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Hello, everyone! Avan here.

As promised we are making a post about the update to come and let you all in on what to expect for it and then a little hint of the one that follows afterwards. I'm going to try to be as transparent about things as I can but if there are still questions or need for clarification, please feel free to ask away! I would also ask you to fully read this post since I wont post a tldr for this one.

I also want to use this chance to thank you once more for the support you are giving us and we hope we can live up to your expectations in the future as well. Keep in mind that thanks to the recent polls on workflow, we hope to achieve a higher update rate for the game! We expect to cut about a month of time by a mere decision like this alone. To give you a little idea of what is going on behind closed doors at the moment, I am also going to talk to the rest of the team how we can work even more efficiently with the time we are given. While we do have real life work and other circumstances, we do try to make the best progress we can with it.

That being said, let's jump right into the part where I tell you about the next update!

Night & Day Update + Wolf Girl (1.2)

As the name suggests, this update will feature a...feature that you can use to change the time of day! This will not only change the enemies patrolling the streets but also alter the doors that are available for you to pass through. The backgrounds will change accordingly as well of course, while the level layout stays the same as the one you are currently familiar with. In the future we also plan on changing the music and even some gameplay mechanics depending on the time of day, but for now it is limited to the previously mentioned things.

We have also played around with the resolution for a bit and got rid of those pesky black bars on the sides! No more forcing fullscreen and messing up the background by doing so just to get the immersive feeling ruined by that! No, no, no! Now you can play on a resolution you are most likely used to from other games. This also changes the way you look at things a little bit but we actually like this change as it gives us more room to play with thanks to increased visibility of the area.

But the one thing everyone is probably excited for the most is the new enemy joining the roster - our wolf girl! Many of you have already glimpsed at her varied animations that Veila made here on our Patreon or in her streams. Concerning the poll we recently had, the wolf girl was already being made at the time so she still has the same amount of adult animations the fairy had as well. We will start making less with the upcoming enemy. But now more to the wolf girl. Being a cop, she carries her baton with her at all times and with that she engages in a more melee type of combat compared to the ranged only fairy. But that doesn't mean she will hold back her claws at all. There are actually two types of attacks she has. One is a simple smack with her weaponry when she gets closer but the other one happens when you try to swing at her! She'll jump back to avoid your attack before countering with a big claw attack. You better find a way to deal with it as it deals quite a bit of damage! The amount of dialogue is the same as before too, so we hope you are looking forward to exploring those different endings even if they are...less varied for one reason or another. I guess even though she's a wolf, she has enough manners to not talk with her mouth full...at least not often.

Speaking about dialogues, something you most likely wont notice but did happen is a big overhaul of the way dialogues are handled in our code. In Maskers words he made architectural changes to the dialogue system using scriptable objects and the adult scene scripts are adjusted to scriptable objects as well. The adult scenes themselves are now also changed in a way so they won't cause any issues in the future under certain conditions as they are now different entities that spawn when captured by an enemy. The adult scenes themselves are now separate entities, meaning no longer linked to the enemies, making future implementations more streamlined. That being said, with new architecture, old problems disappear but new problems can occur so please continue to help us find anything wrong with the game. He also made some changes to the animator/animation tree and all that while being busy with work almost every day! So props to Masker for handling all that!

That concludes most of the changes being done with this update. We hope to bring future updates to you in faster rates, be that by having smaller updates focused on each change & addition by itself or by reducing the workload like we did with the animation. But now a little bit about the update coming after the one I just told you all about! Only some small insights though!


1.3 Skilltree + Vampire Girl

Our patrons have voted and while the poll is still going on, the vampire girl will most likely be the next one joining our roster of enemies! We hope you are looking forward to seeing her animated as much as we are. Of all the non-boss enemies that we already showed off for this area, this is my personal favorite, so I am pumped!

The other thing we are going to implement is the skill tree system. We're mostly aiming to get the concept right with ideas that will fit well for the first area already and not expand on it too much in quantity of what it does. Our goal is to gradually expand and change it as we go on with developing the game. These are the two major additions for patch 1.3!

That's about it! Thank you very much for all the support and feedback. We really appreciate you being as supportive as you are. There are some bigger announcements to make that I cannot talk about just yet, but we hope you are just as excited for them as we are. Let's make this game the best we can create!

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