You can have more than what I usually share, and ask for more.
You can have more than what I usually share, and ask for more.
I've cleaned and added the quests back to the game and worked a bit on the ease of use. now it is possible to filter the quests by their status and they're color coded.
I'm not sure about the design yet should it be one of the rooms inside the lamp, or a fast access panel like inventory?
And I need to decide on a more interesting set of colors as well. maybe I should ask someone whom knows better about disabilities and make sure the colors are distinguishable for color blind folks.
Check our patreon page for more information:https://www.patreon.com/StudioDanza
I've been working on this screen for a while and I finally figure out a way to do the job. now we have a catalog system to peek into the peoples and enemies back story. it has a long way to go before all of the relevant information is added, but I couldn't wait for that before sharing the result.
Finishing this screen, I'm a bit behind the other tasks and I need to spend some time adding the work done by the rest of our team to the game, specially the new item icons done by Pook in the past week.
Like always, most of the work go under the radar but if you check the github, there have been more changes applied to the games script and I'm looking for game testers to play through and tell me if there's something we can improve with the story so far, before adding back the more complicated stuff.
contact me on discord: Kia#6810 if you're interested to have a hand in the development from this early stage. Also, check our patreon page for more information:https://www.patreon.com/StudioDanza
The 3rd chapter of "Looking for trouble" 3D comic with my original dialogues and story-line.
Even though this was meant to be a cheaply made comic, it took more of my time to make than intended. hopefully it's an improvement over the previous chapters in quality.
Trying to improve the quality and all of the experimenting with the render settings took its toll on my laptop and these days my graphic card just turns off after every render. but don't worry, I'm saving to buy a proper computer.
From this point forward, I wouldn't wait for the last page to finish and will share every page immediately after it's finished, they would be exclusive for my patreons but don't worry, eventually after the last page you will get the whole thing as a package for free.
There are Three version of this comic:
1) One with narration from Otaku Apologist you can find here: https://otakusexart.com/comic/3d-sex-comic-looking-for-trouble-3-dialog-page-0/ 2) One with my original story and dialogue (it didn't go trough spell checking, inform me if there's any mistakes) 3) And one without any dialogue (you can add your own story to it and distribute it with the condition to not remove or cover any of the links and names on the comic and give the credits to both Otaku Apologist and me.
I would love to see your version if you have ever made one so, leave a comment if you did. You can find the link to download it for free in one of the posts on my patreon page: https://www.patreon.com/KiaAzad
If you're wondering what's new with the game and where the development is at. I'm cleaning up the game and pushing it to the github. You will be able to download the games source code with the latest changes from github and build or play the game.
This move will achieve four goals.
1- Guarantees that the game's development wouldn't seize even if something happens to me. (it was a concern for a number of people) 2- Makes working on the game easy for the team members and makes it easy to keep track of what have been done and what remains. 3- Opens the doors to everybody to contribute directly, even if it's just a suggestion or bug report. 4- Mod developers can add their mods directly to the game with ease.
Note: cleaning up has a small side effect, I'll have to strip down the features from the game to the bare story to avoid errors. this gives us some time to work on the story while I simplify and correct those features. So don't get your hopes high and expect a more advanced or playable version on the github yet, as for now, it's just a bunch of badly drawn placeholders with the same amount of story as before. but it wouldn't remain like that for long.
There's a hooded figure that appears in the dark of night, delivers new icons for the game and disappears into the shadows.
There's not much known about our new artist, just the fact that he's good, very good. I might have ruined some of the beauty of these icons with the frame I've put on them and the background behind the items, but that's something we can fix at a later time.
The code for the equipment screen is ready - Princess trainer: Jasmine https://youtu.be/0LZa4pGbfzY It's been a hard week and most of my time have gone into negotiating with artists interested in the project, But in the meantime I managed to finish the code for the equipment screen. Now we can:
In the process of writing this part, I've broken the tools mechanism because it was in the way, but don't worry, I'll replace that with a better version.
If you're into game development, specially visual novels, I have some good news: As promised, here's my first set of codes for renpy that I'm sharing with the world. Up till a while ago, to get your hands on these, you had to become one of my patreons, but that's not the case anymore, you can have them for free now. download, use and enjoy.
0GUI is a simplified version of Ren'Py interface for GUI designers. it is intended for more advanced developers whom know how to modify screens and want to generate a completely customized game interface, 0GUI gives you the most stripped down version of interface to start with and from there you can build up your own design.
It does look good enough out of the box to be used as a replacement for the current GUI and with the amount of customization can be applied to it without touching any screen, it can also be used by beginners as well.
You can read more about it here, and download it from the same place: https://github.com/Kiaazad/0GUI
0GUIM - mobile version of 0GUI optimized for touch (coming soon): https://github.com/Kiaazad/0GUIM
0GUI adds - Additional screens that can be added to the game by copying the file: https://github.com/Kiaazad/0GUI-Adds
0GUI dev tools - the developer tools to assist you in development process: https://github.com/Kiaazad/0GUI-Adds
Right now the everything is a jumbled mess, some of the code need to be optimized and some need documentation. hopefully I can find enough time for these small touches, but don't hesitate to suggest anything that you think might help.
