I hope, since the last update, time went nice and leisurely for you. For me it flew unnoticeably, feeling somewhat like two weeks. I was in the zone, making maps and coding scripts for them, completely immersed in the process. Days turned into hours, need for food was something I had to remind myself about and sleep became an annoying interruption from the work flow.
I find it quite therapeutic to get lost in the work like that. But it comes with a risk that people can declare you dead, so it’s time to tear myself from it and share some sneak peeks and stuff with you, guys)
Spoilers ahead! If you want to restrain yourself from the minor spoilers, like names and such, I suggest checking out the screenshots (they’re fairly spoiler-free) and skip the rest to the part where I warmly say goodbyes.
At the moment 75% of mapping is done. It took longer than I planned, as usual. The game’s got new underground maps, caves, outside maps (forest, sky islands), The Dark Lord’s Test Hall, Vardaros City, houses, quests related maps and secret locations. A lot of space to walk around looking for adventures for your dick.
Also I managed to pull off some new tricks from the engine, in form of script+event based animations to please your eye. Some of which took a mighty effort to made, specially the two on Sky Islands. I eager to see what are you guys will think of it.
The Vardaros map, along with its “city gates” location took me two weeks to make. I tried to keep the atmosphere of the place from Rapunzel’s tv-show. I’ll leave it to you to judge if I managed to do that or not. On the location, that will be available to you, there’s three districts and a small market square platform. Two houses are available for creeping around inside, at the moment.
Here’s some sneak peek screenshots of the maps I worked on, yet to be filled with NPCs:
I always think that stuff I do could be made better, so not the top notch stuff, as I see it, but I try. All the images can be enlarged if opened separatley.
About ERO Unit, I had to put it aside, until I finish with the TDLT build. It didn’t work out with the guy I ordered animations from, unfortunately. I thought about releasing it with static images instead, for checking out the control mechanics, but I don’t want to half-ass it. Sex scenes are important parts of the game and they will look weird as non-animated, where everything else in the game moves. So with a heavy heart, Lola’s personal adventures are still paused, until I sort it out with another freelancer.
Almost forgot, I’m thinking to implement a feature I came up with the other day, which will help players who aim on a pacifist walkthrough. Engagement with enemies will be diversified and avoiding battles will become a rewardable effort if you'll go for it. At the same time it should be quick and not too distracting from a regular walking around.
So if you won’t feel like fighting, there will be ways to take another approach. I’ll be thinking about including a full route without seeing a battle screen, no promises for the next build yet.
So that’s about it for the post. Thanks for the constant support, while I’m doing this, guys, you're awesome!
In this post I'll cover some parts of the game's upcomming plot to explain necessity of the maps I'm working on at the moment. So medium spoilers ahead (expect a lot of them in future).
The work is going, a lot of maps are done, a lot of maps to do. Since the last post I was polishing maps I've made earlier and creating new ones. Right now I'm focused on building the road between two locations you see in circles on the Fast Travel Map on top.
Eastern Maps pack. In the last build you might remember that the way on East from Old Corona Village (former Damcus Village) ended on the map that had a mine:
I tried to make it diverse in order to make the maps not to feel repetitive, since this is supposed to be the longest way on the continent to travel somewhere without encountering a portal. You'll find standard stuff on the way - events, secrets and enemies to fight, or sneak by.
The town, that will be the destination, is important to complete king Frederic's quests, completion of which is tied to completing Rapunzel's arc. So for wrapping everything up about her in the next update, building the road is unavoidable. I won't be making the whole town though, just the entrance map.
The town was mentioned in the last build by the name "Feritatem". I wanted to make a sort of a ghetto grim looking place, ruled by a mobster or something, where civilians are rude and criminals are welcome. Like anti-Corona capital town. Where I can put characters that felt out of place in a happy place like the capital.
Feritatem was mine non-canonical addition, before Disney stepped in with the Rapunzel's TV-series expanding the lore, presenting us a town called Vardaros. Which was everything I wanted and more! It's non-welcoming place, filled with grim people, ruled by a kingpin named Baron. It's like someone leaked my draft script to them and they decided to low-key assist to our little project.
They even took it unnecessarily further and made it in form of vagina. Thanks for looking out, Disney.
Northern Maps pack. Aside of the road to Vardaros, I finished polishing the road to the Farm, along with all interious of buildings and caves you can find in these maps. It's implemented in the game and tested on clips and mismatches.
Again, the needy king Frederic will give you quest that covers visiting the northern village, so this pack will be extended a little further.
With that being mentioned, this concludes the work report. Right now I continue making the road to Vardaros. By the Fast Travel Map you can tell that I'm almost there. I say 2 maps short. I'm hoping to complete the town's entrance until 20th of July. Then we're going to build the location next to it.
Best wishes to you, guys!
P.S. While I was typing this post, Patreon censored two words that I often used earlier on this page. Which means, it's the matter of time when they ask to remove them too. So, I'll make some censoring works. Until the same won't be required for my SStar page, it shall remain in all its uncesoured glory.
I got myself into a situation. I “outsourced” making some parts of ERO Unit, such as smooth 2D-animations for sex-scenes, fixing some bits of the code for it, etc. And production of it is taking more time than I thought it should. I hoped it’ll be done while I’m taking a break after making the platformer, but now it has dragged on.
