Early May progress update for new games.
General | Posted 6 years agoAyo,
Just doing a quick journal to let my supporters know that I got two updates in the works for the games I did in April.
Since the RPG received the most love, I have been focusing mostly on that. Right now I have another difficulty level, a friendly companion that follows and fights with you. You can interact with said companion in ways you would expect and I can now do new interesting things with the random map generator. I also reworked the ability, skill and inventory system where all inventory items can stack, you now have a more complex stat system with a character screen and you now can choose exactly what skills you want on level up and a few other Quality of Life changes.
The Terraria game now has light combat and enemy spawns going through the testing phase as well as an additional character select with a messy state. I will be sending a copy of that out to all supporters of that once it's ready to be released.
The SCP game also received a bunch of changes to it's AI and enemy game overs among other things that will become more apparent at a latter date. The deadline for the update for that will have to be this Halloween due to how hectic things have been, but it's update will be substantial.
Thanks again for all the support, I really appreciate it. Hopefully I will be less swamped in the future.
Just doing a quick journal to let my supporters know that I got two updates in the works for the games I did in April.
Since the RPG received the most love, I have been focusing mostly on that. Right now I have another difficulty level, a friendly companion that follows and fights with you. You can interact with said companion in ways you would expect and I can now do new interesting things with the random map generator. I also reworked the ability, skill and inventory system where all inventory items can stack, you now have a more complex stat system with a character screen and you now can choose exactly what skills you want on level up and a few other Quality of Life changes.
The Terraria game now has light combat and enemy spawns going through the testing phase as well as an additional character select with a messy state. I will be sending a copy of that out to all supporters of that once it's ready to be released.
The SCP game also received a bunch of changes to it's AI and enemy game overs among other things that will become more apparent at a latter date. The deadline for the update for that will have to be this Halloween due to how hectic things have been, but it's update will be substantial.
Thanks again for all the support, I really appreciate it. Hopefully I will be less swamped in the future.
Alpha 1 HotFix and 4k res out + backer version
General | Posted 6 years agoHey all,
Just finished compiling a Hot Fix build for the game's first Alpha build. This one includes fixes for two nasty bugs you might've encountered. The first critical bug fixed was a nasty bug where the game would get in a state where it thinks any equipment you buy is of lesser value then what you have equipped.
The second series of bugs are regarding player states in certain situations. Basically, it was possible to get stuck in a temporary state under certain circumstances among other QoL fixes with states.
I did make the game a little more difficult in the beginning, but I did make a few monsters drop more gold. The game overall will be easier due to this and the bug fixes. Take note however that the game still hates your guts for those last few levels. I would definitely recommend you buy the gloves of Hokuto on level 10 and get a regen and speed boost if you want to beat the game.
All backers of the game should have also gotten a debug version of the game that allows easy mode. Please note me if you have not. Additionally, I am going to release the source of the game after more people have gotten familiar with it. In short, the game will become "FOSS" in a short period of time.
Still awaiting the game's next Winner. Either this version or the April will be honored. We had a few people come really close despite the bugs.
As always, the game page is found here
Just finished compiling a Hot Fix build for the game's first Alpha build. This one includes fixes for two nasty bugs you might've encountered. The first critical bug fixed was a nasty bug where the game would get in a state where it thinks any equipment you buy is of lesser value then what you have equipped.
The second series of bugs are regarding player states in certain situations. Basically, it was possible to get stuck in a temporary state under certain circumstances among other QoL fixes with states.
I did make the game a little more difficult in the beginning, but I did make a few monsters drop more gold. The game overall will be easier due to this and the bug fixes. Take note however that the game still hates your guts for those last few levels. I would definitely recommend you buy the gloves of Hokuto on level 10 and get a regen and speed boost if you want to beat the game.
All backers of the game should have also gotten a debug version of the game that allows easy mode. Please note me if you have not. Additionally, I am going to release the source of the game after more people have gotten familiar with it. In short, the game will become "FOSS" in a short period of time.
Still awaiting the game's next Winner. Either this version or the April will be honored. We had a few people come really close despite the bugs.
As always, the game page is found here
Our 1st Winner
General | Posted 6 years agoIt hasn't even been 24 hours and we already have our first Winner. Thanks to Anyomus101/
987654321abd I will be uploading the first of three reward images in approximately 24 hours from now.
