Home Creators Posts Import Register Favorites Logout

Content

Hey, a bit of a slow-ish week this week, mainly because we're all doing stuff that's kind of grinding away/taking a LONG time to do, etc.So, without further adooooo--------------------------Cheshire's gotten the following done;-CHANGED TALIA'S ATTACKS:This was a really big one, as Cheshire had to completely rework something called an "entity loop" within the game, basically the long list of events that the game constantly scans for to see what state things are in (for example, it asks the game if Talia's stunned, and then if she is, it tells the enemies to go to her, if she's knocked out, it tells the enemies to do sex animation #2 instead of 1, etc.).Now though, Talia basically has four attacks;Running, jumping, and standing attacks are all basically the same, but the animations are different for each, and she spams the little white blob thing. As this is lower damage than her "slicing" attack, we'll be lowering enemy HP some to compensate for this.However, she's now got a "charging" attack, like Megaman for instance, and she flickers blue before releasing her "slicing" projectile, which has the same properties, and you still thrust forward slightly, but now you can spam your attacks without any worry of falling off platforms!-REPROGRAMMED THE ENTIRE ENTITY LOOPWhile doing this, Cheshire realized he'd likely have to redo things in the loop a few more times, so to accommodate this, he basically remade the entity loop to be much more organized for future edits. (He didn't do this from the get-go as he wasn't sure what assets etc. the game would have per level on average, so it would have been nearly impossible to set it up to be organized.)-ADDED SWITCHES FOR VENTS FUNCTIONALITYNow there's switches/levers for the vents; flip them to turn certain vents in a room on or off! This will definitely come into play with puzzles and so forth, for sure.-BASIC PARALLAX SCROLLINGCheshire added in basic parallax background scrolling; it needs a bit of refinement, but it works!-VARIOUS FIXESThere's a few various bugs he fixed, notably one where if you had a floating (but stationary) platform right by a static "tile" platform, and you attempted to run across them, Talia would "float" for about 2 frames while crossing them, so he fixed a few various things like that.--------------------------Triangulate's gotten the following done;-FINISHED THE BOSS GAME OVER ANIMATION (BESIDES ORGASM)It's entirely finished now! :D-DID MORE PROPSHe did art for more props, namely more power boxes to fit both horizontal AND vertical background tiles with floating platforms on them, as well as a few other odds and ends.-SWITCHES/LEVERSHe did the art and animation for levers/switches for the Fire Level, for the vents, etc.-MAGE B'S IDLE ANIMATIONHe finished off Mage B's idle animation, and is currently working on the other basic animations for her for the demo (running, jumping/falling, etc.)-DESIGNED THE "FUTURE FRAGMENTS"He did a basic design document/alpha art for the namesake of the game (or, one of the meanings of the title, at least :P), the "Future Fragments", aka the weapon that Talia and Mage B are tasked to find and take back to the past.--------------------------Hentaiwriter's gotten the following done;-YES, MORE NETWORKINGNot only with the sidebar stuff of Patrons who've agreed to mutually pledge with me so we can get extra exposure for each other's work, but I've lined up another two interviews about the game on websites plus getting the OK to write some game reviews on another prominent site, where I'll be able to plug the game and such of course.-POSSIBLY MASSIVE DEALThere's a REALLY large deal I'm talking out with a VERY large company, nothing in stone yet, but I'll keep you all updated and such! (We wouldn't change the content of the game whatsoever, it would just be regarding an extra place to possibly sell the game and get some extra support and stuff!)-PATREON RESPONSES SENTThis may not sound like much, but when you're hand-checking 484 people's info, one by one, and emailing about 150+ of them, one by one, then getting all their info updated in a userbase... yeah, haha. Still, I'm not complaining!As it is, up until pretty much this current weekend, I personally didn't have much to do on the game as I needed Triangulate to finish the boss animation (so I could do dialogue for it), as well as the art/functionality of the vents/switches being implemented so I could do accurate lore regarding them, etc.Now that both of those are done, I can start working on the lore and dialogue stuff both while those two finish up their other stuff for the upgraded demo! :DThanks so much again for pledging and stuff, it REALLY means the world to us!

Comments

Forefox

Pretty good progress made overall. I'm eager to see the first boss fight fully developed within a week. I am curious about this deal with a large company. Is it a gaming publisher?

Vent

"Entity Loop" sounds like some really cool metaphysical entity. Congrats on your not-yet-finalized deal. I really hope it comes through!

Peter Nash

I would prefer not to waste but I've tried reading multiple post to see if these were brought up. It'd be great if even one was implemented, I didn't see anyone post these: Gameplay: 1. A double jump or wall hop upgrade? Since she's a mage something like a magic circle to bounce off of to get higher, can double for combat play if it can shield enemies that jump from passing through. 2. Some defensive ability, like a quick dodge (minor invulnerability, but has a exposed moment), for boss fights mostly (single bosses, not a legion). The exposed moment scares the player for using it against weenies. 3. A small hit box upward strike, can have brief exposure. It was annoying climbing platforms against flyers without an ability to kill them unless you set it up prior. This can open up level designs from having a flat land to platforms (The area you bait the flyers to, causes players frustration to have to do this); to just platforms, elevators, ect. 4. Like Megaman...mech suits. Fun. And swords. 5. Unique finishers? Maybe just boss specific, but if you have some measuring system where the person gets an SSS like DmC, a player would feel boss. I know it'll be hard to fit in but it'll make many players want to master the game, as well as a harder difficulty. Something competetive is the point and it gives an immediate reward. Extras: 1. A slowmo option, like if it's the final hit or some power attack it would be cool if there was a slowmo. I understand this might be difficult but that'd change the flow and might make players reflect more upon loss. 2. Multiple "attackers" this seems the most difficult to program. This means having many people, if nearby, attack the character when down at the same time. 3. Just like psuedo-vore idea mentioned in one of your post can we get a psuedo-pregnancy? 4. Variation of enemy skins. The same enemies but it's boring that they are all twins. Even a subtle color change would make a huge difference. Sorry if these were a huge waste of time and are either out of the question or already looked into.

Peter Nash

Thanks for the quick response. Interesting to know more of the focus of "Future Fragments". At least the level design pledge has replay-ability greatness.