jueves, 15 de diciembre de 2022

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One asset I have a sneaking suspicion I'll need a lot going forward.
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Goddammit. The gallery was sorta working and now it broke again. All because of trying to whip something for the slime as kind of compensation for taking it out temporarily until I've made the necessary animations to fit the new grab to sex flow.

Ok, gallery is working now. Just need to tight a few loose ends with moans and sounds not playing.

Starting of the gamu https://vimeo.com/773156502

Welp, I did it again, got me into one of my patented lazy streaks, so close to finishing the current work load. So, here, to buy me some time, have some backstage shit. Some mock ups I made forever ago in last stream; to start setting up the slime for the grab states like the wolf has; still don't know if I'll use these. For a reminder, this is how the grab into sex flow looks like:
Initial grab (AKA Grab phase)
  - Grab loop
    - Grab Idle (normal, turned, horny)
    - Grab Struggle
      - Normal (Trying to get out)
      - Charm (Get into sex ASAP to minimize dmg)
Sex phase
  - Sex (normal, turned, horny)
  - Cum
Release
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Ok, I finally touched the game today. I wanted yesterday, but I didn't had time, I was prepping for hanging out with my friends for the first time after plague,Inc IRL started. But anyways, first task was to remember what the hell was I doing last time; which was figuring out why the save wasn't working all of a sudden. And I found the culprit, code line order. See, back in flash I don't know if this was an issue also, since when I updated the save/load code, I just copy the save section onto the load section, and invert the sentences, like in save it would say
 SaveFile = varialbe
so in load I just inverted it to
variable = SaveFile
, so if the order was an issue there, I never knew. But it sure is here in godot, you have to load the values in the exact same order you saved them in, otherwise you get the values all scrambled and get sent to the shadow realm (Btw, anyone playing Master Duel? send me an invite -981-677-184). One way to avoid having to be very careful in the order of the code, is to put all variables involved into a dictionary; which is a type of array that has labels for each value, so it's very user friendly. I actually use dictionaries to store the stats of enemies and special shoots, issue is, if I'm to do that for all variables that need to be save/loaded, I need to go through every single script and change every instance; which in hindsight, I should probbly do now that the code is relatively small. But the more important part, is the lesson I've learned for when I start the remake.
Which brings me to my next point. I was thinking the other day, I should at least go and create the project file for SpacEscape remake, so I can start throwing in there (a blank script) all the bits and tips I'm learning, because it would be stoopid to trust my memory. And then I though "What should I call it, actually?", like, do I literally name it SpacEscap: Remake? Or just SpacEscape? nd let ppl get confused which version they are referring to?

Started doing test runs now that supposedly everything is ready. Current status: Battling bugs.

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.
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  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....