He was Level 14 (Out of 16) when he "ascended". He ended up taking a pure magic build path for his first 6 levels and took life steal at 8. He also used Healing 4 for his Q skill.
He purchased the best regeneration attribute bonus and got a level-up "comic" (Out of the 2) from the store among a few other helpful attribute bonuses. He also purchased the best equipment to beat level 11 and the final boss.
He relied mostly on Magic Missile 4 (out of 5) and Heal 4 to get through the game's last few levels.
987654321abd I will be uploading the first of three reward images in approximately 24 hours from now.He was Level 14 (Out of 16) when he "ascended". He ended up taking a pure magic build path for his first 6 levels and took life steal at 8. He also used Healing 4 for his Q skill.
He purchased the best regeneration attribute bonus and got a level-up "comic" (Out of the 2) from the store among a few other helpful attribute bonuses. He also purchased the best equipment to beat level 11 and the final boss.
He relied mostly on Magic Missile 4 (out of 5) and Heal 4 to get through the game's last few levels.
Attention all gamers
General | Posted 6 years agoNew game is out. I decided to put a few pictures on ransom until people can come forward and complete the game. It shouldn't be too hard if you know how to play a Roguelike well. Game is found here: http://www.furaffinity.net/view/31028136/ Good luck.
Old games
General | Posted 7 years agoJust a reminder that all the 2014 games are not supported by me. As I moved on from Unity 4 many years ago and they suck. But, if you hate yourself or are blinded by rose-tinted glasses just make sure you unity web player installed and just use Internet Explorer on windows since the other browsers have dropped support for web player years ago. Also, make sure to allow the plugin by clicking accept at the bottom of the page.
Web player can be found here
The two games that aren't completely awful can be found here:
http://www.furaffinity.net/view/21394350/
http://www.furaffinity.net/view/25273190/
I am aware of a few remaining buggy character interaction on Spoopy 3 and will have them fixed next release. (which will have to take a bit of time as I work full-time and then some) Also, a big shout out to all that reported them. Thank you.
Web player can be found here
The two games that aren't completely awful can be found here:
http://www.furaffinity.net/view/21394350/
http://www.furaffinity.net/view/25273190/
I am aware of a few remaining buggy character interaction on Spoopy 3 and will have them fixed next release. (which will have to take a bit of time as I work full-time and then some) Also, a big shout out to all that reported them. Thank you.
SCP 2018 Xmas update changelog
General | Posted 7 years agoIt's up, here is the changelog:
Supporter Version changes: (Only $5! All previous SCP 3 supporters have access to it)
Gabby - Extended dialogue, added new pranks and change scenes with a bunch of new Cutscene art.
Luna - Same as Gabby. She can also change AJ now.
Celestia - She can now be seen in Cutscenes through a Luna dialogue option.
Both Versions:
Trixie - Now playable with both versions. Her movement stats in clean and messy are different from AJ. She really will only come into play when a stage overhaul and enemy AI update is released. Press up at the first pumpkin to switch to her. NPC dialogue is currently unaffected when using her.
Pinkie - Now has Cutscene art when she changes AJ
Rarity - Bunch of bugfixes.
Twilight - Same as Pinkie and Rarity.
Ember - New sprites and cutscene when you change her. Removed two soft-locks bugs.
Fluttershy - Also has new Cutscene art when she changes AJ. It's now possible to prank her legitimately.
Game stages remain unchanged. Just minor tweaks to speed up performance and fixed an annoying bug on the 2nd to last stage. They will be heavily altered when the game the enemy AI code and new ability update kicks in. The game will likely move away from traditional to more Metroidvania-like at that point. ETA: When it's done.
Supporter Version changes: (Only $5! All previous SCP 3 supporters have access to it)
Gabby - Extended dialogue, added new pranks and change scenes with a bunch of new Cutscene art.
Luna - Same as Gabby. She can also change AJ now.
Celestia - She can now be seen in Cutscenes through a Luna dialogue option.
Both Versions:
Trixie - Now playable with both versions. Her movement stats in clean and messy are different from AJ. She really will only come into play when a stage overhaul and enemy AI update is released. Press up at the first pumpkin to switch to her. NPC dialogue is currently unaffected when using her.
Pinkie - Now has Cutscene art when she changes AJ
Rarity - Bunch of bugfixes.
