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EDIT: Holyshit, I can has make images link to new tab now!






I just finished the basics of the cave tileset and sent it over to a trial artist. Basically what he'd do is enhance the tilesets from scratch but with the way I constructed it so it would be easier to design the game maps. Even though I can do these on my own, I think, just like animation, I should pass the load to people at par or yet, better than I am in those aspects and just stick to game development in general.

I also had to rework the collision for the game. As I said last time, I encounter a brutal bug and it was somehow linked to the game collisions. Anyway, we have a better collision system now that's almost pixel perfect and cleaner in design.

Here's what I mean: 

The top is the new collision detection. Every map now has its own collision design compared the the old version where a bunch of squares are slapped to the map before containing it as one in real time code (initializing rooms) - The problem with it was for some fucked up reason, flash was detecting it with each box instead of as one, causing some lag and the previous tunneling bug. By design it was horrendous, but the reason why I did it like so was because all of the collision in the game is just managed by one 100x100 red block that I just warp to form the collision. But as I said, I've met some brix shitting problems with it and as I go, I learn new stuff everyday with coding and this is one of them. Best implement it now so we don't do another overhaul when a lot of maps are made with the old style.


We can even make ellipses and circles as collision now and make detailed shapes for collision.



Here's the old and the new collision in the tutorial map zoomed out


Anyway, this is just one of the stuff that were changed / reworked on the game atm. I may have to list these down as sometimes I just work on them and move on to the next, forgetting later what they were. Like... another rework for Buzz Lightsaw. Red version now bounces off trees and walls.

I really wish to finish the next playable demo sooner and at the same time want it to feel like the same, but fresh game with more improvements and content. Just at the same time, real life stuff, managing and spending time with possible artists and animators, replying to 10+ messages a day, needing to make a FAQ and a new campaign page. Wooo crazy schedule. And I thank everyone for understanding and supporting all that. I know it's a crawl, but I do my best everyday.

I also have not made a second wave of advertisement with hiring animators, I'll do that soon along the FAQ and campaign page. For now, if anyone would like to try out or know someone who can do professional adult animations. Do send them over to me.

For now, ima sleep. I'll reply to everything (messages and posts tomorrow)Better update on progress (video) in a day or two, will also show progress on the new indulge animation (devourer) and gameover animation (bloodhunter).

-kReig out

Files

Comments

MartinX

Great, now that the tileset is pretty much done, can you show us what else is left before the new demo is finished? I assume putting in the new minigame with placeholder graphics and polishing the devourer game over scene, judging from that list you posted last month. Also, are you going to show the rest of the animations here before the release (the regular sex attack Bloodhunter animation and maybe the rapevine one? P.S. Did you stay up all night and finally decide to sleep during the day? Because I think this update was posted at around midday in your time zone lol

Anonymous

Looking forward to everything. Keep up the great work. :D

Anonymous

where can i play some of the new stuff that has been added

Anonymous

i wonder how long till then. :p. he shoud update a little bit of a. progess calender of what he strives for

viperv

Yeah, I'll also show the loops of bloodhunter gamover (complete) and ganker indulge (wip) once I further finish one area map. One area map contains 5+ rooms, but I'll make the vid after one room functions flawlessly and get the bloodhunter sprite AI working as intended. Basically it's getting all assets in the game as actual entities and a ton of testing. The Ganker gameover and the Rapevine scene are still lacking polish. I might throw it to the animator with a few basic touchups and instructions after he's done with the indulge. - As for my sleep, it's fucked up right now. I wake up, eat, work 6+ hours then sleep again. I think I slept around 8pm, woke up 3am, worked til 1pm, posted this, and now 1 am i am still awake, so yeah, very screwed up.

viperv

nah. i broke release promises twice now, so update will be there when it's there. lesser stress for me as well.

Ayra

Nice work! Inaccurate collisions is a constant annoyance in a game, and the new collisions certainly looks more accurate.

Anonymous

I made this account just to post on this game. Firstly, I'll just complement you on how amazing this game is. I wish there were more games like it that had the same quality and animation. Also, do you know what type of fetishes will be present in the final release? I'm asking because I wanted to know if x-ray and urethra insertion were at all possible. Either way, great game, and I can't wait for the next demo.

Anonymous

I would much rather see rape a big part cause it is a fighting game. Winner takes all :p

Anonymous

UPDATE UPDATE UPDATE