So, I’ll continue development of TDLT then, in order to save time I already wasted too much. Everything that I could do for ERO Unit is done and what’s left is the outsourced stuff. So when the assets will come through, I plan to compile the ERO Unit’s public build, without getting distracted from the Hades game then.
While we’re on the topic of outsourcing “specifics”, I also have a taker to make the soundtrack. Unfortunately the creator of the music, you might heard in the ERO Unit’s videos (factory, junkyard), denied the usage of his work, to keep it for his own project. I'll use the public domain music, so no biggie. But later the music will be replaced for both, the public build and for the Steam version.
So, what I'm going to do for TDLT? I'll share a rough description of the upcoming works: There’s 50 new maps in the game now I need to make around the same amount more. About 30 of it will be a small interiors for citizen houses; then I need to re-work the script and add some more text in it; after that there’s additional dialogue busts to draw and sex scenes to update for new resolution and to draw. Then installing all of this into the build, bug-testing, tweaks.
I’m not discreet about TDLT’s development, like I am with the Lola’s platformer, so expect posts about its progress periodically. If it will gets too spoilery, I’ll move it to a hidden page for spoilers on my website or something.
I guess, the longest thing to make will be the maps – it’ll probably take me over a month or so. Second long – the text. I always fuck up with forseeing durations of work, so better judge by the updates I'll post.
So, that's that. I'm getting to it right now. See you all shortly.
In addition to the previous post. In which I told that I'll mention the translation functional.
I imagine, that translation feature would be interesting for a narrow circle of people. If you're not interested in translating TDLT's text, you might want to skip the next few paragraphs untill you reach Fast Travel feature.
Not sure why this is a thing, but I received a lot of emails and comments from people willing to translate TDLT on various languages. There was even more requests for that than for “changing girls clothes” feature. In general, I don't mind – I was looking for a way to place all the text in one single file anyway – so I was thinking that I might as well to include an option to swap differently translated text files among themselves in game's menu.
That was made. The whole game's text is stored in en.json file, which is English, by default:
In the settings.json, using the analogy of installed translations, you can add your own language:
Made a copy of en.json, call it as you called your “Locale”, keeping it's extension, and you can start translating.
You don't have to use RPG Maker – just a text editor that can save your work in UTF-8 encoding. I recommend Notepad++. Just run the game, use saving and loading, to check on your new text, to make sure that it fits all the windows borders.
I will make a page on my website and a video later, explaining it in more detail how to set this thing up, all the code examples of breaking lines/showing symbols and icons. What you should or shouldn't touch in your text-files. I've been told that the current font supports over 70 languages, but, in case if it doesn't cover yours – I'll mention how to change it on your own too.
I tried to keep it as simple as I could and, I imagine, all of that is intuitively easy to figure it out by yourself. But I recommend to get acquainted with the instructions anyway.
I haven't decided how I will include your translations in the game yet. I need to think of the way how to know that it's accurately translated on a language that is unfamiliar for me. I'll figure it out later.
A word of warning – don't try to translate text from the previous build in order to apply it for the upcoming build – I rewrote significant portion of text from there in order to make it less dragging. Foreseeing the concern – I don't intent to rewrite the text in future too much. If I will, I'll point out every line.
About the changes for Fast Travel function, I mentioned.
The old look:
The new look:
Now the map's layout is more observant here. After some coding we have this new “Lair” tab for your manor, which will be hidden until you obtain it. Also in the previous build the description text and the text on tabs was “imprinted” on the image. That was changed, now it's a regular text that people can translate without using image editors.
Damcus village was renamed. I watched Rapunzel's tv-series, and pretty much similarly placed (and looking) village, has the name “Old Corona Village” there. On which it was renamed for the future builds. The wall is also in canon, therefore it's in the game, decorating maps.
Along with all of that, gameplay mechanic for using the feature changed – now you can fast travel only under an open sky. Teleporting from caves, houses, etc. will be possible only by using purposely placed devices that you can't carry.
After a certain level of corruption and a few orgasms, for a usual girl you'll see the indication icon near her name in Affinity, in form of heart. This means that she fell for Hades. However, for girls in your party (besides Lola there will be another one, in future), you'll see this icon:
That means that a girl starts to care about Hades more that usual, and becomes emotional if he gets hurt in battles. So after Hades gets hit, there's a chance that she'll react with responsive attack:
This can be used to deal additional damage. I didn't test it yet, but in theory you can use 2 girls like that, to deal double counter-damage.
Making Hades to do the same works out of his practical interest in keeping a girl safe. For that you need to complete special quests for the girl, making right choices in dialogues.
If you'll see shadows of moving fish in water – you can find fishing spot somewhere near, which will appear if you'll come close to it.
By interacting with it you'll start the mini-game:
It based on Galv's fishing plugin that was edited a little, in order to allow you to clear every fish pond separately (also rod's reel sound was fixed). The amount of fish-shadows you see equals the amount of fish left in a water, to make it easier to check if you cleared it or not.
Getting fish is highly valuable – it costs a lot if you sell it, and if you cook it – it costs even more and it works like a big healing potion, plus 200 HP from Red Hood's perk if you have it. Also, besides fish – you might find valuable stuff on the bottom.