Twilight - Same as Pinkie and Rarity.
Ember - New sprites and cutscene when you change her. Removed two soft-locks bugs.
Fluttershy - Also has new Cutscene art when she changes AJ. It's now possible to prank her legitimately.
Game stages remain unchanged. Just minor tweaks to speed up performance and fixed an annoying bug on the 2nd to last stage. They will be heavily altered when the game the enemy AI code and new ability update kicks in. The game will likely move away from traditional to more Metroidvania-like at that point. ETA: When it's done.
Spoopy 2018 Info
General | Posted 7 years agoHey all,
In a little over 24 hours (around midnight EST), I will be uploading this year's Halloween game. This one builds off last years game and as such will be released on this page once it's updated: http://www.furaffinity.net/view/25273190/
Like last year's game, there will be two versions: A public and a supporter one with a bunch of additional content. On top of that, all supporter's of last years game will have access to this year's full version on the shared folder I provided. If you lost this link just send me a note and provide me your FA name for proof. I will also be adding a new tier for supporters of this year game where they will get access to an art folder that contains old and new never uploaded art pieces among other nice things.
For this one, we really focused on having the camp area of the game fleshed one where now all the NPCs have a lot more thought put into their writing and 4 or more triggerable cutscenes with new art. In addition to this, both versions will get a new stage that is a throw-back to that old 2014 game people like for some reason and there will be 2 new NPCs for both the public and supporter version of the game. I also added in Trixie as a playable for supporters and they will also get the ability to unlock a double jump at the start of the game now. Also, it should go without saying that we patched all the obvious bugs and performance issues laptop players were getting and we made it so the player is still in a talking state with an NPC even after exhausting a dialogue tree.
As always, I appreciate the support I've gotten over the years for these messed up kink games. I know they aren't generally much, but I do hope you enjoy Spoopy 2018 and you will consider supporting these projects if you like it.
Also, keep tabs on
WanderingPigeon as he has a nice story in the works for Halloween.
Peace
In a little over 24 hours (around midnight EST), I will be uploading this year's Halloween game. This one builds off last years game and as such will be released on this page once it's updated: http://www.furaffinity.net/view/25273190/
Like last year's game, there will be two versions: A public and a supporter one with a bunch of additional content. On top of that, all supporter's of last years game will have access to this year's full version on the shared folder I provided. If you lost this link just send me a note and provide me your FA name for proof. I will also be adding a new tier for supporters of this year game where they will get access to an art folder that contains old and new never uploaded art pieces among other nice things.
For this one, we really focused on having the camp area of the game fleshed one where now all the NPCs have a lot more thought put into their writing and 4 or more triggerable cutscenes with new art. In addition to this, both versions will get a new stage that is a throw-back to that old 2014 game people like for some reason and there will be 2 new NPCs for both the public and supporter version of the game. I also added in Trixie as a playable for supporters and they will also get the ability to unlock a double jump at the start of the game now. Also, it should go without saying that we patched all the obvious bugs and performance issues laptop players were getting and we made it so the player is still in a talking state with an NPC even after exhausting a dialogue tree.
As always, I appreciate the support I've gotten over the years for these messed up kink games. I know they aren't generally much, but I do hope you enjoy Spoopy 2018 and you will consider supporting these projects if you like it.
Also, keep tabs on
WanderingPigeon as he has a nice story in the works for Halloween.Peace
Uploading a bunch of images and edits laying around
General | Posted 7 years agoFigured I would finally get around to uploading a bunch of old images and edits I did. I will probably upload them after work over the next few days. Enjoy you terrible degenerates.
New Wandering Pidgeon collab story up.
General | Posted 7 years agohttps://www.fimfiction.net/story/40.....ving-your-cake
Give it a read already. This is by far the best story I worked on to date.
wanderingpigeon really did a bang up job making the short really stellar.
Give it a read already. This is by far the best story I worked on to date.
wanderingpigeon really did a bang up job making the short really stellar.My name is hodgepodge and this is my favorite account on fa
General | Posted 7 years agoChristmas and vidya dev stuff
General | Posted 8 years agoHope you nerds all have a nice holiday.
I wanted to do a small update to that new platformer build and release it at around this time but my workload and life made that completely impossible. I still managed to improve the engine and game levels quite a bit so that's good.
