Devlog - 03/16/2024
General | Posted 2 years agoWe're now moving into the final stretch of this dev cycle. Almost all the big content pieces are now almost finished and we're busy polishing and fixing bugs and pulling everything together. ^^
Read the post here: https://www.patreon.com/posts/100469560
Read the post here: https://www.patreon.com/posts/100469560
Devlog - 03/02/2024 - Spring is here!
General | Posted 2 years agoHi everyone!
Hope this devlog finds you well! Over here spring is around the corner. Flowers are just starting to bloom, birds are chirping, the sun is getting warmer. Basically, nature is lubing up and everyone and everything is getting ready to Get. It. On!
Spring is my favorite time of the year and the perfect time to work on a lewd game. :3
Also it is Null's birthday and he wanted to share some of his birthday cake with you all!
Read here: https://www.patreon.com/posts/99583811
Hope this devlog finds you well! Over here spring is around the corner. Flowers are just starting to bloom, birds are chirping, the sun is getting warmer. Basically, nature is lubing up and everyone and everything is getting ready to Get. It. On!
Spring is my favorite time of the year and the perfect time to work on a lewd game. :3
Also it is Null's birthday and he wanted to share some of his birthday cake with you all!
Read here: https://www.patreon.com/posts/99583811
Devlog - 01/27/2024 - Cookie shows you his orbs!
General | Posted 2 years agoHey all!
January has come and gone. Here's the stuff we've been working on in the past two weeks. But first, let me highlight the most recent build again for those that have missed it!
Read the post here: https://www.patreon.com/posts/97288249
January has come and gone. Here's the stuff we've been working on in the past two weeks. But first, let me highlight the most recent build again for those that have missed it!
Read the post here: https://www.patreon.com/posts/97288249
Devlog - 01/12/2024 - Play the new Build! + Introducing N...
General | Posted 2 years agoHi everyone!
I hope you all had a decent start into the year! We’ve certainly been productive! The positive feedback to the new build really motivated us to hit the ground running and keep up the momentum! ^w^
Read the post here: https://www.patreon.com/posts/96380807
I hope you all had a decent start into the year! We’ve certainly been productive! The positive feedback to the new build really motivated us to hit the ground running and keep up the momentum! ^w^
Read the post here: https://www.patreon.com/posts/96380807
Thank You! ~ Happy New Year! ~ New Build!
General | Posted 2 years agoHi everyone, Happy 2024 everyone! I can't believe 2023 has come and gone.
Bunny and I wanted to thank you all for your support.
Looking back at the past year, it has been incredibly painful and difficult for us on a personal level.
But knowing how much you love Kincaid and how much you want to see what's next for her on her journey really helped us focus on the positives.
We feel truly blessed & grateful that we get to work on what we love all day long and we appreciate the wonderful and fun community you guys have created on our Discord server.
Speaking of the server, there is currently a fierce battle going on to save the Kobold Kissing Booth and prevent it from becoming a stripmall with a parking lot...
Read more here: https://www.patreon.com/posts/95778455
Bunny and I wanted to thank you all for your support.
Looking back at the past year, it has been incredibly painful and difficult for us on a personal level.
But knowing how much you love Kincaid and how much you want to see what's next for her on her journey really helped us focus on the positives.
We feel truly blessed & grateful that we get to work on what we love all day long and we appreciate the wonderful and fun community you guys have created on our Discord server.
Speaking of the server, there is currently a fierce battle going on to save the Kobold Kissing Booth and prevent it from becoming a stripmall with a parking lot...
Read more here: https://www.patreon.com/posts/95778455
Weekly Roundup - 11/27/2023 - Passionate Pixel Plaps
General | Posted 2 years agoHi everyone!
First of all, sorry for missing the last roundup! Bunny and I both got a super bad flu and it threw us off the saddle.
Work slowed down a bit for a week due to covid. I still tried to work as much as I could, but I didn't have the energy for writing the newsletter.
Link: https://www.patreon.com/posts/weekl.....undup-93622866
First of all, sorry for missing the last roundup! Bunny and I both got a super bad flu and it threw us off the saddle.
Work slowed down a bit for a week due to covid. I still tried to work as much as I could, but I didn't have the energy for writing the newsletter.
Link: https://www.patreon.com/posts/weekl.....undup-93622866
Weekly Roundup - 11/06/2023 - Kincaid Goes Spelunking!
General | Posted 2 years agoHi everyone!
While working on the levels we realized that the current art for our caves (and later, mines) aren't quite there yet. The art is good for small caves that are close to the surface, but we also want some deeper tunnels and cave systems as we had in our old version.
Later on we envision the player to be able to take two paths into the Temple of Trials - One through the main door and one coming in through old, long forgotten tunnels.
In order to capture that vibe, Null and I jammed on a sort of playable mockup to convey more of what we're going for.
Read the rest here: https://www.patreon.com/posts/92379096
While working on the levels we realized that the current art for our caves (and later, mines) aren't quite there yet. The art is good for small caves that are close to the surface, but we also want some deeper tunnels and cave systems as we had in our old version.
Later on we envision the player to be able to take two paths into the Temple of Trials - One through the main door and one coming in through old, long forgotten tunnels.
In order to capture that vibe, Null and I jammed on a sort of playable mockup to convey more of what we're going for.
Read the rest here: https://www.patreon.com/posts/92379096
Weekly Roundup - 09/22/2023 - The Cast is Growing
General | Posted 2 years agoHi everyone!
Dragon is busy picking away at various smaller and medium-sized art tasks before jumping back into the next big animation project!
I sketched out two more characters that will be important for the story: René and Unnamed Biz Dude.
I’ll introduce all these characters properly at a later time. ^w~
Read the rest here: https://www.patreon.com/posts/89681702
Dragon is busy picking away at various smaller and medium-sized art tasks before jumping back into the next big animation project!
I sketched out two more characters that will be important for the story: René and Unnamed Biz Dude.
I’ll introduce all these characters properly at a later time. ^w~
Read the rest here: https://www.patreon.com/posts/89681702
Weekly Roundup - 09/08/2023 - Kincaid 2023.08 Hotfix is O...
General | Posted 2 years agoHi everyone!
We put out a hotfix for the latest build with a bunch of bugfixes and smaller improvements. If you haven’t had a chance to play the new build yet, I recommend downloading this fixed version now!
Some people had issues finding the Rift Crystals. I want to reassure you that you can get all of the 18 ones without double jump or dash. Think about all the movement options Kincaid has at her disposal and keep trying!
Read the whole post here: https://www.patreon.com/posts/88970939
We put out a hotfix for the latest build with a bunch of bugfixes and smaller improvements. If you haven’t had a chance to play the new build yet, I recommend downloading this fixed version now!
Some people had issues finding the Rift Crystals. I want to reassure you that you can get all of the 18 ones without double jump or dash. Think about all the movement options Kincaid has at her disposal and keep trying!
Read the whole post here: https://www.patreon.com/posts/88970939
Weekly Roundup - 09/04/2023 - Kincaid 2023.08 is OUT!
General | Posted 2 years agoHi everyone!
Last week we wrapped up the work on the latest installment of Kincaid and released it! The biggest new feature obviously is the new goat enemy. We’ve also added a new map screen! We moved away from the Metroid-esque blue squares and opted for a more detailed map. You can also add your own pins for the map. We will keep improving on this framework and add things like quest markers, item markers, and so forth.
