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Hello little heroes! We are reporting on our lewduty, this week with new faces and experiences!

THIRD CRISIS

Rated:

Rated made some new promotional artworks, as well as more of Jenna.

Promotional art for SifAvellana. To celebrate the Lovense integration into Third Crisis, Sif was giving away steam keys during her livestream while playing Third Crisis.

Upcoming promotional art of PixieWillow. Exclusive peek for the TBA event.


Aine Lovia:

Aine making sure the angle is just right.

Then drawing the piece:


Dazva:

Dazva has been busy implementing all the new characters' artworks into the game. Different situations require different expressions and outfits for the character that in turn needs to be manually picked out.

As well as polishing other parts of the game, so there is less likely space for bugs to occur.


Ohm_Ena:

Ohm_Ena has been on fire making crispy animations for the spicy in-game scenes! Here is part of the sexy loop:

You will get to see more when it gets implemented in the game.


PMPerfect:

Heya, gamers!
This week were playing with the vibe we want for the tower and textures for the floor tiles to make them less monotone and more interesting, I think we have found the way to achieve it with variety of tiles even and dirt/vents decals on top of it.
Also what the side of the those floating platform may look like in pursuit of cool look added construction rails and cords, I think it adds nice futuristic vibe to it and in combination with parallax we gonna have with background I think it would be even greater!

Here are a couple game-like shots of a process and ideas for other details, next in order is concepts of more purposeful part of the level and more!

Thank you for your time and wish you all a lovely weekend!
Cya next week!


Vils:

Heya all! Vils here.

This week I’ve been focused on two UI features that haven’t been touched in a while. The first one was the minimap, where I fixed a bug where pressing the minimap keybind ‘M’ wouldn’t close the minimap properly.

The second one was a bit more involved, changing the Mission UI to highlight the main story mission that you need to complete to progress the mission.

This also includes support for ‘sub-missions’ that the game will send you on, for example when doing all the preparation missions for the ‘Peitho Commander’ that leads into the Wildfire ambush, you have an overarching quest to do the preparation tasks, and then a mission for each task, like getting the alcohol, or doing the VR mission.

To avoid confusion, this UI change will highlight one of those sub-missions as the mission you should be completing next, so now instead of looking around your missions list trying to find the relevant one you need to do, you’ll always see the most relevant one displayed prominently at the top.

While I was toying around with the missions UI, I also discovered a bug where some save files (specifically the Skip to Content ones) would have some missions that were in-progress when they should have been completed. So I added additional checks to ensure that those missions are set to complete when a save is loaded.

Next up for me in terms of non-bugfixes is going to be some more quality-of-life changes, mainly changing Seasonal Events to be both based on your device’s date, and also toggleable in Skip Mode. This’ll make the associated content more accessible to everyone and prepares the game for when development has been completed.

Alongside that, I’ll be looking to do a ‘chat history’ for dialogues, so you can click a button that opens a window and allows you to look back at previous spoken lines, especially ones that you can’t reverse back to (such as when you pick a choice). This is a feature that will be familiar to visual novel enjoyers.



Bear:

Heya, I’ve been fixing some issues with the Lovense implementation, where it would not activate in some sex scenes. The ones I found to be broken are fixed now (there were multiple ones in the streetwhore route).

Besides that, I’ve been working on getting Spine Animation integration working. So far, we’ve been doing animation directly inside Unity. This has worked fine, but most professional 2d animators don’t use Unity, instead they use a Software called Spine. Spine is a whole software only made to make 2d animations. Since we just started working with a new animator who uses spine, I’ve been working on getting their test animation into the engine. This meant getting the Spine Unity API working. Luckily, it was quite easy! We can now export Animations from Spine and import them into Unity. You’ll probably not notice any difference between Unity animations and Spine animations, which is a good thing I guess :D


ROSAS ARE RED

Thao:

Thao has been working hard on more art for Rosas Are Red. It starts out with moodboarding, which incorporates our team members picking out clothing that would make sense for the character to wear, as well as poses, general Vibe if I may say.

Then Thao makes a sketch - from there on out there can be more things suggested for adjustments.

As always thank you for your time reading our Patreon report and supporting us. Have a great weekend!♡

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Comments

Brad Meyer

I notice that Jenna is wearing a Piethos outfit in the tower. Will she be finding one as a disguise, or will the Piethos storyline also be taking her to the tower?

AnduoGames

Ah, no, that's just the Jenna overworld sprite the artist had at hand. It's just there to show the scale compared to a character.

Uncreative Anonymous Name

My gosh, I have so much catching up to do in TC, trying not to look to close at these wonderful updates so I dont get spoiled ^~^

Cosette

Out of curiosity, is there any parasite content planned? I'm big in to parasites and it could work great with you're animations