Basically, the next release is going to be more laid out like a Metroidvania type of game, will have new enemies and friendly NPCs and the issues brought to my attention with the Halloween release will be fixed.
I am making the earlier part of the game easier and I will be bringing back those optional pinkie hints to help people learn the ropes since that was a bit of an issue. I also managed to improve the game's performance quite a bit and will adjust the game's hitbox to favor the player. The NPC areas will also get a lot of improvements.
I wanted to do a small update to that new platformer build and release it at around this time but my workload and life made that completely impossible. I still managed to improve the engine and game levels quite a bit so that's good.
Basically, the next release is going to be more laid out like a Metroidvania type of game, will have new enemies and friendly NPCs and the issues brought to my attention with the Halloween release will be fixed.
I am making the earlier part of the game easier and I will be bringing back those optional pinkie hints to help people learn the ropes since that was a bit of an issue. I also managed to improve the game's performance quite a bit and will adjust the game's hitbox to favor the player. The NPC areas will also get a lot of improvements.
Progress 11/11
General | Posted 8 years agoJust doing a quick journal over some of the features and bug fix report on my current project and to prove that I am not dead.
We were able to fully fix the stunlock that often occured with the original demo. Going forward, I will disable the knockback on the game's easy setting but will have it enabled on normal and hard.
The bad cordination bug on scene change has also been fixed and the game now performs much better on low end.
On the more fun side of things I will be bringing back the pinkie hints on the side of the game screen without pausing the game since players were having issues discovering you could dash and perform a long jump by immediately jumping during the dash animation.
There is also the added feature to play new death animations based on what enemy kills aj and play a cutscene after if I want.
The lives system is also going away on the games normal and easy setting and I will be toning down the precission jumps on the early levels.
Its still too early to give a release date on the next update, but I am actively working on it when I can.
We were able to fully fix the stunlock that often occured with the original demo. Going forward, I will disable the knockback on the game's easy setting but will have it enabled on normal and hard.
The bad cordination bug on scene change has also been fixed and the game now performs much better on low end.
On the more fun side of things I will be bringing back the pinkie hints on the side of the game screen without pausing the game since players were having issues discovering you could dash and perform a long jump by immediately jumping during the dash animation.
There is also the added feature to play new death animations based on what enemy kills aj and play a cutscene after if I want.
The lives system is also going away on the games normal and easy setting and I will be toning down the precission jumps on the early levels.
Its still too early to give a release date on the next update, but I am actively working on it when I can.
SCP3 first Supporter only version released.
General | Posted 8 years agoFirst version of the game is released. Thank you for making this game possible.
Change log:
-Every single enemy type uses less system resources. (They previously used up way too much to the point where it was lagging my chromebook with the webgl build)
-3 new platforming stages.
-New end screen from
DisparityBit
-New NPC at camp
-Previously disabled camp items and pranks have been enabled.
-Readjusted game difficulty so it's easier early on however gets harder during the later stages.
-4 new camp cutscenes with artwork.
-Moved the difficulty selection to the first lone pumpkin.
-added a mac and win 32 build
Please note that this game and all it's updates are treated seperately from the 2016 game made on an entirely seperate codebase.
Change log:
-Every single enemy type uses less system resources. (They previously used up way too much to the point where it was lagging my chromebook with the webgl build)
-3 new platforming stages.
-New end screen from
DisparityBit-New NPC at camp
-Previously disabled camp items and pranks have been enabled.
-Readjusted game difficulty so it's easier early on however gets harder during the later stages.
-4 new camp cutscenes with artwork.
-Moved the difficulty selection to the first lone pumpkin.
-added a mac and win 32 build
Please note that this game and all it's updates are treated seperately from the 2016 game made on an entirely seperate codebase.
The return
General | Posted 8 years ago-10/30 Demo up: http://www.furaffinity.net/view/25273190/
I'm nearly the completion of this year's Halloweenie game. I've decided to do it in a style similiar to the first "spoopy" game from 2014 (except good this time) in that it's a platformer with rpg elements and has a hub world where you can interact with NPCs and put them in weird situations.
I will provide a demo with cut content that will be free to everyone to try out by the 30th. The full version will have no cut interactions and cutscene. It will also have more levels and what not. The full game and all it's updates are only available to supporters that provide $5 or more currently for the new game. (only $3 minimum for past supporters) The game has just be recently released this Halloween.
