Home Artists Posts Import Register
Join the new SimpleX Chat Group!

Videos

  • October28th_Preview.mp4

Downloads

Content

I attached a video below to showcase the progress I've made so far ^^

Just a quick little status update for you all! I know it doesn't look like much but I'm super proud of the code I've managed to write thus far, unfortunately my VFX isn't rendering properly so the slashes look extremely washed out, it has something to do with the Alpha in Blender since I'm using a transparent BG it's not rendering material alphas properly when rendering. I have a few ideas how to fix that but nothing set in stone yet, so expect the weapon attacks to look way better when I get that sorted. 


Enemy attacks are animated finally, right now it's a coin toss on which attack they will try, I plan to make grab moves around 25% chance. Right now I'm just using a randi() % 2 (50/50 chance after math) to calculate the odds. Enemies will eventually have a variety of attacks from magic to projectiles, so expect harder enemies, I need to also speed up the return frames on the lizardmen attack animation, I want the grab to be a full 48 frames so you have time to react, whilst the normal attack from the lizardmen is set to be active on the 14th frame and their grabby move is set to be active on frame 24 (1 full second), Rori's attack animations are active on frame 3. My goal with this is to ensure the player doesn't feel cheaped out by the game itself, I want the player to be in full control and feel powerful, enemies will be a plenty in the finished levels to ensure the real "goal" of the game isn't lost, which is to be overwhelmed and "defeated". I also want the hack and slash gameplay part to always feel like a actual game on top of the lewdness.


I'm hammering away at this daily and before I get a demo out I need to take care of the following:


Write logic for the enemy attack, NSFW, and defeat states so that when the enemy attacks or grabs the player we react accordingly. I would also like for us to be able to pork enemies as well once they are defeated. At the moment I plan for defeated enemies to remain on screen for about 5 seconds before despawning, allowing the player to use a move to turn the tables on the enemy.


A Air_Attack_03 animation for Rori's air attack system


A walk cycle for the Lizardmen


At least 3 animations representing a solo Lizardman's Sx_Grabs (lewd grabs) I will need 3 animations representing the different HP states for Rori.


I think that's all I need to have a working game, so very very close. Once I have one enemy figured out, the system I have in place will allow for the easy inclusion of additional enemies. 


We're getting close! so stay tuned! 

Files

Comments

No comments found for this post.