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Hey everyone! Got a great weekly update for you today, so let's get into it without preamble.


First off, in the gif above, you can see the work we've done on the Subaquatic Caverns above-water background. I'm a huge fan of it personally, and I think it looks even better with the lighting engine enabled - unfortunately I can't record quality .gifs with the lighting on, since .gifs have very limited colors, but I did take a screenshot of the area with lighting on which you can see here:

I really like the way the lighting works off of the background pillars, especially. We still have a bit of work to do with this above-water background, but it's getting close to complete now!

Next up, here's a shot of the new upgrade we're adding in v0.40 - the hoverjets! With the hoverjets upgrade, you can hold Jump in midair to majorly slow your descent and allow you to jump much farther than before. You can also hold the Action button to continue dashing indefinitely, but that only works when you start a dash from the ground - air dashes are still a limited distance only. You'll have to pay attention to the environment and find clever ways to cross large gaps using this upgrade, but proper usage will give you tremendous exploration potential!


Lastly, the Poison Alraune H-scene preview! I worked on it myself since Orex has been so busy with his dayjob, and the scene is still WIP, but because of how NSFW it is, I'm afraid I can't post it in this public update post because of Patreon's ToS. I'll be posting it in a Patron-only post after this, but the preview will be viewable publicly in other places I post updates, so if you aren't a patron you'll have to search one of those out to see it, sorry!


That's it for visual stuff this week! I did a lot of other work too; the level design for v0.40 is nearly complete already, the Torguis CG is basically done (just has some final artwork tweaks left to do) and is fully implemented in the game, I started implementing a handful more cutscenes and environment conversations in the Subaquatic Caverns, I'm still working on that secret tileset I mentioned last time, I fixed up some bugs, planned out a bunch of enemy H-scenes that weren't planned yet.. it's been a very busy and productive week for CPE! And starting tomorrow, Orexius will finally be done at his dayjob, and will be starting full time work on Crisis Point! Like I said before, don't expect things to change dramatically right away; there will definitely be an adjustment period and we have a lot of real-life stuff to prepare for, but even despite that, I fully expect our productivity to be much higher than it was before even while we're in the process of moving. Our full-time team is about to literally double, after all. Hope you're looking forward to it as much as I am! 

Thank you all so much for supporting us, and getting us to the point where this is a reality. It's a literal dream come true for both me and Orexius, and I can't wait to see where we go from here. We'll see you in next week's update!

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Comments

Anonymous

Yeah, Alicia can fly now !!! ^^ ( almost ) Awesome !

Nathan Phoenix

really starting to tap into that Super Metroid feel. keep up the good work

Anonymous

Man, those backgrounds look amazing! And the new powerup, I think its a bit too much, like there were few places in catacombs, which you could reach if during sliding you jump and dash on perfect timing. And now it's not a thing anymore. But I'd like to see some skill-check exploration challenges in the game.

Sleepnir

Wow! Awesome progress this week, the stage and ability animations are both looking gorgeous as well!

Anon42

I get where you're coming from; the primary progression path in Crisis Point is never intended to be overly difficult to get to, pixel perfect jumps aren't really that fun or interesting imo. I actually really like situations like the one you're talking about, where skilled players can access an area/collectible earlier in the game by using really precise jumps, but then less skilled players can keep progressing and get upgrades that help them reach those areas more easily later - I think that's a hallmark of a good Metroidvania, personally. That being said, I am interested in designing more optional challenge rooms with more precise platforming, it's just relatively low on the priority scale compared to the main progression path. By the time the game is done though there should hopefully be more of them!

Anonymous

When will version V0.40 be ready? to start paying and get exclusive content. serious question please I loved this game and want to support.

Anon42

v0.39 came out at the end of April, and we do major releases every 2 months, so typically you'd be able to expect v0.40 around the end of June. Even if you pledge now, though, you'll get it when it comes out - patrons that pledge mid-update cycle always get access to the build that's currently in development once it comes out, even if they don't stay pledged