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Hello everyone! Hoh boy, am I tired. For good reasons, but still. Development has been progressing along, though I don't know if I can say it's been smooth or not. Not a sign of anything bad, but I've been so busy the past two weeks that I'm kind of in that tunnel-vision state where even I'm not sure how everything's going.

All that said, what have I been doing? Well, a bit of everything! A new weapon, a new enemy, cutscenes and... more cutscenes. Well, let's talk about that new weapon first.

Revolver

Finally, a revolver has been added to the game. You'd have thought this would've been the first port of call, and in a way it was. I made this gun quite a while ago, as you might be able to tell from the fact that it's appeared in quite a few renders. Last week, I finally rigged and animated it, properly setting it up in-game as a purchasable weapon. I'm honestly very happy with how the animations turned out.

I've always wanted to animate a proper Single Action Army-type revolver. I've had a few chances to animate something similar, quite a while ago now, but I could never quite wrap my head around it and usually opted to just take the gun off-screen during the reload. This time, I decided to actively show the whole thing and... it's slow. But that's good, that's intentional. Reload speeds can be upgraded after all.

In terms of use, it's like the regular pistol but hits harder, fires slower and needs to be reloaded more often. It fits quite nicely into the current weapon roster and just generally feels good to use. At least, that's how I feel now. Come a couple of months and I might despise it, but that's a problem for future me.

The Warrior

Today's poster girl is the Warrior. This is probably one of the first enemies I had in mind when I started Lust & Lead, but I kept procrastinating due to the relative complexity of the design and my own indecisiveness. My main goal was to create an enemy that would be a direct contrast to the shambling zombies, something more aggressive and purposeful. Sharp teeth, sharp armor, sharp blades and a sharp tongue (figuratively).

She giggles, laughs and actively taunts the player while closing distance fast and not allowing much breathing room. When you purify her, she also sounds like she's enjoying it a little too much.

She can jump higher than the average enemy as well, so sheer drops that enemies can't typically climb are no longer safe havens for you to make your last stand on. If you don't pay attention, you're likely to get two arm blades in the back while being made fun of.

There is a slight issue with her that I need to keep an eye on, however. Because the Warrior is faster than the other enemies, she tends to reach the player first and, as a result, ends up becoming one of the enemies I purify most often.

The intention behind purification in Lust & Lead is that the player shouldn't keep purifying the same enemy over and over unless they're actively trying to. Zombies/Shamblers are there partly as a reliable fallback that's easy to knock into a staggered state, but because of how often you'll be shooting at Warriors right in front of you, you're likely going to ignore the fodder enemies in favor of the immediate cackling psycho.

Calling this an issue might be an overstatement. It could just be how I play and might solve itself as more enemies get added to the game, but it's still something I noticed during testing.

Cutscenes

Now, the real meat of what's been going on the past couple of weeks. I've been working on the game's cutscenes!

It might seem a bit premature since there's plenty of other things to be getting on with, but with the enemy roster complete for the Alpha and all the underlying systems in place, I felt this was one area with too many mysteries involved.

Overall, Lust & Lead has 38 planned cutscenes. For where I want the story to end in the Alpha, we're looking at 10 for the first release. As of writing, I've worked on three of them, amounting to around five minutes' worth of animation. Granted, some of this was already started months ago.

Also, these aren't three polished cutscenes. I've split my workflow into passes. The first pass is a shot blockout with basic animation and voice lines playing. The second is more polished animation, lip sync and better shot timings, maybe with some sound effects, while the third is more of the above but closer to completion with a focus on finer details such as character expressions. Audio, lighting and music are their own passes.

For the Alpha, I want to get those 10 cutscenes to at least their first-pass state, with maybe a second pass for better presentation. I wouldn't expect anything too amazing, and that does highlight something I've realized.

I intend to release an Alpha of the game. That means an unfinished version of it. I probably shouldn't obsess over polish or making things look amazing. Leaving things unfinished is perfectly acceptable and I need to repeat that to myself because otherwise I might spend the next month polishing one or two cutscenes. The goal for now is to just get everything presentable and have the story make narrative sense.

The way I've structured the story also means the cutscenes are front-loaded, middle-loaded and end-loaded, if that makes sense. Essentially, there are three points in the game that are meant to be cutscene-heavy with relatively little overlap with the core gameplay loop. Most of the narrative will be delivered much like in Sin Spire: through dialogue boxes. So ultimately, these first cutscenes in the Alpha might be the only cutscenes you'll be seeing for a while.

What's Next?

So, my task list is looking pretty straightforward right now. In no particular order:

Finish the Graveyard's visual design (might delay until next version)

Create at least two more weapon models along with animations

Finish two of the story character models

7 cutscenes (longest task by far)

Misc dialogue (might get cut for the Alpha)

Finish off the Vampire Queen fight

Bug fixes and optimization (will still release with some issues)

Purification animations

So, with the above in mind, how's that November release looking? Well, if I keep at it at my current pace, it's very possible to have the Alpha ready by late November. But I'm also acutely aware of burnout.

I want to get the Alpha out because I'm very excited to finally share what I've been cooking up, as well as what all the talented people involved have contributed, but I also don't want to phone it in. As I've said numerous times, I want that first impression to be good, but I also don't want to burn myself out getting there.

