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An explosion of activity! This week we have seen a lot of new eyes coming to our upcoming projects via… methods we won’t speak of. You know who you are, hello *waves*. With all the new attention we have also had a wave of feedback which has given the games a renewed focus.

Sapphire Safari
Momentum! We have a bunch of new things to talk about here. First new monsters, always a good thing, we are getting very close to having our 25 unique body types in the game! Next, we finally have our camp deployment system basically ready to go, right now you can stop your vehicle, deploy the camp, it will set up within the space you’re currently in. So if you wanted to camp next to a tree, beside a river, in a cave, at the peak of a mountain, as long as there is space to deploy the assets the game will set it up. We also fixed our previously floaty vehicle drive mechanics, upscaled the island again (was too small now that you can drive on it), and converted the island to voxels. With that change, we can dig into the landmass and create a cave system for double exploration! The ATV we have in the game is now rendered correctly, with options for paint jobs.

We are quite close to getting a new build-out for this, it will still be quite barebones in terms of content. For that, we need to build the following things. First, we need to implement some player locomotion animations, these are quite simple to add, they have a lot of existing systems that we will use in our game, as reinventing the wheel will just lead to a worse product and delays that are not really needed. Second, we will develop our flock/animal AI. This will be quite simple at the beginning, basically, it lets ai congregate within packs, find areas that want to travel to within their biomes, and be wary of predator monsters and the player. The last thing to add is some very simple FPS mechanics, reimplement the existing lens/focus tech we have (manual focus) and let the player look at photos they have taken. Hopefully, this is something we can achieve in a few weeks, but we will soon see!

Elewder
Elewder spilled into a new community this week which has left us with a considerable amount of feedback. The biggest of which is the desire for additional flavors of fetishes going into the game. Up until this point, Elewder was very much focused on MxF content. We have done too much planning to reasonably change the underlying message and direction for the game. So instead we have designed and built new unlockable playable characters for the players to use on future runs. These characters include a female knight cursed with male genitals looking for revenge, a cute male mage apprentice looking to escape his captors, a large scheming merchant looking to take advantage of the succubus army, and a female turncoat succubus at her wits end seeking empowerment! Expect them to make an appearance in the game at a later date.

In other news, work has begun on the next major mechanic’s overhaul. Keys, coins, and shops. This is likely going to be one of the biggest changes to the flow of the game which we are eager to see the results of. Currently defeating minions gives HP and Armor. This will change to be more focused on rewarding gold and keys to the player. Gold is the first currency we have planned, you can use it for purchasing items, spells, unlockables from the shop found sometimes on the floor along with other currency-focused rooms in the future. Keys on the other hand are used to unlock additional rooms, treasure rooms, love rooms, challenge rooms, etc. We are also throwing into the mix interactable treasure chests which will create the items onto the floor instead of them being visible. We have three levels of chests designed, the higher quality chests offering more goods. We have also designed a mimic chest, which looks like other chests except there is a horny little minion inside waiting for you, defeating her will drop the goods. The final feature is the shops, we have a shop in the game and a merchant, they do nothing currently but with the new update players can browse the wares and use the currency to purchase them. Items for sale will focus on the current run and shards for our metagame content once we have built more of it.

Under Contract
Our major tasks this week are all around building the narrative tools we need to present our story correctly. As so, in classic fashion, we have built a visual novel narration system from the ground up. It works flawlessly with Spine and Unity, works directly with JSON files for localization, and can be completely modular. The system is very nice to look at, it also runs quite smooth all things considered. To that point, we are a little delayed with the start of our art systems, but I suspect we will be pushing ahead quickly very soon.

A completely blocked-out marketing department level for the game should be coming quite soon. Should be exciting!

Ready for another week!

Stay moist homies!
Kinky

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Comments

Kurogamiken

Sounds amazing great work as always guys keep up the good work