It took a while, but I managed to make my crafting system work. it's a bit messier code that I prefer, and I have to revamp the interface to look nicer, but for now, it's functional and I can move to something else.
I've designed it with ease of use in mind, no dragging or putting items in slots, just choose the recipe and as long as you have the ingredients, you can keep crafting the items.
A recipe can have a big number of ingredients (the limit is the screen size) and it can require multiple tools or conditions. so, if you want to have a magical item that can only be crafted in the darkest night on the top of mountain, while Abdul is drunk, requiring ten pair of orphans eyes, the blood of fifteen kittens, the cutest puppy in Agrabah and for some reason an iron fork, you can. although, I advise against such cruelty to send someone up a dark mountain drunk, he might fall and get hurt.
Full instructions will follow this post soon
JiangShi have left our team due to some issues. We will miss on the quality of his art but the show must go on. Losing an artist is a common theme in the indie game industry but there's no need to worry, I have considered that fact beforehand and planned ahead. I'll be on the task of finding new artists. This might slow me down a bit but wouldn't effect the rest of our project, the way I planned the project, we can complete the game with placeholders then paint the game in a fresh coat of art. You just have to endure seeing my ugly placeholders for a bit longer. This time we are hiring background, character and icon artists at the same time. contact me if you have skills in either one of those and want to apply for the position.
To apply, either leave a comment here, send a private message or you can contact me through either skype "Kiaazad" or discord "Kia#6810 " We do have a discord server, although the discord software messes with my computer, therefore, I usually keep it closed and check it every few days until more people join.
We have grinding now! Well, not really grinding, it's one of the ways Abdul can make money: exploring the desert and collecting wood. In case Abdul decides to sell the lamp before rubbing it, this would be one of the activities Abdul would be limited to. The code is functional enough for a sneak peek with placeholders. there would be lots of other locations, a map and navigation system and limits on how much wood Abdul can collect and carry. My brain just keeps throwing in ideas to add, but I had to put my foot on the break and show it to you before I get tangled in something very complicated and time consuming. With proper art, animation and sound, it becomes more interesting than what you see in this video, I promise.
If you want to help growing the content for the game, peek into the process and see how things are done or just curious about game development in general. this post is for you.
Here's how you can create a new spell, skill, buff or de-buff for Princess trainer - Jasmine.
Note: If it's hard to read in this post you can download the script from the attachment in this post: https://www.patreon.com/posts/28538611
Defining a new spell is easy, it only needs a name and description. Everything else is optional.
A spell can add to a stat or reduce it by having a positive or negative value. Here's all of the stats and their effects:
To make them available for translation put the name and description inside a _() like the example below:
And that's all there is to it, if you want to try creating your own move or spell? don't hesitate. write one and leave it in the comments, there's a good chance you'll see it in the game. I'm thinking about adding the spell's creator to the spell descriptions (can be enabled from the settings) it there's enough participants.
Even though he doesn't appear in this form often, we needed it for the times he comes out of the lamp like the start of the game.
he's big, bigger than the screen.
Our hero has a proper design now. now, that's sexy... Doesn't he look great? I bet you can't wait to see his naked body twisted around a princess like a tree trunk around a vine of morning glory, with a lustful smile on his face. Till then, here's a preview, one article of clothing removed.
visit our patreon for more: https://www.patreon.com/StudioDanza
My approach to the basic stats is a bit different that what you can usually see in most other games, The aim isn’t realism though, it’s thinking logical and choosing the attributes that make sense.
There are five plus one main stats in the game
1- Health, Equivalent of physical and mental health / capacity Health indicates how much punishment a character can endure before collapsing.
2- Mana, Equivalent of information and magic tricks a character can perform Even though magic exist in the game’s world, it’s not readily available to most people. When we talk about mana, it’s one's capability of doing magic tricks or some hidden skill so advanced that is perceived as magic. This stat restricts the magical attacks when low.
3- Stamina, Stamina indicates how much physical exercise a character can do before running out of breath and needing to rest, luckily humans can regenerate stamina very fast. This stat restricts the physical attacks when low.
4- Power, Power is the measure of… well, power behind a characters attack, be it physical or magical.
5- Agility, An agile character have a better chance of dodging, parrying or blocking an attack, that includes mental agility to counter magic attacks.
+1 Armor, Armor is the main stat that a character gains from armor pieces. As for their effect on other staff, it’s usually negative, the heavier the armor a character wears, the more limitations they impose on agility, power and a big penalty on mana and stamina.
And the stats that don’t exist in the game:
Intellect, This is a stat the player should have, not the character
Defense, Agility pretty much covers this.
Strength, It’s the same thing as power.
Resistance, People with different amount of resistance to different elements exist, but the amount of resistance is so small, it’s negligible. The only thing that have a big impact is the amount of information you have will create a big resistance to fall for magic trick, but the information is already covered in mana. The more mana you have, the less effect magic has on you.