It's a tricky balance and the past few weeks have involved quite a few 3AM nights and a lot of coffee. I have been taking breaks, but rarely a whole day. Fridays are usually my hangout days, but that's generally only Friday night, and I do sometimes take more time off on Sundays when I'm not writing Dev Logs.

As always, there's other stuff I could talk about, but this Dev Log is already getting pretty long, so for now I'm gonna get back to those cutscenes.

See you all next time!

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Comments

Walter White

keep up the good work, you’re doing amazing with all the details and progress!!

6Paths

Sounds great, try not to burn yourself out it wont help the work overall, just take it a good pace and keep at it ^^

Excalibur106

keep up the steady pace! Thank you for the update

DarkHawk0097

Can you smell what's the Krasuegames is cooking?

Ali Mun

bro your doing great.. i will be wonder for game ost that will be creating some horror ambience. btw omg so much cheesyyy.

jeff

Thanks dude.

fff

Look forward

GodFather PR

The Warrior looks amazing; it fits the description: crazy and cruel. I would really love to purify her. As they run faster than the others, I think it's going to be the most annoying enemy; she makes fun of you too. Not to mention that they will stab you in the back if you are not paying attention [tsundere with blades? The plot thickens?] Giving me a lot of "will stab you right in the heart" vibes. The revolver animation is pretty good; I really like revolvers. We can't play with the real ones, right? Their reloading animation is what makes me pick them every time. Resident Evil 8 has the same animation for the Wolfsbane Magnum. Amazing. I forgot to comment on the last post. But the Vampire Queen is beautiful, 100% letting her suck my blood. The merchant also looks beautiful; all of the character models are well made. They all look good. I am not sure if I am going to play the Alpha version; I might do the same thing that I have done for Sin Spire, i.e., wait for a full release on Steam or any other platform. Great work, bro; it's all coming together. Wish you the best! 🫡

John Watson

Please do not burn yourself out. Take your time or even take another break. I'd rather have a late alpha release than you tiring yourself out.

LOVEONE205

Hey man, am proud of you.

Jim

And to think you only started 5 months ago you progress is amazing. I hope you're not sacrificing yourself too much, we need you healthy in the process too

Horny Cultist

Yah. I think u are on the right way. Creating the base and releasing the alpha so people can start playing, giving feedback and feeling the game sounds right. And with time, u can improve it and add the new content, which will make it exciting. You can't make everybody happy, there always will be people complaining about this and that... but your real fans that are excited will stay. :}

DBG

I hope you will enable player to fan their revolver! Fanning is so cool!

Nodice

Don't know if you care, but for single action revolvers you need to press the ejector rod (that little tube beneath the barrel, has a kinda flange on side of it you press down with your finger) especially with spent rounds as the brass expands a bit after being fired and gravity isn't enough to get them out. Totally nitpicking here, so not a big deal! Keep up the great work!

Krasue Games

Yes, I'm aware. I specifically researched the reload process while animating it, and if you look closely, his index finger is operating the ejector rod beneath the barrel. What you're seeing on the right side of the gun is his middle finger; the index finger is hidden by the angle while it's pushing the ejector rod to eject the spent casing. I also had to balance the proper operation with keeping the reload reasonably quick for gameplay, so that detail is definitely there, even if it's easy to miss from the camera angle.

Krasue Games

I agree, though I probably won't implement anything like that, at least not right now. Weapons currently have one mode of fire and a dedicated melee attack, and I haven't really considered secondary attacks or alternate fire modes.

Krasue Games

Thank you! I'm... relatively(?) healthy. I'm not overweight, underweight, sick (for now), or anything like that. I'll admit I don't keep the closest eye on my health, and when something is wrong I usually just tough it out, but that's me regardless of whether I'm making a game or not. The late hours and constant work are very much because I'm enjoying it, but there will eventually come a point where I'll want to take a proper break, and that break might end up being quite a long one.

Krasue Games

Thanks! I definitely won't force things if I feel the Alpha needs more time, but at the same time I don't want to give myself too many excuses either.

Krasue Games

Yeah, that's how I think of it as well. The Alpha gets released as a sort of base that I can build on with future releases. People can give feedback on what does and doesn't work, and I can also get a better idea of what people would like to see more of. I know some people will find all kinds of things wrong with the game and complain about them, but I'm also hoping people will share what they'd like to see added. Getting direct feedback can really help, and even if it's just someone saying something like, "I really like this feature," it helps keep morale up.

DBG

No problem! It’s your game after all, perhaps it could be a perk where you toggle between normal and fanning shot. I also love warrior enemy as well! Or change primary fire to rapid fire (quick as fast as you can to shoot, or slow to shoot slower)

Krasue Games

Thank you very much! That's a lot of praise. And it's perfectly fine to wait for the full release, though I can't say how long that wait will be. The Warrior is definitely nowhere near being a tsundere. A lot of her dialogue is centered around how much she enjoys chasing you around and trying to cut you apart. If anything, she's actually a bit too yappy at the moment. When multiple Warriors are around, they tend to constantly babble sadistic nonsense. And yes, the Vampire Queen can suck your blood. It's less a case of letting her do it though; she's pretty aggressive about the whole thing.

Krasue Games

Thanks! The game's OST is actually more of a rock/metal mix, with less of a focus on atmospheric horror. Lust & Lead is much more of an action game, so the music needed to be appropriately fast-paced and heavy.

nie lao

Oh, judging by the image, our protagonist this time is this character with green skin, wearing a black coat, right?