If you end up liking the demo and want to support our programming and art endeavor on these games just send me a note that you are willing and we will work from there.
Artists for the game this time around are:
DisparityBit
Small_Circles_
biotic
Ricktin
Pidgopidgey
Poniesauce
I'm nearly the completion of this year's Halloweenie game. I've decided to do it in a style similiar to the first "spoopy" game from 2014 (except good this time) in that it's a platformer with rpg elements and has a hub world where you can interact with NPCs and put them in weird situations.
I will provide a demo with cut content that will be free to everyone to try out by the 30th. The full version will have no cut interactions and cutscene. It will also have more levels and what not. The full game and all it's updates are only available to supporters that provide $5 or more currently for the new game. (only $3 minimum for past supporters) The game has just be recently released this Halloween.
If you end up liking the demo and want to support our programming and art endeavor on these games just send me a note that you are willing and we will work from there.
Artists for the game this time around are:
DisparityBit
Small_Circles_
biotic
Ricktin
Pidgopidgey
Poniesauce10/31/17
General | Posted 8 years agoIt's a thing, again.
We will never go away.
We will never go away.
Swamped
General | Posted 8 years agoJust doing a quick clarification that I am currently very busy to those few people that have been asking about my activity with this sorta thing online.
I still have a few old dusty pieces I will probably just do some minor touch ups and release. But my activity here has always been very low priority to me. I of course appreciate the fact that a few weird people online actually show some interest in my online shenanigans, so thanks for the attention you awkward freaks!
Hopefully I will be able to release a thing or two sooner rather then later.
I still have a few old dusty pieces I will probably just do some minor touch ups and release. But my activity here has always been very low priority to me. I of course appreciate the fact that a few weird people online actually show some interest in my online shenanigans, so thanks for the attention you awkward freaks!
Hopefully I will be able to release a thing or two sooner rather then later.
Wake me up, wake me up inside
General | Posted 8 years agoSave me
Not ded
General | Posted 9 years agoJust super busy.
I still manage to find some time for small game projects, but it might be a while before anyone sees anything here.
I'm still aware that I need to upload hotfixes for http://www.furaffinity.net/view/21590481/ and http://www.furaffinity.net/view/21394350/ as well as an offline for that 2016 halloween minigame.
As always, if you liked and would like to see more from these two games and it's art, just consider supporting us and sending a note to me that you would like to support us and I can work with you.
I still manage to find some time for small game projects, but it might be a while before anyone sees anything here.
I'm still aware that I need to upload hotfixes for http://www.furaffinity.net/view/21590481/ and http://www.furaffinity.net/view/21394350/ as well as an offline for that 2016 halloween minigame.
As always, if you liked and would like to see more from these two games and it's art, just consider supporting us and sending a note to me that you would like to support us and I can work with you.
Countdown to release.
General | Posted 9 years agoGot some good news for you all, I will be uploading the September release of the game to all when I find some more time to spend online tonight. I've gotten great support with this project and I figured it was time to give the public a taste of what we are working towards.
I've got nice plans for the the October game and I'm hopefully that people will consider supporting us with this release.
I've got nice plans for the the October game and I'm hopefully that people will consider supporting us with this release.
September update just about complete.
General | Posted 9 years agoI was able to add everything I wanted in for this update and then some. I'm going to go over it when I get home from work, if I don't find any bugs (unlikely) I will release it tonight. In the likely event that I do find some bugs, I will probably just release it on my day off on Sunday.
This version adds the Everfree, a cave area, two puzzles, a WIP game over state, new interaction options and a bunch of characters you can interact with.
10/4 Work is currently eating up just about all of my time. I might have to delay getting this out till the weekend.
This version adds the Everfree, a cave area, two puzzles, a WIP game over state, new interaction options and a bunch of characters you can interact with.
10/4 Work is currently eating up just about all of my time. I might have to delay getting this out till the weekend.
August build of Crinkle Pony is out now.
General | Posted 9 years agoWay too many changes to make a list of at the moment.
This version adds a bunch of new areas, Rarity and a few other nice surprises. As always, this build is for supporters only.
This build has already been sent to all of our new and old supporters tonight. If you would like to support the game and its future, please send me a note. It really helps the development out quite a bit. You can get access this build and all of the future builds for just $5 if your wallet is hurting.