Other than doing it for couple of quests, fishing is optional. But, for the benefits it gives, I recommend getting a hang of it.
I won't complicate this thing with different baits – there will be only two hooks – one for fish, another one for stuff you can lift from the bottom. There will be different fishing rods though, with different strength. If a fish or a stash turned out to be stronger (heavier) than your rod can handle – there's a change to lose your hook, so it's good sense to have a spare.
In the previous build, in order to get to the second floor in houses, you had to click here:
But after suffering through severe mental pain of watching Purity trying to use the stairs, clicking everywhere around this square and eventually going to conclusion that the second floor is probably unavailable, I decided to sponsor development of a plugin that expands the clickable area:
Now, when you click on the whole stairs area, the game thinks that you clicked on the little square, sending Hades to it.
Here's a video, demonstrating how it works (there's also Lockpicking in action):
I found a use for this feature to solve other confusing moments:
For example, after clicking on receptionist in hotel, Hades won't go around the counter like in the previous build, but he properly will take a position before the counter, looking at the girl.
Map reconstructing for keyboard users.
Continuing the topic of increasing of comfortable playthrough. I remember reading feedback somewhere, from keyboard/controller users about wonky mapping in some areas. For mouse users those places are unnoticeable – you just click on the destination point and Hades will go there walking around obstacles with no effort.
RPG Maker engine added mouse support only in the latest version, before that there was no official mouse support for 20+ years, so it's understandble that no matter how I try to encourage you to play with mouse (which is better for this game in every way), there will be a lot of players who prefer the old school controls.
For you, guys, the questionable places are simplified.
I added about 50 new maps by now and with all of them I tried to stick to this less wonky way of mapping.
Speaking of mapping – I'm trying to make it doable to walk everywhere on a peaceful map easily, without trying to find ways to go around tons of obstructions. No matter how tightly objects on the map are placed. I don't see point of complicating those sort of maps, other than wasting time.
With trials and errors I tried to find a way of constructing specific maps in a way that walking through tighly placed objects doesn't feel wrong. On the video you can see how it came out:
Again, it's more relatable to mouse users, since the pathfinding does all the magic here.
New pathfinding algorithm.
By the way, about the pathfinding – I found a way how to keep smart pathfinding that uses diagonal movement and don't cause lags if a map have over 100 intractable objects on it. I won't bore you with technicalities, I'll just say that this engine's programming language is slow by itself, and I had to literally made pathfinding dumber in the previous builds, to make the game run smoothly on large maps.
Thanks to Seea, who focused on this very issue, we're having the solution. The pathfinding is not causing lags anymore, being smart again.
In the previous build:
In the build to come:
Slider is now available everywhere where a list of items doesn't fit in its windows borders. Also it appears near dialogue choices too, if there's too many of them.
It'll appear if you hold it with mouse; scroll a list with your mouse wheel; or running through the list with keyboard.
So that's that. On the whole almost every aspect of the game was edited or tweaked, in order to make the game more giving. Hopefully, you'll find this goal achieved after release.
I'm very grateful to you, guys, for sticking with me, giving me chance to develop this thing. With your help and refusal to cut off oxygen, while it was laying in coma, the game breathes now and wants to shine.
At the momment I'm woking on last stages of ERO Unit's public version. My primary goal now is to finish the platformer already. It'll take time, so expect that there will probably be a gap between updates again.
I'll be checking comments here and on my website daily though, so if you'll have questions - I'll be available.
Hi, guys. Sorry for the silence yet again. I tried to make this post to be the platformer release already, being positive that I'll make it before March, but the need for money won. The job I took on the side, which I mentioned in December, turned into a project that I took part in. This helped with improving my financial situation considerably, but it ate about a month from games development along with that.
With luck, I'll release it this month, but if I won't manage, the game will see the light in April. Then I'll switch to TDLT.
So it's been two months, and you know I can't stomach short “proof of life” posts, after not being there for too long, so I owe you two big ones at least. Thankfully, there's still a lot to unravel for TDLT, so let's get to it.
In this post we'll finish with the menu items and, if the post won't came up as too big, I'll share a light on a new gameplay mechanic that I finally completely debugged a month ago.
Concerning menu we stopped at Affinity last time. I'll skip Fast Travel and interaction with party members – the interaction stayed the same and I'll better mention fixes that I did for Fast Travel in the next post where I'll describe translation functional, you'll get what I mean there. You might notice that I changed the font, since the previous one messed up the translation functional, I'll mention the details about it later as well.
CG Gallery. I stole this idea from Akabur's Princess Trainer. Sex scenes are constructed from parts of pictures, layered on one another. In the process of the scene, some parts are being changed, added or removed. This gallery takes those parts and reproduces the scene in form of a slide-show. So if you went through a scene in the game, it'll be unlocked in the gallery forever even if you'll start a new game. Now you always can revisit it if you wish.
I planned something that's worth mentioning: I'm going to redraw Red Hood's handjob and Tara's blowjob scenes to make it more appealing – I updated my drawing skills since the last update and those two scenes won't work with the stuff I prepared. This job will be set aside for last, only if preparing the next build won't take too much time after releasing ERO Unit.
