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ChimeraZak profile
ChimeraZak
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ChimeraZak
Horny man from 🇺🇦 who drawing pixel-art 🔞 games and animations!
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  • Pixel artist 🇺🇦 🔞 animator 🔞 game developer 🔞
  • Devlogs ; Games
Displaying posts with tag DemonettesPlaytime.Reset Filter
ChimeraZak
Public post

Demonette's Playtime News


Hello. The build is not ready yet but a lot of preparatory work has been done. Today I will show you what is being done and tell you why it is taking so long.

What kind of preparatory work? Well, these are things that you as a player do not see but they are necessary for the correct operation of the game. And my game as an NSFW game has additional things.

First and foremost, version control has been done.


This version control allows me to make different builds depending on the platform on which the game is released. So from the next build, each of the platforms on which I publish projects will work as follows:
- Patreon / Itch.io / Steam (Western platforms) - will receive a No-Loli version, it will be limited in that any characters with a loli-like physique (small breasts/short stature) or shota-like (short stature + guy) will be redrawn into more "fit" adult versions.
- SubscribeStar (Free Land) - will receive the Full version, where there will be everything, without limits. Even limitations/censorship will be available if you want (as toggles inside the game). Also on SubscribeStar it will be possible to download a patch for other versions that will open access to Full.
- DLsite / Fanbox (created as an additional backup, and for Asian users) - will receive the Censored version, this version will have loli or shota, but due to the laws of the platforms there will be censorship.
- APK - unfortunately, due to the limitation, I cannot add a patch that unlock Full version, so the Full version will be available only on SubscribeStar.

Version control requires additional work (both code and drawing), so it increased the time spent working on the project. I apologize for this, but this is the only option currently to satisfy everyone.

Version control of save files (still in development). This is necessary so that saves from lower versions always work correctly with newer versions of the game. That way you won't have any problems updating the game.

Animations.
Demonette will probably be the most animated game I'll ever make. Right now I'm still drawing the animations needed for puzzles and mechanics in the game. But each of these animations is quite detailed and has a lot of frames. Here are some examples:





Why is that? I don't know, I just decided that I wanted to ignore the frame count and animate the way I want. Of course, this requires a lot of work, so drawing takes a lot of time.
Also, so that you understand the difference between Life with the Tribe and Demonette: all the animations of MC except for R18 used only 54 frames, now in Demonette 120+ frames are drawn, without R18 scenes.
Also, one R18 scene in Life with the Tribe had 20 frames (they all had the same number of frames), while the scene from Demonetta has 197 frames!

There are also mini games and other things that were drawn:



The game content is expanding every day and I want to prepare one fully finished R18 scene and other mechanics leading to it for the next build. I work almost every day and I hope you like the next build when it comes out!

Thank you for your support!

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ChimeraZak
Public post

Devlog 5 : Demonette`s Playtime (One button)

Hello. As promised, this devlog will be about Demonette Playtime! Namely for the idea of ​​one button.

If you have read my past devlog about game design, you know that the idea decides a lot of things for game development. But if then I was talking about the basic idea for the game (such as the story and the goal of the game), today I am writing about the idea for the gameplay.

What is the idea behind the button? This is the idea that the entire gameplay will be tied to only one button (touchpad or left mouse button). You might think that this is a fairly simple gameplay mechanic and should be implemented fairly easily, right? I thought so too until I started making this game.

No matter how strange it sounds, even with one button you can do many things. Clicking, releasing, holding the button, double-clicking, dragging an object, etc. That's all I'm using for the game right now and the more stuff I add the more complex this one button mechanic gets.

Here is, for example, the situation I wrote about in Discord: removing/closing the cap from the flashlight:

Here is a list of actions you need to take to remove/insert the battery into the flashlight:
  1. Open inventory
  2. Press the button on the flashlight object or drag the battery to the flashlight to combine them.
  3. In the menu, open the flashlight cover (if it is closed)
  4. Drag the battery in the correct rotation (double click to change the rotation)
  5. Close the lid and exit the menu.