Levels and points: The leveling is very simple, you need a fixed amount of experience to get one level, it doesn’t change as your level rises, instead, you get less experience from beating enemies much lower than your own level. You get points to spend every level you advance, it starts with a high amount and shrinks with each level you advance. Eventually you reach a point that you only get one point per level. This way no character is too overpowered and beating high level enemies becomes accessible very early in the game while there’s always an extra mile to go if you want to become stronger and stronger.
Get involved: Since only programmers enjoy tweaking numbers, I wrote the archetype generator tool to help us generate different types (classes) of characters in a visual way, See the video here: https://www.youtube.com/watch?v=LWMm5YgXXC0 If you’re interested in participating in character generation, you can download this tool to start with. PC: https://drive.google.com/open?id=12vS0h6t5WXUGVSaKsxpc_yHF8um6h1Yd Mac: https://drive.google.com/open?id=1ELSCX6IuQ5mYdv5aRHqtJp9jhXpZnCbi
The way it works is: you can tweak the amount of chance for each point to go to a stat, give it a name and copy it to paste in the comments. It would help to explain the reasons why this class should be in the game and why the point distribution should be like that for that class, but not necessary. I’ll take whatever you give. Just keep in mind that there’s a limited number of classes we can put in the game and your suggestion might have a slim chance to make the cut.
Unlike many games that raise the players stat by fixed amounts each level, the Leveling system in our game is designed the way that let's the player choose the stat they want to improve. No more classes for the player, it's a create your own class game.
But, for the non player characters we need a different approach. we need to define their stats one by one, or do we? I'm writing the code that will spend the level-up points for any NPC randomly and creates a different experience for each player or play-through.
However, pure random often yields meaningless results, mana-less wizards, guards with low health, less agile thieves or beasts with tons of mana. The solution is blueprints, classes, archetypes. but not a set of rigid numbers. instead, the classes provide different amount of chance for the points to be spent on each stat for every archetype.
This video is from the first tool I've created to give you a visual representation of the numbers while defining a new archetype. if you want to try it and create your own set of archetypes, join our discord or keep an eye on the patreon page, I'm writing the documentation about the stats, their effects and I'm creating builds of the tool to put up for download.
In the alley near bazaar you can find this vendor selling homebrew beer, wine and moonshine. JokaLova is working on the vendors, their names, their looks and what they sell. let's see how many vendors we can come up with and fit into the game. you can find more about our game on: https://www.patreon.com/StudioDanza Most of the posts are public and free to view.
Our princess is taking shape, Princess trainer: Jasmine
For a game about princess Jasmine, we took out time to get to her, but finally, we have her. Of course, you'll have to work your way up to her. but she will be there for you.
We are working on her and fitting her for the game, here's a size comparison on how she looks in the game.
I'm glad to announce that we have JiangShi onboard as our main artist. He is burning a hole through our budget that is totally worth it. He draws exactly the style we where looking for and he is fast.
Here's his sketches on a background from google as mock-up to show the size we decided for the characters.
I don't want to spoil too much but soon, The placeholders in the demo will be replaced with real art and we will have a real demo for you to play,
In the mean time, he also drawn icons for the patreon tiers. you can see them in our patreon page and here's the sketches:
Now to persuade you to reach for your wallets, let me ask you this: Do you feel like a Sultan, a wizard or a most powerful Genie bending the universe to your will?
Visit JiangShi's patreon to see more of his art: https://www.patreon.com/JiangShiArt
The past few days I've spent fixing the bugs in the inventory system, since it's all fixes to the code, there no visual change in the game and I have nothing to show for it, but here's what changed beneath the hood:
I'm thinking about disconnecting the inventory from characters class so it can be added to any character without the need for changes to the units class, the basic class is already isolated, all I have to do is cutting the cord and create a new instance for it. but let's leave it to the time that the units class have became too complex.
As a side note, I've changed most of the item icons from ugly images to a style that fits the game better. Most of those icons came from opengameart.org and look good enough to stay in the game in case we don't find artists to design an icon set for us. those that I've crossed should be changed and we will need more, much more items.
I was working on the fighting system, then I started designing an HP bar for it and soon I found myself designing a new dialogue box. Not sure how I drifted from coding to design but it happened and I'm glad it did. Now we have a dialogue box that fits the rest of interface and with a little change to the font color, it would be easier to read.
There's lots to fix before the fighting system is functional, but now, I have something to show me if the code works.
Alongside the paid roles, we have some minor roles you can take and do for free. if you don't have drawing skills, yet you want to contribute to this project. we have work for you to do. there would be no money involved and all you'll get is a mention in the credits.
we might be able to pay for this one later on, but at the moment, all of our budget goes to the art. you will be in charge of icons for the items, spells, skills, buffs, achievements and anything else with an icon.
we will have many items and (other things mentioned), in the game that need a small package of information. like a name, a description, effects and value. Your job would be thinking of those and writing them into the game.
We also have many side characters that need a name, a place, a list of items they carry or sell and other information about them.
Since it is possible to fight every character, side character or unit in the game, this one would be the same as side character creator with the difference that the focus would be on the unit's levels, skills and fighting style.
There's other places that need attention like adjusting the minigames, writing the book items content and writing the smaller events in the game.
Even if none of those interests you, you can join our discord server, for the times we need players opinion on something.