Cards. (I've been warned that leaving direct links on non-censored images can get me into trouble on Patreon, so I'll have to do without it from now on. Anyway all the censored stuff from this post was already shown in the game and in doodles I posted earlier)
This idea was stolen from Dahr. The cards are collectibles that can be found throughout the game's world. As a rule, I'll stick to displaying porn with fictional characters that have some relation to fantasy works, or non-modern times at least.
I worked with this one while I cut myself out from the world, being head-deep into the development and I kind of unnecessarily overcomplicated this thing) The Card gallery handles different frames for different images with different text that's being processed separately in the plugin's database. Some cards can be rotated in horizontal position (by the plugin). And it has smooth animation when you find a card.
Today I could easily go with mildly tweaked CG Gallery analog instead, but what's done is done. Now we have this awesome system to handle a simple thing as cards)
There will be 7 cards in the next build. I plan to add 2-3 in each build to come.
This collectible has a reward if you'll achieve 100% completion for it. It's too early to talk about it before I'll lead the main quest to its end at least, but I'm thinking to have a secret option in the start menu unlocked that will lead you on a secret level.
I always saw achievements as checkpoints from developers to experience all what game can offer, generally. I tend to treat it that way as well.
We had it in previous build, that's how it looked:
I found the number of displayed achievements as too small. Also with the number of achievements I implemented, the fact that you'd have to scroll them - seemed to me as unnecessary drag. So that's how it looks now:
(the icons with skull are placeholders.)
That way overview should be quicker now. There will be no reward; the purpose of the achievements is to make you not miss anything in a build, if you're going for a full completion.
There's also Sketches Gallery I won't show here, cause it looks and works just like CG Gallery. Only it doesn't construct scenes out of images-layers, it just shows you full-sized images with sketches of the game. It's located at the start menu in Extras.
Once you unlocked something in CG Gallery, Cards, Achievements or Sketches - it will stay unlocked even if you start a new game.
Options mostly stayed the same. I added a new function:
It makes dialogue text to show right away, without the typing effect (when letters appear gradually) that was by default in the previous builds. I know some people prefer it like that, so here you go.
Cheats can be unlocked by this thing now:
I'm thinking to rename “Cheats” to avoid confusion, because cheats are cosmetic in this game. They will affect stuff like party member's skins or layout of UI, etc. No god mode or gold or anything that can affect gameplay in a considerable way.
I'll post the codes later somewhere.
So, that wraps up the menu. As you can see, a lot of work was invested into it. I tried to complete everything that bothered me about it, so I would never have to come back to it again. I believe it was achieved.
Let's share a light on the gameplay mechanic I mentioned. At some point in the game you'll get the grappling hook.
This devise will get you to places that you can't reach on foot, or it will help to shorten you path to get somewhere. I already added various levels that require to use it, so before getting the device, you'll encounter this hooks:
Later you'll find out why are they there and that you can use grappling hook on them.
The hook's look is a semi-placeholder. I probably will change the design, the fact that it looks like question mark seems too associated, but it catches the eye in the wild and it calls for interaction. We'll see how it takes root.
Hades can shoot at it with grappling hook horizontally or vertically, from the distance of 7 walking blocks. The best way is to use mouse for that (as for everything in this game) – you just click on the hook, in approximate access from it – Hades will do the rest. If you're using keyboard/controller – you'll have to take position before the hook.
You can see how it works more clearly in this video: Link
Alright, that's it for this post. The usual lewd doodles, that I prepared for cards. are on my website or twitter, with the full version of this thing:
As I mentioned, I can't post direct links on uncensored versions, but, apparently, I can post links to sites, where you can find it anyway. Ridiculous, I know. The links:
This month was filled with work more than usual. I took a couple of jobs on the side to improve my financial situation and I tried to keep up with development progress of the games as well. Also, I took first two weeks of December to work on TDLT, cause I grew tired of ERO Unit and it's a good practise to switch between works, in order to keep the passion going.
It worries me how you guys are taking my one and half updates per month. I don't know how to do this differently right now. Preparing an informing Patreon post, with images and all, takes hours, sometimes half of a day. I'm in a place where I don't want to waste time on sleep even, in order to be in time with everything I do. There's too much work. My life now is basicly - I woke up, work till 2-4 AM and go to sleep. There's a little time for anything else.
I'm not writing a crunch post, I'm trying to explain that I'm devoted to this thing, but other than developing games I have things to pay for. If I don't post for a while that dosen't mean that I'm slacking, it's means that I'm working like insane. And I want to put precious hours into work instead.
I know it's a shit way to handle Patreon (or SubscribeStar) page. I tried to find ways to do it rapidly instead, to adjust updates for my work style in some way. That's why I tryed Trello and that Worksheet widjet. I was thinking to start Discord Server and just post screenshots there or something to show that work is going. But like the other options it has dissadvantage that it's not Patreon. Of course everything should be posted here first. Maybe I should start posting little "proof of life" posts here that doesn't take time at all. But making posts smaller feels unfair. I don't know, I gotta think about it.
In future, when I finally release the games, I'm sure more people will join to be Patrons and I won't be depended on taking jobs on the side, and I finally could normalize my schedule to work and post stuff like a normal person. But until then, we gotta get through this period.
