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Hey everyone! Sorry this post is a bit late, and also that this will be a pretty brief post with not much to show off - we ended up having guests that I didn't know about staying at our house for part of the week, and I wasn't able to work as much as usual because of it. On top of that, Orexius is still dealing with IRL stuff, so he didn't have much time to work at all. Because of that, I may have to delay the update a little longer than anticipated - I still think it'll come out in the first half of November at least, but I don't think we'll make it for October. Enough about that, though - let's get into it!


First off, one of the biggest things I worked on this week was beginning to populate Crisis Point's world with small, single-room challenges (like the one above), many of which require the upgrades you find throughout the game. Some will be combat challenges, some puzzles, some platforming - think what you would find in any other Metroidvania like Guacamelee or Super Metroid. Up until now, most of the collectibles in Crisis Point (like blaster chips or skill points) have been out in plain sight and all you have to do is find them, but going forward a lot of them will be hidden in challenge rooms or in other various ways only the keen of eye will find.


Second, I added another bullet type this week. The visual effects are extremely WIP at the moment and there are several more effects I want to add on top of them, but here's an early look at it.

This bullet type is called the Vampire Shot (might change that name though). Functionally, it's much like the normal bullet type you start the game with - however, shooting it will cost Alicia some of her HP. She cannot shoot when her health is too low, so there's no concerns of it killing you outright. In exchange for this, though, it deals significantly more damage than other bullet types - and if you do hit an enemy with it, part of the HP spent shooting it will be restored. Not as much as was spent on it initially, but it certainly makes it more sustainable.

Aside from those two things, I spent more time bugfixing this week, checking off some of the more notable problems introduced in the last few versions, like the infamous burning enemy H-scene crash, as well as some softlocking bugs that have been around for a while.


That's the extent of the major things we got done this week. Sorry again that it's a shorter post, and for the possible delay - I'll do my best to make sure this update kicks ass to make up for it. Really hoping that things will get back to normal this week and we can start doing regular streams again and such, I'll keep you updated on that front. In the meantime, thanks so much for your support, everybody - see you all in the next update!

-A42

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