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 Hello everyone.
This is Veins and I hope you are all healthy in this global lock down.
 

It has been almost 4 months since our last  post, due to many reasons... the pandemic, family problems, computer  problems and so on. Up to know, we barely even let a month pass without a  post. While Titan was here we were very hyped and working nonstop for 2  months. After Titan left, we had the Coronavirus outbreak and I kept  staying at home, but this time I felt overworked and exhausted...  symptoms of burnout. I was locked in my own house for much longer than I  planned and in need of a break. I haven't been on vacation for over 2  years, and all these small things combined...took a toll on me. Also,  it's hard to manage such a big project, let alone have every story and  detail in my head for 8 years. I tried to learn Spine, in hopes of having better quality animations  in the game, but mixing different programs and animation styles in the  game was too much to handle at the time. Moreover, since Titan  taught me how to use GameMaker, I took on some more work, like the level  tiling, which I guess it felt overwhelming after I let it sink. So, I  needed some time away from the game.
 

The break I took was necessary and  distancing myself from the game made me see a few things with fresh eye.  MoGi Origins is a game I wanted to make for a long, long time. But as  much as  anyone may like something, at times it may be hard to be excited and  motivated for an extended period of time. So I had to recharge my self  in  order to get back and deliver everything we promised. That said, we  might have  to make a few compromises otherwise this project will drag on forever.  I'd like to talk about these things and see how you guys feel about them  as well.
 

A while ago I wanted too much from the  game, like background changing according to the time of day and rain or  laser particles. Titan told me no, reminding me that I have to have my  feet on the ground. Indeed, if we keep adding things, we will never  finish the game. That is true for other things too.

Rudy: Originally I wanted Rudy as MoGi to immobilize the (immortal) Soldiers, but after talking with Titan about it, we  decided that Rudy should make a random MoGi replica (depending on the MoGi she has unlocked) that would immobilize each Soldier.  That way Rudy's game play would be faster, as she wont be occupied on  her own, but instead, create "hostage scenes" on the levels. Rudy will  transform to Gold, Okami and Elf.
 

Vor: His timeline, gameplay and  programming was planned but we decided to exclude him as a playable  character. By the time you unlock him, you would have already play the  game 6 times. He would have been god-mode, but Ninjuco is also god-mode  and more fun to play as. Also with Vor, we would have to design new  bosses, and we'd rather spend our time improving other aspects of the  game.
There was no way we can make Vor have sex  with every MoGi out there, so we would have to limit his sex scenes with  the Queens. And the worthy Queens for Vor are all giants, which is  repetitive and not as sexy as more casual maledom sex. Actually I tried  to find animators to help me with Vor's scenes, but we decided against  that, after having trouble with many others that were involved helping  us with the game.
Vor was an extra character that we wanted  to add as a matter of good will, since he wasn't reached as a goal in  Offbeatr. But, we decided that Vor should be an NPC. The good news is  that while Vor won't be a playable character in the game, we will give  "his" sex scenes to other characters. There would be some NPCs in  Ucogi's and Alice's timelines that would have sex with MoGi, making  their stories a bit sexier and hopefully more interesting to play.
 

Levels: There are a few levels that I want  to update with new graphics, parallax scrolling and new platforms. The  game feels too horizontal and I will try to tweak that a bit. If you  have the demo, then you have played about half of the game. If you have  any suggestions regarding the level design and graphics now would be a  great time to tell us your thoughts. I have to sort out the resources anyways, so that the game loads faster, and while I'm at it I may as well start polishing  the game. If you have any complains about anything that you see in the  the game, now would be the best time to speak up!
 

The project is near it's completion, for Voms' timeline at least. This  is more wishful thinking than a promise, but... if everything goes well,  we can release Voms before the end of 2020. Thank you for your support,  understanding, feedback, and stay safe!
 

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