Now to the usual. I didn't post since 1st December, so I'll make up for that by sharing a bunch of TDLT updates. ERO Unit is doing great, the game is about to go on it's final stages of development, I added a lot of tasty stuff and that's all I'll share for now in order to not to spoil it.
- Clothes changing feature for girls. I've read about this request a few times. That was understandable, it's a usual feature in porn games, and now we're joined to the custom.
I want to give a huge props to programmer I worked with on that thing. I won't bore you with specifics, if you're interested, ask in comments what is so tricky about combining two images of a body and a face in this engine, I'll explain. The guy had to invent a solution to go around the engine's programming language limitations in order to made this thing work smoothly.
You can find clothes for girls to buy in shops with this sign:
Changing clothes will be avaliable through dialogue options:
For convenience, choosing clothes will be accompanied with the window on the side, showing you the dresses. Girls will agree to change after you'll corupt them enough. Making a girl to change into any outfit you bougth will raise your Dark Lord's reputation (more about it follows). After you made a girl to change once, you can change her into whatever, the gained rep will stay.
A link on a GIF with animation, showing the changing clothes process (NSFW): LINK
- Lockpicking feature. In the next build you'll encounter chests, a lot of houses in Corona's capital with loot to steal, importants rooms and so on. So having half of that locked makes sence.
I looked for some solution that doing lockpicking system in the way Bethesda's Fallout series and Skyrim does it. It looks like lockpicking, and it intuitevly easy to understand. Coding this thing from zero was an emergency option, but I got lucky and I found one. It had some flaws, but nothing that couldn't be fixed.
It was redrawn from this
Changes that was made will explain how to use it: Mouse support was added, it opens and closes faster - now you can lockpick very quickly, like in Bethesda's games. Game's walking screen dosen't fade in dark completley. If you broke a lockpick, you don't exit the mini-game, you get another lockpick if you have a spare. And every lock has it's own position for a lockpick to break the lock, instead of randomizing it each time you re-enter the mini-game.
You can find lockpicks in shops. Better have a lot of spare, since there will be a lot of locks to pick.
- Supporting window, during dialogues. Originally this thing was made for displaying stuff that is moved to Affinity interface now. Now it's important part of gameplay. It displays supporting information, like amount of required items that a character accepts, requirements to use an option you highlighted, gold when buying something, amount of dark energy, e.t.c:
Also, it will inform you about requirements to unlock quests. Like for characters who don't trust people like Hades, for example:
- Beside unlocking quests, Dark Lord's Reputation should be gained to have goodwill from some NPCs in general. To raise your rep you need to corrupt girls and complete certain side quests. Also your rep significantly highers by buying specific establishments in the capital.
In plans for future builds (or for the next build, if I'll manage to work on Dark Lord's manor thoroughly enough), reputation can be raised by improving your manor, by collecting artifacts and by filling your treasure room with gold.
Let's talk about battle improvements.
- We have new depiction of subtracted HP. In the last build we had this:
Covering sprites with huge numbers dosen't seem like the best way to do it. Now it's replaced by this:
- New solutions for speeding up the walkthrough.
* If there will be a need to load a game and go through cut-scenes or dialogues you've seen already, you can skip it by higlthy speeding it up, by holding action button on mouse (or keyboard or controller), or by holding Shift. This feature partly was in the last build, but now it's debugged and works on everything that is not UI.
* You can call menu, save and load during the dialogues or dialogues options now, like in Visual Novel genre games. It'll help with long dialogues, where it's easy to mess up with wrong choices (like recruting Lola scene, for example).
* For people who said that battles takes too long, I added this button:
Which speeds up battles. Here's a short animation to demonstrate the feature:
The button will stay pressed through all battles, until you turn it off whenever you wish. The feature is handy if you're up to clean a map filled with enemies quickly. If you will prefer to stick to the faster speed - don't worry about dialogues during battles - they won't be affected. Also, like with cut-scenes and dialogues, I kept the option to speedup battles, by pressing Shift or holding action button.
I also changed animation that runs when you start a battle. Now it's simply goes through fade out and fade in animatiions. To escape overused default animation that is almost on every game using this engine.
As you may notice, I'm aiming to make the game as comfortable and responsive as I can. So it would be easy to navigate in functional that the game gives. So a lot of the features are targeted on giving you the feel of sorta owning the gameplay.
Aright, that's it for today's update. In order to provide lewdness, here's a doodle of Raps:
Hi, guys! Here comes another post about features and stuff.
Since the last update I was busy with some TDLT goodies to organize for better updates showcase, and with polishing ERO Unit. I managed to made a brand new dialogue system for the game, which won't be much of a display until I draw more characters to include in a dialogue. So I'll hold on that and TDLT has to puff out for both games this time. So, without further ado, let's get to it.
Beside improvements in interfaces, the resolution enlargement of the game had a downside. Since maps were designed for lower resolution, proper look for some of them was messed up, leaving an unfinished space filled with black color:
That sloppy look was no good. So I blew the dust off my old backup folder and started fixing the outdated maps to match the game's new standarts.
