Weekly Roundup - Week 34 - More Kincaid Animations & Level Design! (Patreon)
Content
Art Packs
- Kobold (4K Illustrations + Pixel Art Animations)
- Slime (4K Illustrations + Pixel Art Animations)
- Wolf (4K Illustrations + Pixel Art Animations)
- Kincaid Original Soundtrack Pack (6 Songs)
- Flight Instructor Scene (Pixel Art Animation)
- Lewd Kobolds Pixel Art Pack (4x Queen, Florist, Guards)
- Sabertooth Tiger Pixel Art Pack (11 Lewd Loops + 10 Gameplay Loops)
- Sabertooth Tiger CG Pack(11x 4K Illustrations)
- Gecko Pixel Art Pack
- Gecko CG Pack (8x 4K Illustrations)
- Kincaid Riding Kobold CG Pack (8x 4K Illustrations)
- Kincaid's Private Quality Time (10 Pixel Art Loops) *NEW*
- Shower Fun With Friends (9 Pixel Art Loops) *NEW*
Sketch Packs
- Random Kincaid Lewds
- Lewd Kobolds
- Sabertooth Tiger Lewd Positions
- Kobold Boss Concepts
- Sabertooth Tiger CG Sketchpack (9 Sketches)
- Gecko Concept & Act Ideas Sketchpack
- Gecko CG Sketch Pack
- Kincaid Toy Riding Animation Sketchpack
- Shower Threesome Sketchpack *NEW*
- Cutscene Sprites & Character Concepts Sketchpack *NEW*
- Unused HUD Emotes *NEW*
- Bear Concept & Act Ideas Sketchpack *NEW*
Hi everyone!
Just a short & sweet update from me this week!
Animation Update
I’m still working on new player animations and touching up the old ones here and there to make them flow into each other more nicely. My pixel art has improved a bit since I started working on the game and when I chain animations together it can become apparent.
Finished
Current WIP
World & Level Design
As far as level design goes, we’re taking our time and properly planning everything out for the entire planet at first on paper. Which areas do we want, what makes them unique and what vibe should they have. Each area should also have its own philosophy in terms of geometry layout.
We have to plan ahead which areas are explorable from the beginning, which areas unlock with new abilities you find on the planet and then also add areas that make the planet worth exploring further after you unlock new abilities in later stages of the game.
Most of this work is us scribbling on paper or on the whiteboard and discussing options. We want to have at least a good outline before we start building the actual rooms the player can traverse in-game.
We’re also planning ahead where the player can find important collectables and open short-cuts.
When we built the original demo we just kind of built around what was being developed as best as we could, which resulted in sometimes confusing level layouts. I hope with this rework it will be more guided and fun to explore.
Until next week,
Cookie & Bunny