while allowing custom made actor components to utilize these 'moveset assets'. Second, i aim to create several unique nodes just for this plugin that might prove usefull when it comes to making movesets(all of them built at the c++ layer). and third i aim to make a quick and easy to understand way of going from a button input to the game knowing what move to play(basically, you connect inputs to 'intents' in the main blueprint, and then when the plugin needs to know what type of move to send, its main way of knowing will be these intents), as well as an intermediate step that would allow this plugin to 'snapshot' relevant variables it would need when solving what move to play(example: if you would need some special power meter at a certian level to do a certian move). Thats about it. Though if your somewhat interested, you can reach me some other way(discord would probably be go to, im not active on many other sites), i dont want to crowd this comment section with a long back and fourth.