Read full post here: https://www.patreon.com/posts/weekl.....undup-88760221
Last week we wrapped up the work on the latest installment of Kincaid and released it! The biggest new feature obviously is the new goat enemy. We’ve also added a new map screen! We moved away from the Metroid-esque blue squares and opted for a more detailed map. You can also add your own pins for the map. We will keep improving on this framework and add things like quest markers, item markers, and so forth.
Read full post here: https://www.patreon.com/posts/weekl.....undup-88760221
Weekly Roundup - 08/21/2023 - Butting Heads with the Leve...
General | Posted 2 years agoHi everyone!
Build Progress
Still just grinding out levels! Nothing too exciting. Here’s some screenshots of the upcoming area, featuring some of the new artwork we’ve received as well. ^w^
You can read the whole post here: https://www.patreon.com/posts/88038728
Build Progress
Still just grinding out levels! Nothing too exciting. Here’s some screenshots of the upcoming area, featuring some of the new artwork we’ve received as well. ^w^
You can read the whole post here: https://www.patreon.com/posts/88038728
Weekly Roundup - 08/14/2023 - They keep butting heads!
General | Posted 2 years agoRead with images here: https://www.patreon.com/posts/87687661
Hi everyone!
The upcoming build is getting close to being ready for release! All the art for the goat has been done, combat AI for the goat is fixed and things have been tweaked. Null also did a bunch of changes to the way projectiles being reflected work now to make combat with shooting enemies a bit more fun.
All that’s left to do is some level design and thorough testing and we’re ready for release!
We also decided to push the water update to the next build - I’ve already made new animations for it but I don’t want to postpone this build just for polishing some new water animations, splash effects and waterfalls. So that will come in the next build.
Not much else to report, but here are some of the finished sprites for your enjoyment!
Until next week!
Cookie & Bunny
Hi everyone!
The upcoming build is getting close to being ready for release! All the art for the goat has been done, combat AI for the goat is fixed and things have been tweaked. Null also did a bunch of changes to the way projectiles being reflected work now to make combat with shooting enemies a bit more fun.
All that’s left to do is some level design and thorough testing and we’re ready for release!
We also decided to push the water update to the next build - I’ve already made new animations for it but I don’t want to postpone this build just for polishing some new water animations, splash effects and waterfalls. So that will come in the next build.
Not much else to report, but here are some of the finished sprites for your enjoyment!
Until next week!
Cookie & Bunny
Weekly Roundup - 07/14/2023 - Oops, she got him all baaa...
General | Posted 2 years agoHi everyone!
It is finally time to empty those big goat balls~ I officially started working on the creamy finale!
I am super happy with how it all came together and how it all turned out! I can’t wait to put this in the game and show it to you guys.
We also finalized his outfit!
Read the full post here: https://www.patreon.com/posts/weekl.....undup-86094277
It is finally time to empty those big goat balls~ I officially started working on the creamy finale!
I am super happy with how it all came together and how it all turned out! I can’t wait to put this in the game and show it to you guys.
We also finalized his outfit!
Read the full post here: https://www.patreon.com/posts/weekl.....undup-86094277
Weekly Roundup - 07/07(+1)/2023 - Goat some new colors
General | Posted 2 years agoSaving the beginning and the climax for last, as always! This week I started working on the intro/tease.
Read more here:
https://www.patreon.com/posts/85775844
Read more here:
https://www.patreon.com/posts/85775844
Weekly Roundup - 05/12/2023 - Hey, Whatever Floats Your G...
General | Posted 2 years agoWith images and good formatting: https://www.patreon.com/posts/weekl.....undup-82897622
Hi everyone!
If it wasn’t apparent by the title, this roundup is about goats and water! ^w~
Goat Sketchpack Released
Hey, not baaa-aaad! ^w~ It includes a sheet of character designs and a big sheet with pose ideas for the lewd animation!
You can grab it here: https://www.patreon.com/posts/goat-.....hpack-82897520
Fresh New Water!
Coming up with enemy designs and sexy poses can be soooo draining, so I also worked on a few new water animations! I'm on a pun roll today haha. ^w~
I want to have at least 2-3 variations ranging from very quiet and shallow water to more movement for rivers.
Additionally I am going to have to make waterfalls, splashes and another player animation for Kincaid floating at the top.
Don’t forget to check out Kincaid 2024.04!
Here’s a partial changelog:
With the previous build we started working on a new area which we put a lot of effort into in terms of visual fidelity, making full use of the new art Fabian made. In this build, one of the main focuses was working towards bringing the rest of the jungle levels up to par.
Lots of new art and polished up art - Some placeholder art was replaced and new art has been added.
Intimacy Options - If you don’t like the short cutscene intros before an animation starts, we have now added an option for you to skip them. Later on there will be a third option for this setting which basically plays the full thing the first time you encounter an enemy and then it will skip it on subsequent encounters.
Made the Kobold Hunter projectile more readable.
The game now saves after the intro so you don’t have to rewatch or skip it if you die before reaching the first checkpoint.
Polished up the player ledge climbing animations that head parts of her body still incomplete - only visible when hanging from short ledges.
Added some moody environment particles.
Save system has been added back into the game with an option to pick the starting point when starting a new game in an empty slot.
[...]
For a full list of changes and bugfixes head over to: https://www.patreon.com/posts/relea.....ncaid-82470958
Until next week!
Cookie & Bunny
Overall Status Report
Upcoming Build Tasks
Water & Water Effects: Water variations animated. Needs additional VFX and possibly an additional player animation.
Map System: Basic system is programmed. Needs an art style that properly sits within the overall UI.
New Minor Enemies
New Levels
Kobold Boss Overhaul
Further visual & audio polish
Long-term Projects
New Major Enemy: Sketching & Concepting
New Soundtrack Additions
Haven: Refining core tileset
Hi everyone!
If it wasn’t apparent by the title, this roundup is about goats and water! ^w~
Goat Sketchpack Released
Hey, not baaa-aaad! ^w~ It includes a sheet of character designs and a big sheet with pose ideas for the lewd animation!
You can grab it here: https://www.patreon.com/posts/goat-.....hpack-82897520
Fresh New Water!
Coming up with enemy designs and sexy poses can be soooo draining, so I also worked on a few new water animations! I'm on a pun roll today haha. ^w~
I want to have at least 2-3 variations ranging from very quiet and shallow water to more movement for rivers.
Additionally I am going to have to make waterfalls, splashes and another player animation for Kincaid floating at the top.
Don’t forget to check out Kincaid 2024.04!
Here’s a partial changelog:
With the previous build we started working on a new area which we put a lot of effort into in terms of visual fidelity, making full use of the new art Fabian made. In this build, one of the main focuses was working towards bringing the rest of the jungle levels up to par.
Lots of new art and polished up art - Some placeholder art was replaced and new art has been added.
Intimacy Options - If you don’t like the short cutscene intros before an animation starts, we have now added an option for you to skip them. Later on there will be a third option for this setting which basically plays the full thing the first time you encounter an enemy and then it will skip it on subsequent encounters.
Made the Kobold Hunter projectile more readable.
The game now saves after the intro so you don’t have to rewatch or skip it if you die before reaching the first checkpoint.
Polished up the player ledge climbing animations that head parts of her body still incomplete - only visible when hanging from short ledges.
Added some moody environment particles.
Save system has been added back into the game with an option to pick the starting point when starting a new game in an empty slot.
[...]
For a full list of changes and bugfixes head over to: https://www.patreon.com/posts/relea.....ncaid-82470958
Until next week!
