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I forgot to post one of these last month, but I didn't manage much work back then. I've been on a streak for a while to the extent that right now I'm focusing on reaching my first main goal which is showcasing combat with the Adipodal Seductress fight, leading into the combat loss scene, which will be exclusively shown off here.

Last month's work was spent on arranging the main menu and its information, creating a dynamic status display during combat, a flinching sprite when taking damage, and an animation for losing DP (shown here: https://twitter.com/OrriGame/status/1533675820270731264)

This month so far I have been building and polishing the systems that many of the fetishistic elements of the game will be built around when in combat: Restraints, hypnotic spells, and forcefeeding, as well as how Lilya interacts with and fights against these effects and the Enemy 'AI' that dictates their goal and the moves they use based on Lilya's condition.

Work yet to be done is: Draw attack icons that fit the UI, flesh out how forcefeeding works and its effects in combat, revise Lilya's moveset (w/ rapier weapon), and new placeholder sprites to be used in the combat showcase (charmed, flinching variants, tiers of fullness, etc.)

Once these things are done it is only a matter of drawing and writing the post-loss scene and adding it into the game as a self-contained scene. After this is done, the next major goal will be splitting Lilya's sprite into parts and creating a system to dynamically change it piece by piece based on statuses, weight, fullness, and allowing for a wide variety of expressions. As more major systems like these are completed, the game gets closer to getting a demo.

Edit: Reuploaded

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