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I can’t believe we are past the halfway point of 2021, what I wouldn’t give for more time! But we forge ahead!

Sapphire Safari
Sapphire is coming together quite well, we have been creating tests around basic monster girl AI. This is important for the main gameplay loop specifically for what I am calling the Lens Puzzle. The simple version is that particular monster girls are more frightened of the player being close to them, as such you will need different lenses for different distances. The other part of this is that you have to be in the “sweet spot” for the photo to actually be counted so being within the viable distance (zoom included) is important. As such the AI will respond accordingly, if you get too close to them they will first become alerted and then attempt to vanish, first, they will run quickly to break the line of sight with the player and then they will loony toons jump into a bush and such. We will work it over some more but the system is quite nice.

Last things to do before the first release, we need a variable focus system (manually tweaking the focus), a basic third-person camera holding animation, zoom to effect sweet spot, photo showcase (take a photo it is shown on screen), small semi-polished beach area for players to explore. So not far to go!

Elewder
A lot of Elewder has changed since we first announced the product, because of this we spent a good long while fixing the promotional art to better showcase the new design. Because of this, we have two new designs! The Succubus - the main feature in our keyart, and the new player model. The new Warlock design has been massively upgraded, previously we had a simple silhouette he now has a more “self insert” design. A great outfit, helmet, yet still keeping his ghostly aspects and design. In terms of new mechanics and content, we are building a lot of the last missing content. Those being: the missing weapon/spell system for the player, finishing building all the other areas (earth, air, succubus) for a total of 15 floors to conquer, adding in more items.

Under Contract
With the massive task of blocking out the game almost completed, we have turned our attention to building the “specials” system. Currently in the game, when you rescue one of your coworkers you gain a special ability that can be charged by matching gems together to charge a meter. This meter works in a similar fashion to Street Fighter 5 were depending on the specials you’ve selected their costs will be shown along the meter. The meter fills up over time and using a special will remove the cost of the from the meter. Do you charge it up fully to use the high-cost specials? Or do you use a lot of the smaller cost specials multiple times?


Wet Nightmares

We have the demo almost complete, there are only a few QOL things that need to be corrected before we can launch it into the wild. As for content, Erkerut is hard at work building the rest of the main story of the game. So far we are done with the overall planning for the narrative and are moving into scripting and blocking. Writing in two languages as Erkerut does is quite the process, but with the help of our proofreading team, we can be very sure the game will live up to the expectations everyone has.

Ready for another week!

Stay moist homies!
Kinky

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