Cookie & Bunny
Overall Status Report
Upcoming Build Tasks
Water & Water Effects: Water variations animated. Needs additional VFX and possibly an additional player animation.
Map System: Basic system is programmed. Needs an art style that properly sits within the overall UI.
New Minor Enemies
New Levels
Kobold Boss Overhaul
Further visual & audio polish
Long-term Projects
New Major Enemy: Sketching & Concepting
New Soundtrack Additions
Haven: Refining core tileset
Weekly Roundup - 05/05/2023 - Welcome to Planet Bleatius ...
General | Posted 2 years agoPost with images: https://www.patreon.com/posts/82556928
Hi everyone!
This is gonna be a juicy one! Oh boy! OwO
Kincaid 2023.04 Released!
Earlier this week we released a new Kincaid build!
Here’s a partial changelog:
With the previous build we started working on a new area which we put a lot of effort into in terms of visual fidelity, making full use of the new art Fabian made. In this build, one of the main focuses was working towards bringing the rest of the jungle levels up to par.
Lots of new art and polished up art - Some placeholder art was replaced and new art has been added.
Intimacy Options - If you don’t like the short cutscene intros before an animation starts, we have now added an option for you to skip them. Later on there will be a third option for this setting which basically plays the full thing the first time you encounter an enemy and then it will skip it on subsequent encounters.
Made Kobold Hunter projectile more readable.
The game now saves after the intro so you don’t have to rewatch or skip it if you die before reaching the first checkpoint.
Polished up the player ledge climbing animations that head parts of her body still incomplete - only visible when hanging from short ledges.
Added some moody environment particles.
Save system has been added back into the game with an option to pick the starting point when starting a new game in an empty slot.
[...]
For a full list of changes and bugfixes head over to: https://www.patreon.com/posts/relea.....ncaid-82470958
New Enemy in Development!
Right after we wrapped up the build I started sketching new ideas for upcoming enemies! These will be for the second area again which we’re slowly simmering in the background as we wrap up development on the first planet.
It will be good to have all the environment art and a bunch of enemies done, so we can hit the ground running when we move over to the second planet full-time! ^w^
Upcoming Feature: Map System
The new map system is in the very early stages of development. Null wrote a tool that extracts collision data of all levels into PNG files which I will then use to paint over map chunks.
We’re moving away from the Metroid-style square-grid map and move to a more organic map you might know from Hollow Knight and other modern platformers. We think the unique map chunks really help players to orient themselves and it is easier to see where unexplored areas are. Also from a level design perspective, having to design around screen-grids and sticking to the map was very constraining and frustrating. Now we can make the rooms as big as we want and if we have to, we can cheat a little on the map since not everything is mapped 1:1 necessarily. It’ll also be easier to put markers for closed doors or items and also player-chosen markers on the map.
Until next week!
Cookie & Bunny
Hi everyone!
This is gonna be a juicy one! Oh boy! OwO
Kincaid 2023.04 Released!
Earlier this week we released a new Kincaid build!
Here’s a partial changelog:
With the previous build we started working on a new area which we put a lot of effort into in terms of visual fidelity, making full use of the new art Fabian made. In this build, one of the main focuses was working towards bringing the rest of the jungle levels up to par.
Lots of new art and polished up art - Some placeholder art was replaced and new art has been added.
Intimacy Options - If you don’t like the short cutscene intros before an animation starts, we have now added an option for you to skip them. Later on there will be a third option for this setting which basically plays the full thing the first time you encounter an enemy and then it will skip it on subsequent encounters.
Made Kobold Hunter projectile more readable.
The game now saves after the intro so you don’t have to rewatch or skip it if you die before reaching the first checkpoint.
Polished up the player ledge climbing animations that head parts of her body still incomplete - only visible when hanging from short ledges.
Added some moody environment particles.
Save system has been added back into the game with an option to pick the starting point when starting a new game in an empty slot.
[...]
For a full list of changes and bugfixes head over to: https://www.patreon.com/posts/relea.....ncaid-82470958
New Enemy in Development!
Right after we wrapped up the build I started sketching new ideas for upcoming enemies! These will be for the second area again which we’re slowly simmering in the background as we wrap up development on the first planet.
It will be good to have all the environment art and a bunch of enemies done, so we can hit the ground running when we move over to the second planet full-time! ^w^
Upcoming Feature: Map System
The new map system is in the very early stages of development. Null wrote a tool that extracts collision data of all levels into PNG files which I will then use to paint over map chunks.
We’re moving away from the Metroid-style square-grid map and move to a more organic map you might know from Hollow Knight and other modern platformers. We think the unique map chunks really help players to orient themselves and it is easier to see where unexplored areas are. Also from a level design perspective, having to design around screen-grids and sticking to the map was very constraining and frustrating. Now we can make the rooms as big as we want and if we have to, we can cheat a little on the map since not everything is mapped 1:1 necessarily. It’ll also be easier to put markers for closed doors or items and also player-chosen markers on the map.
Until next week!
Cookie & Bunny
Weekly Roundup - 03/03/2023 - Wrapping up the Dev Cycle
General | Posted 3 years agoThe post with images can be viewed here: https://www.patreon.com/posts/weekl.....undup-79517513
Hi everyone!
New Creepy Crawlies!
Here’s a preview of the first patch of minor critters and enemies that will be added!
These are the plants the Kobolds use to make their slingshot ammo and bombs out of! Just a simple trap to keep the player on their toes!
The big brother of the smaller metroid crawler! A pretty simple patroller-type enemy!
We figured we needed a few more aerial enemies so I designed a couple and we decided to make this one for this build. It’s a projectile based enemy versus the melee-based, smaller one.
Fast Travel Locations & Visual Polish Pass
In order to get this build out very soon, we decided to push these things into the next build and make the focal point of the following build just overall polish and quality of life! The fast travel locations have already been coded but they’d still need some art done.
Here’s a GIF of how they work - behold Null's beautiful placeholder art~
Basically you liberate Flapper Outposts by defeating all the enemies in the area. Then you can punch the gong to summon a friendly flapper to carry you to any other liberated outpost!
Level Design
Now all that’s left for this build is wrapping up the levels of the next area, playtesting, tweaking and fixing bugs, which will be the sole focus from now on until it is ready to be released!
Haven Tileset Update
Things are moving along here, too! We've received the first round of mockups to figure out the direction for the base tileset and backwalls! Can't wait to share a first sneak peek with you guys soon!
Until next week!
Cookie & Bunny
Overall Status Report
Upcoming Build Tasks
New lewd animation: Shaman Fur Exploration: DONE!
Minor enemies: DONE!
New Area: “Kobold City Ruins”: Working on levels
Visual pass over jungle levels: Pushed to next build
Fast Travel Locations: Pushed to next build
Long-term Projects
Haven: First round of mockups received.
Soundtrack: Write a story & gameplay overview for Moon Mink to help the development of the rest of the soundtrack
Hi everyone!
New Creepy Crawlies!
Here’s a preview of the first patch of minor critters and enemies that will be added!
These are the plants the Kobolds use to make their slingshot ammo and bombs out of! Just a simple trap to keep the player on their toes!
The big brother of the smaller metroid crawler! A pretty simple patroller-type enemy!
We figured we needed a few more aerial enemies so I designed a couple and we decided to make this one for this build. It’s a projectile based enemy versus the melee-based, smaller one.