This version adds a bunch of new areas, Rarity and a few other nice surprises. As always, this build is for supporters only.
This build has already been sent to all of our new and old supporters tonight. If you would like to support the game and its future, please send me a note. It really helps the development out quite a bit. You can get access this build and all of the future builds for just $5 if your wallet is hurting.
July 4th build of the game is out now.
General | Posted 9 years agoI'm going to be updating the game again tonight with a bunch of improvements and Applejack added as an NPC.
Here is the changelog:
-Added Applejack with her Sweet Apple Acres area. Sweet Apple Acres can be walked to from the Fluttershy, Trixie and Pinkie Pie areas of the game.
-Added quite a few new Pinkie and Twilight sprites as well as a new dialogue option that uses said Sprite in Pinkie's dialogue tree.
-Added a 3 picture Fluttershy change sequence dialogue option in the Fluttershy area and expanded some of her writing.
-Fixed some bad grammar mistakes we stumbled on.
-Up the resolution and quality on just about all the background and cut-scene images as well as some of the sprites and optimized the game for higher resolutions.
-Updated the initial introduction image so that it's flat colored and has a higher resolution.
We also started working on a bunch of stuff that will eventually make it in future versions of the game, these include:
-More reaction pony sprites and adjustments to existing animations.
-More animated sequences for the characters and cutscenes that supporters have asked for.
-Rarity and Luna sprite sets.
-Bunch of new Trixie sprites and cutscene pictures.
This build will be getting sent to all of our supporters tonight. If you would like to support the game and its future, please send me a note. It would mean a lot to us.
Here is the changelog:
-Added Applejack with her Sweet Apple Acres area. Sweet Apple Acres can be walked to from the Fluttershy, Trixie and Pinkie Pie areas of the game.
-Added quite a few new Pinkie and Twilight sprites as well as a new dialogue option that uses said Sprite in Pinkie's dialogue tree.
-Added a 3 picture Fluttershy change sequence dialogue option in the Fluttershy area and expanded some of her writing.
-Fixed some bad grammar mistakes we stumbled on.
-Up the resolution and quality on just about all the background and cut-scene images as well as some of the sprites and optimized the game for higher resolutions.
-Updated the initial introduction image so that it's flat colored and has a higher resolution.
We also started working on a bunch of stuff that will eventually make it in future versions of the game, these include:
-More reaction pony sprites and adjustments to existing animations.
-More animated sequences for the characters and cutscenes that supporters have asked for.
-Rarity and Luna sprite sets.
-Bunch of new Trixie sprites and cutscene pictures.
This build will be getting sent to all of our supporters tonight. If you would like to support the game and its future, please send me a note. It would mean a lot to us.
Another quick tease
General | Posted 9 years agoHey all,
I finished up the Rainbow Scene for the next build of the game.
We decided to return to our roots with this build and focus more on story elements and interactions with the characters. There is a caveat, however, as we will be keeping this build and any upgrades to it to people that support us.
If money is tight, just $5 can get you the game's current build and all of its upcoming builds as well. We also frequently do polls regarding the game's content and direction, so if sort of thing is of any interest to you, act now.
Update, game can now be played here for free: http://www.furaffinity.net/view/21394350/
I finished up the Rainbow Scene for the next build of the game.
We decided to return to our roots with this build and focus more on story elements and interactions with the characters. There is a caveat, however, as we will be keeping this build and any upgrades to it to people that support us.
If money is tight, just $5 can get you the game's current build and all of its upcoming builds as well. We also frequently do polls regarding the game's content and direction, so if sort of thing is of any interest to you, act now.
Update, game can now be played here for free: http://www.furaffinity.net/view/21394350/
Got some good feedback. Still open for more.
General | Posted 10 years ago11/13 Our third Friday the 13th this year : O
Figured I might as well do another quick but boring project update since I've been seriously slacking on them.
Now that I finally have a code base I'm happy with, I've been talking to a few people about what they want on this small little project so we could potentially have a better direction and figure out all of the stuff people liked and hated in the previous builds.
Just about everyone that wrote about what they liked about last years builds said they really enjoyed the hub with NPC idea and they also liked the enemy specific game over thing going on with those outdated builds even if they hated some of the outside kinks that were thrown in.
