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Heyo everyone! This week might not be too exciting in terms of new visuals, but good progress was made. Some good news is that Wishful Simping has sent in Zol'gan's theme! Here's a sneak peek. With that... let's jump right in!

First thing I did was actually do some fidgeting with Steam. I launched the Simplified Chinese translation for SpunkStock on both Steam and Itch.io. (A bit unrelated, but it was something I spent the first day doing).

Next I addressed some issues I had run into. This was making adjustments to Pigman in Catiya. In this level, his "position" was actually disjointed from where he was. This caused auto-target things, like Lana's active to actually shoot to the side of him. On top of that, I made some further changes to the player lasers to help with proper registering.

Something else I have done was swap off of the current Save System. The game will now be using Player Prefs (This was the system I would use to save browser versions). I have decided to use this for now to eliminate the issue people have been having with the current Binary system. Unfortunately this will mean everyone's data will be wiped in the next build. Hopefully this will no longer be an issue anymore. Player Prefs can also come with it's share of issues, but it will at least be a step up from it's current state.

The next chunk of the week was focused on finishing up Zol'gan, it's boss, finishing the Hscene set ups, and connecting the code for the conversations.

Something minor I added, was Zol'gan now has a wind up to his charge to project the attack more. On top of that, when he charges, he will spawn 9 purple claws that will pursue you.

As Zol'gan spawns in, and when he returns from his charge, you will need to watch your sides.

This is an additional attack. Zol'gan will spin much faster, and launch purple goo at you. These are the same attacks that the spiders shoot at you, which are treated similarly to the purple claw enemies. They do no damage on impact, but they will apply a stacking DoT(damage over time) to you. You can simply barrel roll to cleanse it off of you. As you can see at the very end of this gif, upon destroying the red segment, the previous segments are destroyed, and you will move closer to Zol'gan's head. You will get closer and closer until his body is destroyed.

And once unleashed you will be faced with the final showdown with Zol'gan's head. Simply burst him down for this victory.

The intro and outro transitions to/from the boss fight are also implemented now.

Next was assigning the animations for Rooster's conversation, and registering the right scripts for loading their Hscenes and changing clothes.

Next I finished off the climax animations, added SFX, and aligned the buttons for Rooster's Hscenes.

And next I finished up the variants for Rooster's 1st Hscene.

Unfortunately I still need to finish the Transmission dialogue for Zol'gan's level, and implement Rooster's passive and active abilities. Realistically these 2 points shouldn't take long. I will likely get them done over the weekend so I have the final week to work on implementing some new/extra stuff. I'll be going down a list, but I would really like to get more work done of the implementation of Female Aether. If that takes a reasonable amount of time, I will likely either move onto medal function/balance, new weapon types, or the implementation of Pom in the hub.

With that, I should get back to it! Thanks again everyone! Amazing to see the growth. Thank you all so much! I'll catch you all next week!

-Regulus

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