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►ENEMY RESPAWNS
For now, we'll go with enemies staying dead. I will also record recent stage activity. By mechanic, Siggy can over purge a crystal to XXX% and the more she goes back to the same stages, enemies tend to get weaker in terms of loot percentage. But the more a stage is left alone on its own, it can also get re-corrupted at the same XXX% rate which increases enemy difficulty and loot (limited) the longer it is left unchecked.
By balance mechanic, you can certainly farm a specific stage until you are forced to move on because of loot chance dropping significantly. Then you can also try to challenge earlier stages on super corrupted states.
overpurged and overcorruption will have more rewards and disadvantages in the future, like you can only fight area biome bosses if sorrounding crystals are purged, for example. Or maybe rarer loot and enemies appear only on overcorrupted stages.
Dying will let you keep obtained loot but will also punish you with lesser loot value the next run. The punishment is lifted if that or later stages get cleared once. Dying in overcorrupted stages further decrease loot value. Dying in overpurged stages will not punish you but normalizes the crystal's state back to %100
There will also be global consumable items like crystal purity decays faster, slower or stays the same for a number of turns.
►UPGRADE OVERHAUL
More loot options planned in future updates. (After Road to Raw) For now, gold will buy you upgrades, but soon, enemies will have their own and rare soul coins that will be requirements for upgrades. Gold may increase a spell's level and over-all stats, but a Blood Hunter's soul linked to the spell will empower that spell's knockback potential. What more if super rare soul coins from bosses are linked to the spells?
►CAMPAIGN CHANGES
I'll leave the pledge tiers as they are for the moment (DDD has to go for now tho) and just improve on the rewards, like HD animations etc. The FAQ and Goals will also be altered, like Chris being forced to stream. It was his idea, so I hope we reach that (future) goal haha. For now, I'll finish the pornless demo before drafting the new campaign.
►RASTERIZED ANIMATION
I'd like to see Chris animating with his best output so we'll be doing everything in raster for the next playable demo. We'll probably shoot up to 25Mb for it, but I've seen other games going for Gb's so I'd like to see how this output works first. Also, If you notice, the image post above, he can do antialiasing, blur and other cool effects that we can't do with vector.
►SEX SCENE BACKGROUNDS
We'll have Chris' old partner Volaberg do the sex scene BG's - We will have a total of 12 Camera angles for each Biome. Say, an enemy can have 4+ from the BG angles that Chris decides to use. The BG's are at fixed shots, for example, these two BG's below are the same camera shot but of different Biomes. The Forest and ruins and a cave area.
Therefore you can encounter a Rapevine in both biomes but the BG's will be different.
THE LIGHTING IN THE CAVE SAMPLE ABOVE IS EXPERIMENTAL. THIS WILL OBVIOUSLY SEND THE FILESIZE TO THE GIGABYTES AND WILL OBVIOUSLY BE TAXING TO DO.
FOR NOW, INTERIOR OR EXTERIOR, WE WILL DISPLAY NORMAL BASED LIGHTING WITH BASIC LIGHTING FILTERS UNTIL WE REASSESS THE FILESIZE OF THE GAME AFTER CORE BUILD.
►OTHER SHOTS, AND COLORED PREVIES OF FIRST FRAMES
I may have missed a ton of stuff to say compared to the original post, but I'm sure it will come back, then I'll post it next time. For now I have been working 2-4 hours a day and sometimes 0 hours because of the whole paperworks and moving out thing. Once things settle down, I'll definitely catch up. As for replies and messages, I will also get to those.
Again and again, month by month, thank you all for the support!
-kReig out