Now the maps are updated and looks like they supposed to be that size from the start. You can see transitions from old to new of every map that was required updating in the attached video, starting at 3:20. (Direct link with the timecode: https://youtu.be/YpO2iMG6WbE?t=200 )
Continuing the topic about interface improvements, last time I described the Journal, let's go to the next on the list.
Affinity is a new name for Affection Data. I'd say, out of all interfaces the old "Affection Data" suffered from lack of space the most. Partly, trying to think of ways to implement in here all I wanted, was one of biggest reasons why I went for enlarging resolution of the whole game.
I had to develop a new sliding window that appears during dialogues as a way around the lack of space here, but having more than one places to have all the required information was bothering. So now that hitch is in the past.
Now, if you're busy with a girl, checking with the progress makes more use on this screen.
Instead of affection, the gauge measures a girl's pervertion/corruption status. Perks, The Mental Vulnerabilities, and Personality button works the same.
Sex Variations section works as achievements. If you'll do a girl in specific variation once - it'll be enough to unlock the icon.
Investments are tricky, since not every girl will accept every gift, before certain pervertion level won't be achieved or a certain quest/request won't be completed.
After you complete a girl's personal quest, the quest's icon will be unlocked here.
Minor spoilers ahead about a inconspicuous feature. Skip till the paragraph with a mansion if you find this as an important reveal.
If you maxed everything on a girl's screen, the game will respond on it, notifying you about it with the icon that will appear on a girl's chest.
That icon means that she has a specific dialogue option unlocked. If you maxed everything, she's pretty much perverted to her highest available peak already, being a part of your harem at your mantion, or whatever place you put her. So going even more forward will be a crucial for a girl's fate and will affect her already twisted ending. To avoid bigger spoilers, I won't describe specifics of what that dialogue option does. But knowing the nature of the game, I think it's obvious. I'll leave a hint in form of this image:
In the next build Rapunzel will be the first girl who you can max completley and do everything that should be available for her.
I remember saying that Rapunzel and the mansion I mentioned will go in separate builds, but in order to avoid errors with your save-files, I have to implement The Dark Lord's Manor along with Rapunzel, after all. The lair has significant relation to the girls from Affinity's list, so I need to have it's logic completed with at least one maxed girl to be sure that it won't break anything in future. Anyway during my absense, I took time to work on making the lair, completing a large part of it. So I don't expect that it'll take too much additional time when I'll get my hands on it again.
That's it for this post. Nothing much to report on the developing process as the whole. It's going alright, as usual. I'm glad how it turning out (for both games), I'm eager to see your feedback on ERO Unit after release, and I miss developing TDLT already.
Let's take a look at first 3 menu items, there's some things to unravel.
The old inventory worked good enough. But the fact that a lot of items make it look cluthered was bothering.
With a little effort, we have this now:
I added categories for better sorting. Since new resolution widened the inventory, I moved window with money and window with items characteristics to the left, so you don't have to read an item's description in one corner and look at it's characteristics in another. Now everything is comfy and readily.
Widening resolution untied hands for reworking Skills and Equipment as well. The old one:
The new one:
After design polishing it'll look a little different, but you can observe the new functional here already. I returned classical EXP earning, that's increasing by completing quests, winning battles, choosing specific choices in dialogues, e.t.c.
Perks, that you unlock in Affinity section window by completing certain tasks, are also displays in here - the two icons with question marks are yet locked ones.
On the right you can see window that displays character's stats and stats that your wearing equipment gives.
The Journal. I always found the old one as underdeveloped:
To be fair, it should be called Quest Journal, cause all it could do is switching between quests.
Also its code has that weird setup that gives responsible funcional only for keyboard users. Say, if you choose Active category - in order to switch on Completed category, a simple mouse click on it won't work. You'd have to exit the Active one (by hitting Esc or clicking RMB), then you can select Completed. After a few hundred times of stumbling upon that imperfection, I decided to put an end to this keyboard despotism. Now you can use mouse to comfortably switch between categories too.
Along with that I added some other things:
Now Active and Completed are merged in one category, where Completed quests stored in less visible manner to demonstrate inutility before the Active ones. I think I saw the same way of managing quests in recent God of War, I thought it's really comfy and I tried to made something like that.
Every quest will be provided with a fancy icon now (icons on the screenshot are temporary), also you can notice the new arrow icon on the right from quest's name that indicates that the quest's objectives are chosen for displaying near compass.
For better recognition, every quest will be provided with a little image on the right, showing NPCs who gave you the quest. Sometimes it will be a destination picture or something else if I find it more fittable to display.
I decided to include Notes after watching Purity SIn's walkthrough, where she read a code on Alwin's wall and written it down on paper, in case if it'll be needed later. Why not using the Journal for something like this?
Now if you'll encounter anything that will seem important, you'll be notify about it:
And it will be stored in Journal:
Also, every new quest, note or enemy that you will include in Journal will sort in order "the newest on the top". Everything for user friendly approach.
Bestiary will be a way to try to point out enemies weaknesses.
Every new enemy you defeated will be included to the list,
To diversify the topic, I'll mention something out of pause menu.
There was also some improvements in battles. I added a possibility to pull off a trick - if you attack an enemy from the back (or a pack of them), before he sees you, like on the screenshot:
You will start a battle with enemy turned away, which will give you an extra move:
Meaning, after you attack, your enemy will waste his move on turning in your direction, and only after your second attack they will attack back, if they will be still alive. You can use this trick to improve your odds if an enemy will be too heavy, or just for kicks.