Fast Travel Locations & Visual Polish Pass
In order to get this build out very soon, we decided to push these things into the next build and make the focal point of the following build just overall polish and quality of life! The fast travel locations have already been coded but they’d still need some art done.
Here’s a GIF of how they work - behold Null's beautiful placeholder art~
Basically you liberate Flapper Outposts by defeating all the enemies in the area. Then you can punch the gong to summon a friendly flapper to carry you to any other liberated outpost!
Level Design
Now all that’s left for this build is wrapping up the levels of the next area, playtesting, tweaking and fixing bugs, which will be the sole focus from now on until it is ready to be released!
Haven Tileset Update
Things are moving along here, too! We've received the first round of mockups to figure out the direction for the base tileset and backwalls! Can't wait to share a first sneak peek with you guys soon!
Until next week!
Cookie & Bunny
Overall Status Report
Upcoming Build Tasks
New lewd animation: Shaman Fur Exploration: DONE!
Minor enemies: DONE!
New Area: “Kobold City Ruins”: Working on levels
Visual pass over jungle levels: Pushed to next build
Fast Travel Locations: Pushed to next build
Long-term Projects
Haven: First round of mockups received.
Soundtrack: Write a story & gameplay overview for Moon Mink to help the development of the rest of the soundtrack
Weekly Roundup - 02/17/2023 - Back online in time for the...
General | Posted 3 years agoHi everyone! ^w^
I wasn't able to stream at all this week because we were offline until today. Somewhere in Germany a construction worker cut through cables and it impacted a lot of areas and cities for a couple of days.
Being cut off from the internet for the most part was an interesting experience, though. Not being tethered into social media that much, listening to old MP3 collections together while working and rewatching old episodes of One Piece was fun and super nostalgic! xD
Animation Progress
Almost finished with the creamy finale! You know how much I like to go overboard with the fluids. ^w~
Level Design Progress
The new levels are coming together as well. We had to go and plan big chunks of some of the surrounding areas as well to make sense of opening shortcuts and ability locked backtracking spots and optional paths. Once again, having the story and large overview map already figured out helped so much!
While the jungle is more open and easy to traverse and explore, this new area is more focused on platforming challenges and combat situations. It is also going to make more use of the ziplines as well as a couple of other new platforming mechanics we’ll introduce here.
Until next week!
Cookie & Bunny
Overall Status Report
Upcoming Build Tasks
New lewd animation: Shaman Fur Exploration *Climax almost finished*
Minor enemies *coding completed, waiting to be animated*
New Area: “Kobold City Ruins” *Working on levels*
Visual pass over jungle levels *Started*
Fast Travel Locations
Long-term Projects
Haven *Working on mockups*
Soundtrack: Write a story & gameplay overview for Moon Mink to help the development of the rest of the soundtrack
I wasn't able to stream at all this week because we were offline until today. Somewhere in Germany a construction worker cut through cables and it impacted a lot of areas and cities for a couple of days.
Being cut off from the internet for the most part was an interesting experience, though. Not being tethered into social media that much, listening to old MP3 collections together while working and rewatching old episodes of One Piece was fun and super nostalgic! xD
Animation Progress
Almost finished with the creamy finale! You know how much I like to go overboard with the fluids. ^w~
Level Design Progress
The new levels are coming together as well. We had to go and plan big chunks of some of the surrounding areas as well to make sense of opening shortcuts and ability locked backtracking spots and optional paths. Once again, having the story and large overview map already figured out helped so much!
While the jungle is more open and easy to traverse and explore, this new area is more focused on platforming challenges and combat situations. It is also going to make more use of the ziplines as well as a couple of other new platforming mechanics we’ll introduce here.
Until next week!
Cookie & Bunny
Overall Status Report
Upcoming Build Tasks
New lewd animation: Shaman Fur Exploration *Climax almost finished*
Minor enemies *coding completed, waiting to be animated*
New Area: “Kobold City Ruins” *Working on levels*
Visual pass over jungle levels *Started*
Fast Travel Locations
Long-term Projects
Haven *Working on mockups*
Soundtrack: Write a story & gameplay overview for Moon Mink to help the development of the rest of the soundtrack
Weekly Roundup - 02/03/2023 - Soft & Fuzzy Massage Therap...
General | Posted 3 years agoOriginal post with images: https://cookiedraggy.itch.io/kincai.....assage-therapy
Hi everyone!
This week I made a good chunk of progress on the shaman animation! I still have to pick a good name for her and a more flavorful in-game title. ^w^
Shaman Fur Exploration Animation
I added a bunch of the WIPs to the sketchpack (linked above) but I also wanted to share one from the beginning of the week for you guys here:
The staff rotating in the background is just a timing experiment. I will animate it properly at the very end so it doesn't look like Prof. McGonagall using magic to stir her tea. xD
New Minor Enemies Progress
On the coding side of things, Null finished a small palette of small and simple enemies we want to use to make the levels more interesting and to break up the “kobold monotony” a little bit. For now they use ugly (sorry, hun -_-;) placeholder art made by bunny and once the shaman animation is completed, we'll choose which ones to keep and animate them properly!
Starting next week: Kobold City Ruins
Next week Null is going to dive into designing the levels for the next area and connect it to the village. This area is going to replace the old "Old Ruins" area which didn't really capture the theme and vibe we were going for. So this re-design is going to give is an opportunity at a second shot! Having the whole overall map planned out really helps us building more cohesive levels and planning out the interconnectivity better.
While we're working on this we'll roll further visual improvements to the levels into this task, so it will make up the biggest part of the remainder of the work for this build!
Until next week!
Cookie & Bunny
Hi everyone!
This week I made a good chunk of progress on the shaman animation! I still have to pick a good name for her and a more flavorful in-game title. ^w^
Shaman Fur Exploration Animation
I added a bunch of the WIPs to the sketchpack (linked above) but I also wanted to share one from the beginning of the week for you guys here:
The staff rotating in the background is just a timing experiment. I will animate it properly at the very end so it doesn't look like Prof. McGonagall using magic to stir her tea. xD
New Minor Enemies Progress
On the coding side of things, Null finished a small palette of small and simple enemies we want to use to make the levels more interesting and to break up the “kobold monotony” a little bit. For now they use ugly (sorry, hun -_-;) placeholder art made by bunny and once the shaman animation is completed, we'll choose which ones to keep and animate them properly!
Starting next week: Kobold City Ruins
Next week Null is going to dive into designing the levels for the next area and connect it to the village. This area is going to replace the old "Old Ruins" area which didn't really capture the theme and vibe we were going for. So this re-design is going to give is an opportunity at a second shot! Having the whole overall map planned out really helps us building more cohesive levels and planning out the interconnectivity better.
While we're working on this we'll roll further visual improvements to the levels into this task, so it will make up the biggest part of the remainder of the work for this build!
Until next week!
Cookie & Bunny
Weekly Roundup - 01/27/2023 - Juicy, squishy bug butts
General | Posted 3 years agoOriginal post with images: https://www.patreon.com/posts/weekl.....undup-77823145
Hi everyone!
Hope you had a nice week! I wanna try to put out the update posts on Fridays now instead of Mondays. The main reason is basically that all the work we’ve done is still fresh in my mind and it should make it easier to write them, saving us some time. It’s also a nice way to review the week and close it off for me mentally!
Finished Project Description for Haven
The overview contains sections about the background and story of the station and the Gardeners, the alien race that built the station as a safe haven for their children. For the visual design we wrote a list of themes the whole area should cover and made moodboards for each of the themes to showcase the vibes we’re trying to go for and how they can overlap in interesting ways.
