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I had another very busy, but productive week!

I've been getting things ready for a new release, while also working on a few additional things I've been wanting to tackle.  I have a list of specific things that I want done before I can release a proper vertical slice style demo, and all my focus is going to be on those things, unless something urgent pops up.

One of those things is giving enemies a little bit more variety in appearance.   With the human enemies, I'm trying for a modular design where I can change have a lot of difference between two enemies. To that effect I'm adding in stuff like facial hair and different hair styles.  
I might down the line also look at facial morphs to change the face shape a bit, but I don't want to dwell on this customization too much, and lose progress in other places.


I'm not gonna spend a week just making mustaches and hair styles, but I'll try to add one a week until I've got a enough to create some variety.


I've also set up the hair and eyes of the regular human character to be randomly selected from different options.  So that should add some further customization to the human enemies.

Skin I have set up to be able to be tinted, and this is not just on the human enemies but all enemies if I set up the proper masks.  I've already set it up on a few of the enemies, and it works very well


Focusing on progress for the next build, I filled the dungeon level with some enemies to fight, and some to, well maybe not fight <3.   

I've also built a book/note "collectable"  so the player has access to lore, hints, story and.... other things.   I felt like I couldn't just have the Succubus show up everywhere and tell you everything.


Writing can be tough, so there might not be any lore books in the next release, but I did add some writing attempts in there.


Last week I mentioned how I created a key item so you can unlock doors.  Well I made some adjustments to this setup to be more user friendly.   Objects that need a special item to interact with will now tell you WHAT that item is.  

I've also made some of the more difficult to spot collectable items sparkle so they're easier to see.  I'd hate to see someone get stuck because they didn't notice a key sitting somewhere, so I have tried to make it obvious!


Besides this, I had a couple of OLD bugs that I never caught before fixed, and created a few new destructable props.  I've got a fairly quick way to create them from existing assets now, so hopefully I can add a few every week until you can smash or throw most of the stuff around you!


So I'm happy with the progress and I should be able to get another build out before the end of the month, unless something really out there happens!

I hope everyone has a wonderful Week, and stay safe!



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VitAnyaNaked

The progress is really impressive. giving enemies a little bit more variety in appearance is a really good idea and a task that you are sure to make flawlessly