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Besides putting the gallery mode up on patreon this week, I also went back and started looking at individual mechanics, and trying to polish each one that I'm keeping, as well as optimizing.  


I rewrote some stuff that doesn't appear to different while playing, but will make sure that moving from action to action is a little smoother and less buggy.  The new system is a drop in type of system that can be added to very simply, and its working for both the player and monsters.  


I'm going to be moving my focus to making sure the game plays like a game before I start worrying about environments, and making things look pretty.  

I also plan on levels being more like levels.  This seems more manageable for me by myself, and I think it will also help me keep the framerate up.  

Not a lot else to say, but I do hope to be putting out more demos that show the individual systems to get a little feedback!



Comments

Nes27

so will you keep the beginning the same and add cave/dungeon type of lvl? that would be great the way you fix illumination in the last demo would be great to sneak around room to room trying to get to the end :) maybe make that plant monster a trap box at the end of the dungeon :D or put them in the forest hidden so they stray pollen on her to get her aroused. that would make sneaking around a lot harder and more fun xD

Anonymous

Things you are doing are great! Every update you show your growing skills in different ways! Keep going and don't pay attention to any haters!

Mithos56

I'm looking into and HOPING(not final so don't quote me) to have a semi random dungeon generated. I'm thinking Isaac type generation, where the rooms are premade, but strung together randomly from a pool. NO PROMISES!!!