After our brainstorming and concepting sessions we took the whole chaotic shebang we created and organized it into a detailed project description for Fabian including an overview section of the whole station with some of its technical details and the story behind it.
Here’s an example of a moodboard we’re using for the theme “Biophilic Design”. The Gardeners are (or were?) a life-loving species and even though Haven is a space station, we want to bring over a feeling of “garden” and lushness into it as much as possible.
Then we wrote a whole section with the nitty gritty of the art assets we’re going to need and their specifications for sizes etc.
Here’s a small excerpt talking about different approaches for the main tileset that might work.
New minor enemies, critters and creepy crawlies!
Before anyone asks, no there won’t be animations for these either! ^w~
We’ve started working on new smallish enemies to fill out the world a bit and give some more interest to combat situations.
I’m going to bring in variations for existing enemies as well as introduce brand new types.
Here are some of the sketches I worked on this week. You can see me iterating and expanding on previous designs to come up with new variations.
I also sketched a bulbous plant that might explode or puff out poise as Kincaid gets close. I imagine it could be the same type of plant the kobolds use for their bombs and slingshot projectiles.
My plan for next week is to work more on enemy concepts as well as continue the shaman animation while Null works on potential enemy attack patterns for the creeps.
Until next week!
Cookie & Bunny
Overall Status Report
Upcoming Build Tasks
New lewd animation: Shaman Fur Exploration *In Progress*
Minor enemies *Started*
New Area: “Kobold City Ruins” *Started*
Visual pass over jungle levels
Fast Travel Locations
Long-term Projects
Haven *Concept Finished, Waiting for kick-off meeting with the artist*
Soundtrack: Write a story & gameplay overview for Moon Mink to help the development of the rest of the soundtrack
Hi everyone!
Hope you had a nice week! I wanna try to put out the update posts on Fridays now instead of Mondays. The main reason is basically that all the work we’ve done is still fresh in my mind and it should make it easier to write them, saving us some time. It’s also a nice way to review the week and close it off for me mentally!
Finished Project Description for Haven
The overview contains sections about the background and story of the station and the Gardeners, the alien race that built the station as a safe haven for their children. For the visual design we wrote a list of themes the whole area should cover and made moodboards for each of the themes to showcase the vibes we’re trying to go for and how they can overlap in interesting ways.
After our brainstorming and concepting sessions we took the whole chaotic shebang we created and organized it into a detailed project description for Fabian including an overview section of the whole station with some of its technical details and the story behind it.
Here’s an example of a moodboard we’re using for the theme “Biophilic Design”. The Gardeners are (or were?) a life-loving species and even though Haven is a space station, we want to bring over a feeling of “garden” and lushness into it as much as possible.
Then we wrote a whole section with the nitty gritty of the art assets we’re going to need and their specifications for sizes etc.
Here’s a small excerpt talking about different approaches for the main tileset that might work.
New minor enemies, critters and creepy crawlies!
Before anyone asks, no there won’t be animations for these either! ^w~
We’ve started working on new smallish enemies to fill out the world a bit and give some more interest to combat situations.
I’m going to bring in variations for existing enemies as well as introduce brand new types.
Here are some of the sketches I worked on this week. You can see me iterating and expanding on previous designs to come up with new variations.
I also sketched a bulbous plant that might explode or puff out poise as Kincaid gets close. I imagine it could be the same type of plant the kobolds use for their bombs and slingshot projectiles.
My plan for next week is to work more on enemy concepts as well as continue the shaman animation while Null works on potential enemy attack patterns for the creeps.
Until next week!
Cookie & Bunny
Overall Status Report
Upcoming Build Tasks
New lewd animation: Shaman Fur Exploration *In Progress*
Minor enemies *Started*
New Area: “Kobold City Ruins” *Started*
Visual pass over jungle levels
Fast Travel Locations
Long-term Projects
Haven *Concept Finished, Waiting for kick-off meeting with the artist*
Soundtrack: Write a story & gameplay overview for Moon Mink to help the development of the rest of the soundtrack
Weekly Roundup - 01/23/2023 - Welcome to Haven!
General | Posted 3 years agoOriginal post: https://cookiedraggy.itch.io/kincai.....lcome-to-haven
Hi everyone!
I hope you had a nice start into the week! I worked on two different projects: New upcoming lewds to be featured in the next build and concepts for a new environment!
Annual Recap & Planning
Last week I posted a lengthy post on how 2022 went, what we accomplished and what we're setting out to do this year!
If you're curious about what's on the horizon for Kincaid you can check it out here: Annual Recap & Plans for 2023 ( https://www.patreon.com/posts/annua.....p-for-77309515 )
Reminder: Build 2022.12
In case you missed it during the holidays and new years, I wanted to point out that there's also a new build! You can read the changelog and grab it here: https://www.patreon.com/posts/relea.....ncaid-76590765
Now let's jump into the past week's work!
New Area: Haven
Haven is going to be the central hub area of the game - a big space station that is a level in its own right. There's gonna be people to meet, shops, some mini-games and some of the major story beats of the story are gonna take place there!
We’ve created a rough map of the different areas and districts the station is going to cover, put together moodboards and references for Fabian to work off of.
I’ve also done some rough mockups to give an idea of the vibe we’re going for. Here’s some of the concepts!
These are just some very early ideas - we're probably going to play aorund with colors and moods a lot until we arrive at the final design.
"U-Uhm. May I... ?"
The shaman is a very curious kobold and she's never touched fur in her entire life! She has *read* about the mysterious furred Fog Singers in her tomes and scrolls. But they’re living in another world and there hasn’t been any communication between them for generations (and those ruffian sabertooths are way too scary!).
And now there is a furred person standing right infront of her - No way she’s gonna let that opportunity pass up! ^w~
Yep! I started work on the animation for the shaman kobold! You can grab the sketchpack containing the first couple of position ideas here: https://www.patreon.com/posts/shamans-fur-77399643
I'm gonna update the sketchpack as I work on the animation!
Overall Status Report
This is a new section I am experimenting with. Basically it gives a bigger picture overview of the work going into the upcoming build, as well as bigger and longer-term tasks such as concept and design work for things on the horizon.
Upcoming Build Tasks
New lewd animation: Shaman Fur Exploration *Started*
Visual pass over jungle levels
New Area: “Kobold City Ruins”
Minor enemies
Fast Travel Locations
Long-term Projects
Haven: In Progress, concepting, mockups and greyboxing.
Soundtrack: Write a story & gameplay overview for Moon Mink to help the development of the rest of the soundtrack
Hi everyone!
I hope you had a nice start into the week! I worked on two different projects: New upcoming lewds to be featured in the next build and concepts for a new environment!
Annual Recap & Planning
Last week I posted a lengthy post on how 2022 went, what we accomplished and what we're setting out to do this year!
If you're curious about what's on the horizon for Kincaid you can check it out here: Annual Recap & Plans for 2023 ( https://www.patreon.com/posts/annua.....p-for-77309515 )
Reminder: Build 2022.12
In case you missed it during the holidays and new years, I wanted to point out that there's also a new build! You can read the changelog and grab it here: https://www.patreon.com/posts/relea.....ncaid-76590765
Now let's jump into the past week's work!
New Area: Haven
Haven is going to be the central hub area of the game - a big space station that is a level in its own right. There's gonna be people to meet, shops, some mini-games and some of the major story beats of the story are gonna take place there!