The more enemies in a pack, the harder to engage with them unnoticed, since more eyes can turn in your way.
For folks who require accurate information, before every attack, on the top, you will see this:
It will tell you about amount of damage you'll bring upon your foe, your hit rate and critical hit chance.
Also I added Overkill.
The idea is this: If your enemy left with a little HP (or he was weak from the start), and you still will bring a wrath of god upon him - it will count as an overkill. Overkilling enemies is useful to get bonuses for gained EXP:
(Also, we have the new battle results screen). So overdoing is rewardable.
I had to edit this Overkill plugin from Yanfly to make this thing work. But still, props to him for giving a base.
About this new gaining EXP screen - originaly it was used only at the end of battles, but after I added gaining EXP though completing quests, I decided to expand its scope. Now you will be notifyed about level ups out of battle by this window:
To keep you informed about the acquired abilities.
Alright, I think I leveled the amount of information with the volume of the post about ERO Unit. I hope it'll make up for the silence. It still tricky for me to focus between work and personal stuff, but I'll do my best.
At the moment I'm planning to do dialogue system for ERO Unit and then script, sex scenes and then we can talk about finishing this thing.
So, a lot of stuff was implemented since last update. Mostly, I was busy with polishing the gameplay mechanis, trying to make it as decent as I can. I mean, having sex-scenes is great, but why bother including it in platformer if it's gameplay will be shit.
There was a suggestion in comments to make skin changing function. I liked the idea and It was added, along with the new default skin:
I tried to go for Akabur's original one and it kinda came up better than my previous one. I don't know what's the colors of this one shoud be, so I went for the pallete I had for previous outfit. If someone cares for proper colors, contact me, I'll add it as an option for skins selection list. The previous outfit will be able for choosing too, if you prefer it.
Changing skins will affect Lola's dialogue bust, I'm not sure about sex scenes - I'll leave it last, if I'll see it as doable relatively quickly - Lola's outfits during sex will be changeable as well.
New level graphics added for "Illegal Sex Doll Factory" that player can choose to visit:
Nothing much to describe here, just some technological environment with wires, scratches and rust to set the mood. Also the slanting orange lines, naturally everywhere.
Some classical stuff like exploding barrels and crates were added.
Crates have high chance of dropping money and very rarely they drop healing stuff. Like crates, enemies are now dropping money too - the toughter an enemy the more cash he drops. Barrels can explode with chain reaction from nearest barrels, and besides enemy it can damage player as well. I plan to do some easy puzzles using the barrels and destructions of crates in large numbers, which feels weirdly satisfying.
Besides a way to make money, a way to spend it was added. Which is through vending machines that will be placed in various spots of a level and through this thingy:
Dahr is an artist who gives Akabur a hand with his projects form time to time. If you played "Witch Trainer" or "Star Channel 34" games, you might notice that the "Dahr's Oddities" brand was used for shops there. Since the game is about Akabur's character, I though it would be appropriate to use Dahr's cameo here too, in the same manner. He gave me his okay and I drew his avatar on everything that's connected to sales.
With the Upgrade Station you can improve Lola's weapons and increase maximum health, maximum cans you can carry and to make Lola breathe under water. After I'll add pause menu the "Improvement process" of the guns will be visualised there as well.
I didn't calibrate the "economy" yet, so the prices you see at the screenshots are at random and will be changed later. You can check how the whole thing works in the attached video.
So what else. I created a few enemies, let's give them a showcase too:
Bug Plug. I tried to go for a larger version of Spiky, at first (it's the little red dick-looking monster), but then I got carried away. Now we're having a jumping, roaring fiend that's persistently trying to bite Lola's ass.
I thought to nerf him at first, but then I desited that being challenging suits the fucker. I have plans to add to his AI later, and I don't know what to add for him to made him even toughter in Hard-Core difficlulty. I guess, I'll had to go with lame stuff like bigger HP and stronger attack.
Plasma Beads. Another weponised sex-toy. It pours a rain of slow shots at you. Every ball is a separated turret that can be destroyed also separately. I'd like to thank sex-toys industry for giving a rich source of ideas.
Laser Mine. This mine not only explodes when you touch it, it also can fuck up a running spree with rail-gun shot if you try to jump over it.
You can notice that it blinks with white light. It was red before, but in action the mine came up as hardly noticeable, so I changed it on the brightest color. Sounds like a no biggie, which will be proved wrong on hard-core difficulty where I'll bring back the red one.
B88B. Not much to say about this foe besides strategies of fighting it, but I rather leave it to you to discover. All I'll share that B88B's range of fire is bigger than the range of following player before pulling out it's gun. Levels where you meet him will be constructed in a way to get the most out this foe.
Alright, that's it for the most significant stuff that was made. I can't mention everything. If you want to go into more details, check my Worksheet Archive, I'm trying to note everything there. Of course, it's unreal to mention every little tweak, but for getting some kind of a picture of work process it's enough.
I'm going to re-write script before sending it to Lyk. I wrote it with mindset that everybody played Akabur's games and knows who she is. (I kinda did it with TDLT too). This game will go on Steam, where nobody knows Lola. Therefore, I'm going to re-introduce her.