And it seems that it is not so difficult, but in fact this whole process is locked on only one button! But that's not all! Since I don't want the flashlight object to be collision-free and the battery can pass through its walls, I added a collision check for objects that are dragged in this menu! This already makes drag more interesting:


Not bad right? And this is just one situation for the Combine menu. This is a separate menu, but what about the game world?
Character movement and interaction with objects are also implemented through one button:

You can move by pressing or holding a button, you can click on items to pick them up, you can also drag items from the quick menu to drop them on objects in the game to use special interactions.

As you can see, this idea is fully realized. But why did I decide to make the game this way? For example, the same movement can be implemented using arrows, the menu can also be called using a button (TAB or ESC), it would be easier, since when everything is controlled by one button, a situation arises when instead of selecting an item, the character goes to the point...
And this is a really important question, since this idea of a single button actually limits the possible mechanics, but at the same time allows to invent something new! If you limit yourself in development, you can come up with workarounds to implement the mechanics you want to see in your game.

For example, the rotation of objects. At first, I thought that rotation/scrolling could be implemented only by turning the mouse wheel. I couldn't come up with an alternative for quite some time, but this mechanic was necessary because it makes for more interesting puzzles. And after brainstorming, I still understood that you can double-click! It was right under my nose, but I just ignored that double-clicks existed. I honestly can't remember a game where this was used at all!

And as funny as it may sound, the moments of enlightenment and realizing that you've solved a problem in such a simple way ... that's one of the reasons why I love game development! Of course, my game is primarily an R18 game, all these mechanics may seem redundant, but I'm trying to create the best possible gaming experience despite the R18 content. By the way, for R18 content:


The new pose is still being drawn, as I need to draw a lot of non-R18 animations in addition to it:


Therefore, I apologize for the delays in the development of new versions. I'm trying to make this game as enjoyable as possible, so I'm still polishing some mechanics right now.

Thank you for your support!

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ChimeraZak
Public post

Demonettes Playtime (v 0.15, BugFixes)

Hello! This is a small post that is available to everyone! I made some changes to the build, but they do not show new content and are only improvements to the prototype version, so I decided that there was no point in delaying it for 7 days. There is also a version for Mac! (but I did not test it, so I do not know if everything is ok)

What was added and fixed:

  • Fixed walk in wall (now she stoping when facing wall)
  • Fixed UI closing when force to close CombineUI
  • Fixed item dupe bug
  • Fixed tap check in Android (now is tap check work correctly)
  • Added item rotation (when in CombineUI, for now not needed)
  • Added Light in rooms (first two floors now in dark)
  • Added DevConsole & Console commands (~ to open, type help to see commands)
  • Added test localization method (check the translations folder)

I will also tell you a little about how I will manage subscriptions from today.
Every Wednesday I plan to do small devlogs that will be about different topics of game development in general and NSFW content. Also, these devlogs will be about the games I am developing, so you can learn more about it! These devlogs will be available to subscribers first and after one week they will be opened to the public! So today you can read my first devlog

There are also changes in how exactly the builds of my games will be available. Each game will be developed up to the demo version and will be available like devlogs (first subscribers, after a week the public). After the demo version of the game is developed, new builds will be available only to subscribers, and after the development is completed they will be sold on various platforms. So today the prototype version with fixes became publicly available! You can play it and try out my new project.

A little about the controls in the game:
  • Game genre: Puzzle
  • Everything is controlled by the mouse (LeftMouseButton only)
  • You can scroll the inventory from above by dragging it left or right
  • You can drag items from the inventory to interact with items in the game world.

Also, don't forget that the Discord channel has been updated and is now available to everyone! Click on me to get an invite!


Thank you for your support!

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ChimeraZak

Demonettes Playtime (Prototype)

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ChimeraZak

Sorry for the delay

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