We’ve created a rough map of the different areas and districts the station is going to cover, put together moodboards and references for Fabian to work off of.
I’ve also done some rough mockups to give an idea of the vibe we’re going for. Here’s some of the concepts!
These are just some very early ideas - we're probably going to play aorund with colors and moods a lot until we arrive at the final design.
"U-Uhm. May I... ?"
The shaman is a very curious kobold and she's never touched fur in her entire life! She has *read* about the mysterious furred Fog Singers in her tomes and scrolls. But they’re living in another world and there hasn’t been any communication between them for generations (and those ruffian sabertooths are way too scary!).
And now there is a furred person standing right infront of her - No way she’s gonna let that opportunity pass up! ^w~
Yep! I started work on the animation for the shaman kobold! You can grab the sketchpack containing the first couple of position ideas here: https://www.patreon.com/posts/shamans-fur-77399643
I'm gonna update the sketchpack as I work on the animation!
Overall Status Report
This is a new section I am experimenting with. Basically it gives a bigger picture overview of the work going into the upcoming build, as well as bigger and longer-term tasks such as concept and design work for things on the horizon.
Upcoming Build Tasks
New lewd animation: Shaman Fur Exploration *Started*
Visual pass over jungle levels
New Area: “Kobold City Ruins”
Minor enemies
Fast Travel Locations
Long-term Projects
Haven: In Progress, concepting, mockups and greyboxing.
Soundtrack: Write a story & gameplay overview for Moon Mink to help the development of the rest of the soundtrack
Annual Recap & Plans for 2023
General | Posted 3 years agoOriginal post: https://www.patreon.com/posts/annual-recap-for-77309515?utm_medium=clipboard_copy&utm_source=copyLink&utm_campaign=postshare_creator&utm_content=join_link
Hi everyone! Things have been suddenly super busy in my personal life, but here’s the recap & planning post for 2023!
Before we dive in, tho…
Personal Note
Most of the time I don’t get very personal in my posts but the last couple of months have been very rough and left us raw and it has impacted our productivity, so I thought you guys deserve to know what’s been going on. First, bunny had a serious case of covid despite being triple vaccinated. While he was still on the road to recovery we had massive water damage in our home. We had loud construction going on as they had to open up walls and the floor fill to get to the pipes, every day from morning until evening, while we tried to work. The repairs and renovations lasted up until shortly before Christmas. On Christmas, Null had a terrible death in the family and in early January another family member got hospitalized with a life threatening issue (luckily she pulled through and is recovering).
Suffice to say, things have been tough, but we’re grateful for your love and support and we hope we can finally return to calmer days.
On that note, we hope you all had a Merry Christmas and a good start into the New Year!
Let’s talk about the game then! ^w^
2022 Recap
Before I go into the plans we mapped out for this year I wanted to go over last year’s finished work!
Expanded Kincaid’s moveset and abilities. Ziplines, rail grinding, hand over hand, crawling and ledge grabbing/climbing. We also did another pass over how combat feels.
Increased gameplay resolution. We decided to increase the gameplay resolution of the game to make exploration, platforming and combat easier. In the old version many enemies would appear not too far away from you on the screen. Even simple enemies like the bombers were hard to incorporate in levels because they’d either be placed obviously or they’d throw bombs at you from off screen. The more we experimented with new enemy ideas the more it became painfully obvious that our chosen resolution was not ideal.
Overhaul of Jungle Environment Artwork. As we worked together with Fabian to create tilesets for the upcoming planets and built the test levels with it, it quickly became obvious how much my style and his style clashed. I think my character art and his environments work really well together, but in terms of environment art, my stuff just wasn’t up to snuff. So we decided to invest in another pass over the jungle art, starting completely from scratch. He also touched up the Kobold Village, trying to bridge the gap between my style and his style, bringing it close together. It was a big and long project but I think it was worth it!
Started on Jungle Rebuild. With the new movement options, the new jungle art and an increased resolution being done, we got to the point where we decided it was finally time to rebuild the jungle levels. We’ve talked about it from almost the beginning of the project that it would at some point be necessary to start at least a good chunk of it from scratch. We planned out the whole of the jungle world in a world planning session and now we’re turning them into actual levels. Altogether, we’ve already created 30+ completely new rooms.
Stories & Cutscenes. We made our first couple of cutscenes, introducing new characters, like our evil sorceress Kaha, and showing the first bits and pieces of the story we have plotted out.
Bear Enemy. To take a break from Kobold stuff I worked on another new enemy for the upcoming planet: Bear, including the act animation.
Kobold Boss Lewds. Only an unlocked gallery entry for now, this is going to be the quest reward for defeating the big & mean Kobold boss! ^w~
More Kobold Lewds. The “eye candy” quest reward for helping the village out with their water problems!
Bugfixes, Quality of Life Changes & Visual Polish. Just a potpourri of things that slightly improved the overall quality of the game. Things like small VFX animations, endlessly tweaking some numbers and replaying the game to nail the game feel, weeding out annoying and stubborn bugs, implementing a new save game system to make it more future proof and easier to debug.
Background Planning & Design. Aside from that we also did a lot of planning and design work for future content, such as refining our stories, coming up with NPCs and plot lines for the upcoming worlds, putting together concepts and mood boards for Fabian for upcoming environments, prototyping features in separate projects to be integrated into the game when they are ready, such as a new dialogue system, etc. A big part of this kind of work just takes place during conversations over dinner or when going on walks, but I thought I’d still mention it since it’s also love and attention that goes into the game.
Overall, I am very happy with what we have accomplished in 2022! It might not feel like much, because a lot of it is quality improvement and laying better foundations for Kincaid’s future. But I think we navigated this transitional phase well. Things got very rough towards the end of the year, but I am eager to see what we can accomplish in 2023!
Hopes & Dreams for 2023
Okay, let’s look at our goals and plans for this year!
Start work on Haven. Haven is going to be a space station that serves as the game’s central hub. You’ll be able to return here between major beats for plot progression and also to visit shops, talk to NPCs and accept smaller side quests.
Build out the rest of the jungle planet. We have created a map of the areas the planet is going to have (see previous Weekly Roundups). We’ll continue building out the corresponding levels, connecting them and filling them with goodies, baddies and secrets!
More Story Cutscenes. As we build out the rest of the map, we’re also going to weave the story beats into it. That means more cutscenes with Kaha and some other cutscenes.
New minor enemies and traps. To spice up the gameplay a bit, I am going to create a couple of smaller enemies that won’t be receiving any lewd animations, in the same vein as the current crawlies and insects.
Final Jungle Boss. There is going to be one more main story boss fight on the jungle!
Start work on the UI Overhaul. The old minimap was a place holder and a lot of the UI elements, like energy, heal charges etc. are still place holders and they have definitely overstayed their welcome. I’d like to add actual graphics and effects for these to give the game a more polished feel.
Build out the OST. We’re going to contract Moon Mink for a couple of new songs as well as sound effects.
Continue polishing the game’s visuals and Kincaid’s movement. Things like rail grinding and ziplines already work fine but they still need some of the numbers tweaked and edge cases need to be smoothed out for them to feel as good as the old core gameplay. The dash looks a bit boring and has no impact. The water needs a fresh look to flow better with the new background art and some of the visual effects for combat leave much to be desired!
Plans for the next build
Here’s what we are currently working on for the upcoming build:
Redesigned “Ruins” area that can be accessed with Pohaku’s elevator.