We do know some people actually enjoyed some of the more heavier outside kink stuff we put in, however we won't be really creating any more of that content. We will however bring back the hub idea and do some enemy specific game over scenes, but I want to change things up a bit with how we handle those two things and I'm not going to force the player to sit through the game over scenes each time they lose.
Although it won't be a priority over creating more art content, we also we be working on improving the maps and making sure they work well with the game's playable characters and enemy AI. We will also give the game's maps a more straightforward design that offers a fair challenge. Rather then make more open-ended maps that feel like a walk in the park.
I'm not sure when we will do our next big release, but I would like to have it be done before the end of the year, and then I'm probably going to put any potential future updates on hiatus to focus on other things with my free time.
Last build is still located here: http://www.furaffinity.net/view/18120623/ And I'm thinking about throwing in some fixes and tweaks into it to address some of the things I didn't like about it.
Older notes can be read here: http://pastebin.com/M17r62kW
Figured I might as well do another quick but boring project update since I've been seriously slacking on them.
Now that I finally have a code base I'm happy with, I've been talking to a few people about what they want on this small little project so we could potentially have a better direction and figure out all of the stuff people liked and hated in the previous builds.
Just about everyone that wrote about what they liked about last years builds said they really enjoyed the hub with NPC idea and they also liked the enemy specific game over thing going on with those outdated builds even if they hated some of the outside kinks that were thrown in.
We do know some people actually enjoyed some of the more heavier outside kink stuff we put in, however we won't be really creating any more of that content. We will however bring back the hub idea and do some enemy specific game over scenes, but I want to change things up a bit with how we handle those two things and I'm not going to force the player to sit through the game over scenes each time they lose.
Although it won't be a priority over creating more art content, we also we be working on improving the maps and making sure they work well with the game's playable characters and enemy AI. We will also give the game's maps a more straightforward design that offers a fair challenge. Rather then make more open-ended maps that feel like a walk in the park.
I'm not sure when we will do our next big release, but I would like to have it be done before the end of the year, and then I'm probably going to put any potential future updates on hiatus to focus on other things with my free time.
Last build is still located here: http://www.furaffinity.net/view/18120623/ And I'm thinking about throwing in some fixes and tweaks into it to address some of the things I didn't like about it.
Older notes can be read here: http://pastebin.com/M17r62kW
11/7 Quick news update
General | Posted 10 years agoHey all,
I figured I should do a small journal regarding the game. It will have some light spoils in regards to the last build, so if that is of any concern to you and you haven't played the Halloween build just shut down this journal and try the Halloween build located here. http://www.furaffinity.net/view/18120623/
I am please to say the last build went over very well despite a last minute "trick".
The original idea was to that we were going to release more content and have more of a story going on, but unfortunately just about everyone on the team had life get in the way making that goal quite impossible and I have personally been juggling between two jobs as of late. So in order to work around this delay, I decided to settle for a quick beta test with a light amount of content and get some much needed feedback.
I've only gotten a little bit of feedback so far, so more is definitely appreciated, but the tiny amount I did get has been pretty useful.
Going forward, I do want to offer more content to the game, but I do also want to improve the game's maps, game difficultly and AI as well since last update had a lot of stock and test content left in.
Anyways, that's it for now. I will probably have another journal and perhaps even a small update to the game in 1-3 weeks.
I figured I should do a small journal regarding the game. It will have some light spoils in regards to the last build, so if that is of any concern to you and you haven't played the Halloween build just shut down this journal and try the Halloween build located here. http://www.furaffinity.net/view/18120623/
I am please to say the last build went over very well despite a last minute "trick".
The original idea was to that we were going to release more content and have more of a story going on, but unfortunately just about everyone on the team had life get in the way making that goal quite impossible and I have personally been juggling between two jobs as of late. So in order to work around this delay, I decided to settle for a quick beta test with a light amount of content and get some much needed feedback.
I've only gotten a little bit of feedback so far, so more is definitely appreciated, but the tiny amount I did get has been pretty useful.
Going forward, I do want to offer more content to the game, but I do also want to improve the game's maps, game difficultly and AI as well since last update had a lot of stock and test content left in.
Anyways, that's it for now. I will probably have another journal and perhaps even a small update to the game in 1-3 weeks.
FA+
