Public Demo up! (Patreon)
Content
Remember, NO NAUGHTY SCENES YET!
(For the xth time, I'll start adding every finished scenes next month)
For the patrons, this is the same version you had last week with one minor tweak, which was the traps damage. (from 0.8 to .08 i must've ran out of caffeine in my blood when I deployed it.)
So, here's the link: STAGE DEMO V02
If you are a previous Patron, with a total pledge of $20+ message me with your patreon email address so I can link you the stage demo version with cheats.
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Stage Demo Version 3 Progress update:
So the task this month is to finish most of what would make the gameplay functioning enough as 'complete' and reshuffling the goals and priorities for a more aggressive updates afterwards. To that, sadly in a few days before the end of the month, I will have to abandon the Fungus Brute sprite A.I. and its ingame setups (won't make it on time)
Right now the stage demo version 3 (and last version) needs 3 of these to be completed and deployed once more to Patrons with a week exclusivity.
-One more complete stage to test the stage density for the new roaming enemies.
-Dev mode, so you guys can see the debugs, collision and other tools I use when I playtest the game. This will have its own reward tier soon and it's own link folder so anytime I leave the file there, anyone on the reward tier can test it out.
-Enemy and Player indicator, so you can tell where the enemies are when they get visually obstructed.
As for the current version of the game, the next stages (and soon, all stages) will no longer have much of the typical ambush enemies. They are now exclusive summons to corrupted crystals and lesser corrupted crystals. (more details on this soon after we get the naughty bits in)
Enemies will now roam and will attack Siggy within line of sight. They will alert other nearby enemies and will chase Siggy for a set duration before giving up and going back to its original roaming business.
At the current state, I decided to make enemies respawn every room refresh because you can avoid fights easily if you decide not to. (Unless I start implementing sealed rooms, where you cannot escape unless all enemies are defeated) So for now, they will respawn and give less gold each time defeated.
There are more fixes and other stuff added for the final version of the stage demo, so be sure to visit the campaign first week of June.
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Campaign Edit
I tried to edit the campaign page, but I think I'll go at it again some other time. Patreon's editing tools are still trash!!!! I lost 20 min of all the damn typing and editing. (Will also update rewards and everything soon before I reset the past rewards. (once the naughty stuffs are in))
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New PC, Monitor questions.
I was planning to get a new PC on my birthday, but it seems I need it sooner as Adobe Animate crashes on me every 30 minutes whenever I do anywhere above 5000+ pixels of Stage design. Probably because of the lack of RAM and basically this PC being an old toaster.
I did not want to upgrade just yet as that will munch away a few days of work and Ugghhh setting up and downloading stuff again and be forced shifting to windows 10 is a nightmare.
I am leaning towards a 34 inch Ultra wide screen because I can do a fuck ton of work with all that space, but for anyone who has a 4k monitor, will it actually make stage designing better space-wise? Or will I have to squint a lot since Divine Arms is on a 800x600 resolution?
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Campaign goal and expansion.
I've talked to several friends who I worked with before in the flash industry and I may commission them for small hentai games. Back then, making a 5-10 hours of flash game content would cost around $5,000 - $8,000 so I may change the campaign goals to exactly that.
I will have no participation on those projects but they will still be ViperV games and those games will be rewarded to Patrons of this campaign. They will not be as grand as Divine Arms but the visuals will be of great quality. (probably not animated tho, unless they can get an animator) But for now, what I plan to do is before we reach the campaign goal, we will fund the game on a monthly basis to test if this actually can be pulled off.
Again, Chris and I will have no participation on it whatsoever, as we will focus on Divine Arms. (I actually enjoy developing Divine Arms more now since the very positive feedback from the stage demo.)
Anyway, see you in a few days for the final stage demo version. And as always, thanks for the support!
-kReig out!