Some smaller enemies and critters (like the mosquito and bug).
Last but not least, new lewds!
Reminder: New Art Pack & Build is out!
If you haven’t had a chance yet, grab the latest build! It features a brand new animation.
Read the release post here: https://www.patreon.com/posts/kinca.....ld-12-76590633
The new animation is also available as an art pack her: https://www.patreon.com/posts/kobol.....s-art-76586958
Thank you for reading and until next week!
Cookie & Bunny
Hi everyone! Things have been suddenly super busy in my personal life, but here’s the recap & planning post for 2023!
Before we dive in, tho…
Personal Note
Most of the time I don’t get very personal in my posts but the last couple of months have been very rough and left us raw and it has impacted our productivity, so I thought you guys deserve to know what’s been going on. First, bunny had a serious case of covid despite being triple vaccinated. While he was still on the road to recovery we had massive water damage in our home. We had loud construction going on as they had to open up walls and the floor fill to get to the pipes, every day from morning until evening, while we tried to work. The repairs and renovations lasted up until shortly before Christmas. On Christmas, Null had a terrible death in the family and in early January another family member got hospitalized with a life threatening issue (luckily she pulled through and is recovering).
Suffice to say, things have been tough, but we’re grateful for your love and support and we hope we can finally return to calmer days.
On that note, we hope you all had a Merry Christmas and a good start into the New Year!
Let’s talk about the game then! ^w^
2022 Recap
Before I go into the plans we mapped out for this year I wanted to go over last year’s finished work!
Expanded Kincaid’s moveset and abilities. Ziplines, rail grinding, hand over hand, crawling and ledge grabbing/climbing. We also did another pass over how combat feels.
Increased gameplay resolution. We decided to increase the gameplay resolution of the game to make exploration, platforming and combat easier. In the old version many enemies would appear not too far away from you on the screen. Even simple enemies like the bombers were hard to incorporate in levels because they’d either be placed obviously or they’d throw bombs at you from off screen. The more we experimented with new enemy ideas the more it became painfully obvious that our chosen resolution was not ideal.
Overhaul of Jungle Environment Artwork. As we worked together with Fabian to create tilesets for the upcoming planets and built the test levels with it, it quickly became obvious how much my style and his style clashed. I think my character art and his environments work really well together, but in terms of environment art, my stuff just wasn’t up to snuff. So we decided to invest in another pass over the jungle art, starting completely from scratch. He also touched up the Kobold Village, trying to bridge the gap between my style and his style, bringing it close together. It was a big and long project but I think it was worth it!
Started on Jungle Rebuild. With the new movement options, the new jungle art and an increased resolution being done, we got to the point where we decided it was finally time to rebuild the jungle levels. We’ve talked about it from almost the beginning of the project that it would at some point be necessary to start at least a good chunk of it from scratch. We planned out the whole of the jungle world in a world planning session and now we’re turning them into actual levels. Altogether, we’ve already created 30+ completely new rooms.
Stories & Cutscenes. We made our first couple of cutscenes, introducing new characters, like our evil sorceress Kaha, and showing the first bits and pieces of the story we have plotted out.
Bear Enemy. To take a break from Kobold stuff I worked on another new enemy for the upcoming planet: Bear, including the act animation.
Kobold Boss Lewds. Only an unlocked gallery entry for now, this is going to be the quest reward for defeating the big & mean Kobold boss! ^w~
More Kobold Lewds. The “eye candy” quest reward for helping the village out with their water problems!
Bugfixes, Quality of Life Changes & Visual Polish. Just a potpourri of things that slightly improved the overall quality of the game. Things like small VFX animations, endlessly tweaking some numbers and replaying the game to nail the game feel, weeding out annoying and stubborn bugs, implementing a new save game system to make it more future proof and easier to debug.
Background Planning & Design. Aside from that we also did a lot of planning and design work for future content, such as refining our stories, coming up with NPCs and plot lines for the upcoming worlds, putting together concepts and mood boards for Fabian for upcoming environments, prototyping features in separate projects to be integrated into the game when they are ready, such as a new dialogue system, etc. A big part of this kind of work just takes place during conversations over dinner or when going on walks, but I thought I’d still mention it since it’s also love and attention that goes into the game.
Overall, I am very happy with what we have accomplished in 2022! It might not feel like much, because a lot of it is quality improvement and laying better foundations for Kincaid’s future. But I think we navigated this transitional phase well. Things got very rough towards the end of the year, but I am eager to see what we can accomplish in 2023!
Hopes & Dreams for 2023
Okay, let’s look at our goals and plans for this year!
Start work on Haven. Haven is going to be a space station that serves as the game’s central hub. You’ll be able to return here between major beats for plot progression and also to visit shops, talk to NPCs and accept smaller side quests.
Build out the rest of the jungle planet. We have created a map of the areas the planet is going to have (see previous Weekly Roundups). We’ll continue building out the corresponding levels, connecting them and filling them with goodies, baddies and secrets!
More Story Cutscenes. As we build out the rest of the map, we’re also going to weave the story beats into it. That means more cutscenes with Kaha and some other cutscenes.
New minor enemies and traps. To spice up the gameplay a bit, I am going to create a couple of smaller enemies that won’t be receiving any lewd animations, in the same vein as the current crawlies and insects.
Final Jungle Boss. There is going to be one more main story boss fight on the jungle!
Start work on the UI Overhaul. The old minimap was a place holder and a lot of the UI elements, like energy, heal charges etc. are still place holders and they have definitely overstayed their welcome. I’d like to add actual graphics and effects for these to give the game a more polished feel.
Build out the OST. We’re going to contract Moon Mink for a couple of new songs as well as sound effects.
Continue polishing the game’s visuals and Kincaid’s movement. Things like rail grinding and ziplines already work fine but they still need some of the numbers tweaked and edge cases need to be smoothed out for them to feel as good as the old core gameplay. The dash looks a bit boring and has no impact. The water needs a fresh look to flow better with the new background art and some of the visual effects for combat leave much to be desired!
Plans for the next build
Here’s what we are currently working on for the upcoming build:
Redesigned “Ruins” area that can be accessed with Pohaku’s elevator.
Some smaller enemies and critters (like the mosquito and bug).
Last but not least, new lewds!
Reminder: New Art Pack & Build is out!
If you haven’t had a chance yet, grab the latest build! It features a brand new animation.
Read the release post here: https://www.patreon.com/posts/kinca.....ld-12-76590633
The new animation is also available as an art pack her: https://www.patreon.com/posts/kobol.....s-art-76586958
Thank you for reading and until next week!
Cookie & Bunny
RELEASED: Kincaid Build 2022.12
General | Posted 3 years agoHi everyone!
Yay, it was a close one, but we still made it!
A lot of stuff happened IRL that got in the way, but we were determined to get a new build out, or at least the new animation for you guys, and here it is!
I might talk more about our horrible December in an upcoming roundup. For now we just want to release this for you to enjoy and take some rest.
Grab the build here:https://www.patreon.com/posts/kincaid-build-12-76590633
Thank you for your support and as always, we hope you like what we made for you! We wish all of you a wonderful start into the New Year! ^w^
Now let’s talk about what’s in the build
Level-design wise we didn’t get around to making more levels and adding more polish as we had initially planned to. Some things happened IRL that ate more of our time (as I said earlier, may write more on that later, not sure yet, as it is sad and personal). We decided to focus on the animation since it’s about time the game got some more lewds! I even had Null help me with some of the pixel stuff this time so we could finish it on time.
