domingo, 6 de noviembre de 2022

  1. Successfully coded the skip functionality in the credits screen. Can't show you because I don't want to spoil the credits. Next is adding a save prompt to save cleared game data after it.
  2. I was just thinking... After the credits and before saving, should it be an option to save or not, or it just should save regardless?
  3. Ok. First test for the door that requires enemies captured was a success. Now on to make the necessary HUD modifications and try with more requirements. Also make the pens room to update too.
  4. Working on the pens now, making it able for you to have sepsy sex with the wolfies as much as you want without losing hp, and perhaps have a new anim in there. My goal is to have a button prompt when you approach them, telling you what options are available, and then you do what you want; and possibly the options change depending on chibi's condition. Also the doors that require a certain amount of enemies are done, but now I realized I'll need a metric ton of variables for each enemie so it knows not to spawn after being captured, otherwise you can just farm by exiting and re entering a room.
  5. Didn't touch the game all week. Just thought you deserved to know.
  6. Man, so long without touching the game, I already forgot what I was working on last. Anyway Quick question: Do you guys find it annoying to have to crouch shoot in order to hit the wolfies and slimes? Also, I'm thinking on releasing a pre-release version or whatever for patrons, with whatever mess I have right now. I wanted to do that anyways, updating this version like every week or so, as long as I did something worth updating it, of course, between regular releases. I planned to start doing that after I finished this current work load, but there's no end in sight, so I might as well do it now.
  7. On another note. I was doing some simulation in mah brain on how the game would play with the capture requirement, and I realized that it makes no sense that chibi has to capture x amount of creatures in order to escape, if the creatures are back in horny jail then what's the need for escaping? Then I thought that instead of capturing, she's collecting dna (which also plays nicely with the fact that if you beat an enemy or it fucks you, you got the dna sample regardless) , in a "cut your losses" scenario, since everything went to shit, then it makes sense whoever or whatever locks her in, until she has the goods to let her escape. Then I can add a little cutscene of the station blowing up after she escapes, although that would make me feel kinda bad to kill the wolfies ;V On the other hand, that would be the perfect omage to Super Metroid's "save the frames or save the animals" thing.
  8. What I'm working struggling with currently. Some things to note: This room will double as your check for progress on the enemies you've captured and the gallery, which reminds me that I still need to add the mechanic of unlocking it after beating the game once. Maybe I'll have it like in the old game that you have to capture a certain number of the same enemy to unlock its animations, but I'm getting ahead of myself. First, alongside the pad UP animation, the text "CUDDLE" should also appear, I have no idea why yet. I ultimately want that on the first UP press, chibi will stay petting wolfie, and then another prompt will show you what options you have for positions, and then you go from there, but I still need why the first prompt doesn't show text before thinking on anymore prompts. You obviously not receive any dmg, so you can sex to your heart's content. Although I'm still unsure if you should get arousal dmg. The doors that lock you until you capture X amount of creatures work, but I haven't fully integrated that into the game yet. I'm also thinking about which game goal will lock what part, like the capturing enemies and the progress door, maybe one is just to beat the game, and the other is for extra stuff, or maybe I'll scrap the progression doors. https://vimeo.com/746726541
  9. Well, I just figured out why the prompt text wasn't showing... Stupid mistake from my part. BACK TO ADVENTURE!
  10. Ok, captured enemies door works. And the UI asset to keep track also updates real time. Also I set a basic detection for gamepad, so now the prompts in the game can know if you're using a switch, xbox or ps controller. Although it's gonna be a bitch to update that once custom controls are live, specially for keyboard, I'll have to come up with a way so the code can figure on its own which sprite to use to match whatever key was bound to an action.
  11. Next I need to make it so enemies log their data when captured so they don't keep respawning after leaving and re entering an area; but I think I'll leave that on the back burner at least for now, better finish the gallery and clean up so I can update the game with the new build already.
  12. Image
  13. Fucking finally got the side screen transitions working. I was tripping over my own logic for the last few days. I was getting sick of having only doors in the background to move to another areas, so this will make the whole thing more connected and big. Although later I'll have to tackle the issue of preserving the player's state/motion through screens. But enough of that, now I really will finish the gallery function, then add that it gets unlocked on game beat, ensure it saves, and then I'll upload a pre-release for testing.

Entrada destacada

Chibi SpacEscape Road Map

I'm gonna pin this post here to let you know what's to come, what I'm currently working on, and what will the next version have....