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Hello all my lovely Kits, Kitsunes, Regal Kitsunes and everyone else showing an interest in the game.

Just to let you know that I have hit a heck of a snag this month, for those of you that do not know already this has been/ possibly will be the most technical update of the game. 

This is in the sense that I have added roughly fifty new 'plugins' to the game. This has allowed me to put things into the game which normally wouldn't be possible in the 'vanilla' engine of RPG Maker MV, such as an 'overdrive' system for special attacks/'limit breaks', cinematic attacks, synthesis of items, quest logs, dynamic weather in battles, more in-battle events etc. 

This has extended into investing and searching for a lot of resources for the game. Roughly 1/3 of the Patreon money I raised last month has been spent on assets alone, including sprites, plugins, tilesets (for maps), character sprites and most importantly music. I always feel as though music is a large part of video game experience.

So this brings me to tell you that the technical snag that I have right now has kept me up the past few nights to fix. I still need to finish off and polish what I have already done, as well as finish some personal art for the in-game menus to give them a bit more 'pizzazz'.

The game update shall hopefully be out not this Saturday but Saturday the 7th of November.

I can tell you right now that I hate postponing updates, and only do so if I believe there is no alternative. 

But I also feel it unfair not telling people that an update will be postponed as it is your money that you are investing into my little dream project so I understand if you pull your donations until the next version is out. 

Do not misunderstand me, I need the money but I know times are tough for everyone right now.

So onto the Changelog for v0.04:

  • One new fluffy follower with unique sprite work which was a pain to make! (A healer, finally!)
  • New village with Side Quests.
  • New haunted house with puzzles and mini bosses (inspired majorly by the Witch's House!)
  • 'Mermaid' with unique ass TF if you lose. (Yes you can now lose certain fights!)
  • 'Spider Girl' with 'Arms' TF if you lose.
  • One new 'Hand' TF if you royally mess up a puzzle.
  • One new 'Lactation' TF (+ 'Breast Expansion' TF if Michael had no breasts at that point.)
  • Spooky plots everywhere.
  • New quest log for keeping track of quests and side quests.
  • 'Overdrive System' (Michael and Ahmya can now 'Burst' when the meter is full for spectacular elemental damage against their foes).
  • 'Weapons Unleashed' - Certain weapons, shields and characters now have a percentage opportunity to use a special attack instead of a regular one in battle. Accessories in the future can increase this chance for some interesting builds.
  • 'Job Point System' - When killing enemies your kitsune powers allow you to harness the chi of your fallen foes. Their strength can be used to help you adapt new skills, equip new armors and weapons etc. You can access this via the main menu to create a more customised kitsune squad.
  • 'SP System' - I may not just stick to 'SP' in the long run, it may be renamed, but this allows you to earn 'SP Points' and apply them to character attributes when you level up.                                                                     
    Don't like how Seiko is tanky but cannot hit hard? Put all of the points into attack! Want Michael to hit a bit harder with his/her spells? Put all of the points into intelligence!                           
    I believe this will open up the game to unique builds that shall cater to player preferences. It seems balanced at the moment, but we shall see how things in future updates play out.
  • 'Row Formation' - Hate the fact that everyone is in the same formation in battles? It doesn't make sense that a squishy Mage is next to a Tank taking the same abuse as said Tank, does it? Well worry no more!                                                                                                                                
    Once per battle or anytime from the main menu you can switch team members around in the field, this lets them gain particular advantages and disadvantages depending on where they are. If Ahmya is in the back she will be able to enjoy less enemy aggression and attacks, however, she will be slower in battle being at the rear of the group and will not be able to physically attack enemies.
  • General bug fixes/ tweaks.
  • More 'under the hood stuff' such as more slots for accessories and armors.

Have a Happy Halloween everyone and I shall be updating you again soon on the next release!







Comments

Anonymous

I appreciate the update, it's hard to wait for something that one likes. But I for one can endure, what's a week+ after 2 months! The many and great changes sound like worth the delays, very pleased.

Belgaesh

I dont think 2 months has been such a long development cycle, by seen what you've accomplished with it, I think it has been really productive. So far I'm really satisfied with what you provided. Let me ask, you didnt comment on the dynamic TFs, you mentioned on your previous post. Did it work out?

AnimeJunkie

All that is definitely worth waiting for. Looking forward to seeing it.

massmanic

Sorry, nope, I can't get it to work :/ The big problem is that it conflicts too much with other plugins. So it is a toss-up between having a simple game with simple gameplay with the dynamic change or having more fun mechanics without it. So Tfs are going to have to be handled by manually changing the character with more complex chains of inputs unfortunately.

Anonymous

Don't get too ambitious! Just look at all the incomplete games on tfgamessite. I'd rather take a more simple but complete game than a more advanced yet unfinished game.

massmanic

It's still manageable at the moment, but I know it is a slippery slope!