New Animation: Kobold Boss
The biggest piece of content is a new lewd animation with Kincaid and the kobold boss! Yep, the one you can’t fight quite yet in the recent builds. xD If you’re new here, check out Build 2022.07 ( https://www.patreon.com/posts/69384646 ) If you want to fight him! This animation would be the reward for defeating him. Once the level design of the overhaul has caught up to the Temple of Trials we’ll connect everything correctly of course!
New Save System
Null made a new save system which should be way more robust than the previous one. The new build doesn’t make much use of it quite yet, but the foundation is here.
Ziplines
A new movement option has been implemented: Ziplines! You’ll find a few of them throughout the current levels but we’ll make much more use of them in later levels.
Grab the build here:https://www.patreon.com/posts/kincaid-build-12-76590633
Yay, it was a close one, but we still made it!
A lot of stuff happened IRL that got in the way, but we were determined to get a new build out, or at least the new animation for you guys, and here it is!
I might talk more about our horrible December in an upcoming roundup. For now we just want to release this for you to enjoy and take some rest.
Grab the build here:https://www.patreon.com/posts/kincaid-build-12-76590633
Thank you for your support and as always, we hope you like what we made for you! We wish all of you a wonderful start into the New Year! ^w^
Now let’s talk about what’s in the build
Level-design wise we didn’t get around to making more levels and adding more polish as we had initially planned to. Some things happened IRL that ate more of our time (as I said earlier, may write more on that later, not sure yet, as it is sad and personal). We decided to focus on the animation since it’s about time the game got some more lewds! I even had Null help me with some of the pixel stuff this time so we could finish it on time.
New Animation: Kobold Boss
The biggest piece of content is a new lewd animation with Kincaid and the kobold boss! Yep, the one you can’t fight quite yet in the recent builds. xD If you’re new here, check out Build 2022.07 ( https://www.patreon.com/posts/69384646 ) If you want to fight him! This animation would be the reward for defeating him. Once the level design of the overhaul has caught up to the Temple of Trials we’ll connect everything correctly of course!
New Save System
Null made a new save system which should be way more robust than the previous one. The new build doesn’t make much use of it quite yet, but the foundation is here.
Ziplines
A new movement option has been implemented: Ziplines! You’ll find a few of them throughout the current levels but we’ll make much more use of them in later levels.
Grab the build here:https://www.patreon.com/posts/kincaid-build-12-76590633
Weekly Roundup - Week 49 - That's quite a stretch~
General | Posted 3 years agoOriginal: https://www.patreon.com/posts/75831730
Hi everyone!
I feel great, finally able to pick up my momentum again after a series of setbacks.
I hope getting sick 2-3 times in winter won't be the new norm. The flu that I got was somehow even worse than the three weeks of covid. The leaking pipe has been fixed and the drying machines have been removed from our apartment - no constant noise anymore 24/7. x_x
The actual renovations after the damage are still outstanding which will be noisy again.
After everything is done I might have to take a week off in January or Feburary, but we'll see. For now I am just happy to be pixeling so much again!
Kobold Boss Animation Progress
Most of the rendering for the first three loops (foreplay, slow and fast) are done. Currently adding little animation details to make the animation feel more dynamic and alive. What’s still missing is the kobold’s face and then the climax loop, as well as a small transition between slow and fast. Pretty happy with my progress! ^w^
Upcoming Build Progress
Since the next animation is going to be tied to the big bold boss fight and the whole temple area, let alone his fight, aren’t added to the new world yet, the animation will only be triggerable from the gallery for now. Of course that means you won't have to unlock it for now!
It's not ideal, but at least everyone will be able to enjoy the animation until I can put it in its proper place in the game.
Null has wrapped up work on the new save system and reimplemented key & button rebinding after he replaced the old input manager with the one by JuJu Adams.
What’s left for the build is just some more visual polish and level decoration that Null is going to work on while I finish my work on the animation!
Until next week,
Cookie & Bunny
Hi everyone!
I feel great, finally able to pick up my momentum again after a series of setbacks.
I hope getting sick 2-3 times in winter won't be the new norm. The flu that I got was somehow even worse than the three weeks of covid. The leaking pipe has been fixed and the drying machines have been removed from our apartment - no constant noise anymore 24/7. x_x
The actual renovations after the damage are still outstanding which will be noisy again.
After everything is done I might have to take a week off in January or Feburary, but we'll see. For now I am just happy to be pixeling so much again!
Kobold Boss Animation Progress
Most of the rendering for the first three loops (foreplay, slow and fast) are done. Currently adding little animation details to make the animation feel more dynamic and alive. What’s still missing is the kobold’s face and then the climax loop, as well as a small transition between slow and fast. Pretty happy with my progress! ^w^
Upcoming Build Progress
Since the next animation is going to be tied to the big bold boss fight and the whole temple area, let alone his fight, aren’t added to the new world yet, the animation will only be triggerable from the gallery for now. Of course that means you won't have to unlock it for now!
It's not ideal, but at least everyone will be able to enjoy the animation until I can put it in its proper place in the game.
Null has wrapped up work on the new save system and reimplemented key & button rebinding after he replaced the old input manager with the one by JuJu Adams.
What’s left for the build is just some more visual polish and level decoration that Null is going to work on while I finish my work on the animation!
Until next week,
Cookie & Bunny
Weekly Roundup - Week 48 - Zippin' down the vines
General | Posted 3 years agoOriginal: https://www.patreon.com/posts/weekl.....undup-75539174
Hi everyone!
Zipline Showcase
Null has finished his work on the rail system, which will be used for hand-over-hand climbing, ziplines and rail grinding!
Here’s some early footage of ziplines in action:
Rail grinding still uses the old system we prototyped for Glitchcaid 2. The new system uses GameMaker’s Paths feature to generate rail segments at arbitrary angles. The old prototype required you to position and stretch objects manually, and getting them to connect was kind of a pain in the butt. So this will be a big workflow improvement over the old system. ^w^
Art Progress
Other than that I just continued working on the next animation! For some parts of it I am already at the rendering stage - putting in lights and shadows and sculpting anatomy details. I also just uploaded another progress update to the Sketchpack for all $10+ patrons!
Don’t forget the latest build!
Got asked a few times if a new build has come out last week, so I thought I’d mention again that we published one last month and you can download it here: https://www.patreon.com/posts/relea.....ncaid-74341488
Until next week!
Cookie & Bunny
Hi everyone!
Zipline Showcase
Null has finished his work on the rail system, which will be used for hand-over-hand climbing, ziplines and rail grinding!
Here’s some early footage of ziplines in action:
Rail grinding still uses the old system we prototyped for Glitchcaid 2. The new system uses GameMaker’s Paths feature to generate rail segments at arbitrary angles. The old prototype required you to position and stretch objects manually, and getting them to connect was kind of a pain in the butt. So this will be a big workflow improvement over the old system. ^w^
Art Progress
Other than that I just continued working on the next animation! For some parts of it I am already at the rendering stage - putting in lights and shadows and sculpting anatomy details. I also just uploaded another progress update to the Sketchpack for all $10+ patrons!
Don’t forget the latest build!
Got asked a few times if a new build has come out last week, so I thought I’d mention again that we published one last month and you can download it here: https://www.patreon.com/posts/relea.....ncaid-74341488
Until next week!
Cookie & Bunny
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