I'm getting "I wait for TDLT" a lot. I'm grateful that you guys like this game, and I know how waiting can be frustrating. I still can't tell dates. At this point it's about 50% of the free public build of ERO Unit is done. By saying this I mean the amount of elements I planned to include. I'm not saying that to finish it, it will take the same amount of time I spend on working on ERO Unit until now. Some elements are hard to make, some coming out as too easy. But I try to work in progress from the hardest shit to the easiest, so that's that.
I promised to share stuff about TDLT after every ERO Unit update. It was a about a month worth content update, so It will be fair to share the same amount of content for TDLT. I'm going prepare stuff for a separate post about it right now.
Ok, here we go. This update will start a series of showcases of my recent work that I plan to post rapidly, if it will be manageable.
In the latter days, I've been teaching Lola how to swim. Since I planned for a swimming mechanics it's a must-have before building levels. Also I'm on the mission to complete all of the trickiest stuff right away, and everything that is bind with Lola's movement is hardest of them all. So, figuratively speaking, we beat a boss with this one, guys, before dealing with his minions )
What's in this feature. Majorly, there's water that physically responsive to objects that dives in it. There's some new animations for Lola and additional chunk of code that sorts the animation and Lola's movement and shooting, while she swims.
It's still needs polishing, but for constructing levels it'll do.
If it will be a nessesity to complicate the feature, I'll add need for oxygen, right now she's an aquaman. And later I'll update the water look with water-shader or something, after I figure out how to do that.
I finished with the water quicker than I scheduled, so I took the free time before Patreon update to implement a new enemy. Meet Chaser.
Any resemblances with cum cells are accidental. I promise.
If Lola gets close enough, Chaser will try to reach her. If it succeeds, it'll explode. It requires only one unupgraded bullet to destroy it, but it mostly attacks in large groups and it takes a whole heart of health away, so it means business.
I find enemies fun to make. Chaser was a real breeze after the water-work. Now I plan to made a showcase with a lot enemies at once sometime)
Check out the atteched video, if you still didn't, to see the swimming and Chaser in motion. LINK ON THE VIDEO
Alright, I promised to dilute updates about E.R.O. Unit with TDLT features I made. So let's made a little showcase of that game's stuff too. Let's start with menu.
You may notice that the resolution of the game was changed from 816x624 to 1280x720. That untied hands in a lot of ways. In particular, squeezin information on the screen is no longer a problem.
This menu is coded from zero, the old one was removed. At first, I wanted to have a feature to hide and reveal menu items whenever I need to, but I kept adding to it and ended up remaking the whole thing.
Big Icons that you could use from game-screen are now removed, their functional can be accessed only from the menu now. I guess, everything else you can see on the screenshot is self-explanatory, I'll only emphasize that statictis was added for players to quickly check with progress. To give you, guys, some sence of completion of a build. If you beat every counter - you pretty much done everything.
Speaking of the stuff I replaced - there's new look for shops:
Maybe it's me, but the default one I was using, was uninviting, so to speak. It gave an impression that you paused the game and opened an empty looking menu, kinda spoiling the immersion.
This one is based on a plugin that was reworked significantly. Now shops are having a different layout. It doesn't cover the entire screen, leaving colors of a location visible, so you could feel that you still there. You can see shopkeepers, they're saying something to you while you're looking through their stuff. And you can talk to them in the middle of shopping, instead of a less convenient way of choosing the option to talk or to trade beforehand, then exit the shop to choose another.
Ok, that's it for this update, I'll drop the next one in a few days.
Hi, guys, I'm back to add to the indecency of this world.
Before I jump into explanations why I disappeared, I want to emphasize that the situation, I'm going to describe, was started a year ago. It's enough time for me to get over it. So no matter how it might sound, I delt with this, I'm fine now. I'm not looking for turning this into "a feel sorry for myself" event, I just want to explain myself. I feel like after such a long time I should give something more than a simple “family issues” excuse.
Also thanks to those people of patience who are still here. And to those who took time to wait for my slow ass before leaving. I can't imagine how you are still here, after a year of my absence. I'm very grateful and don't worry, I don't abandon shit, I have invested too much in this game to leave it.
And thanks to those who reached me out. I recieved your emails right in a middle of me pulling my shit back together, reading encouraging words helped. So what happened. I lost my son. He was taken away due to custody dispute and I didn't take it well.
This mess started in winter of 2018th, which you may notice by my update schedule that became weird, and then stopped completely after the ordeal ended in summer.
There's more to this situation, this whole thing is complicated. I'll just say that I was made clear pretty quickly that there’s nothing could be done.
After that I just stopped doing anything, I stopped caring. I abandoned computer and I didn't feel interest to anything, for months. I'm ashamed to whine about this, but I was a mess. I didn't handle it as I thought I will. Going online, with all the problems I had, barely crossed my mind back then.
I tried to make myself to get a grip, at some point, to stop grieving.
I tried to get back to work several times. I worked with programmer; I did a lot of stuff for the Dark Lord's game behind scenes.
I could get back earlier, I guess, but with where my head was, I though I could let everyone down, by putting the development away again.
So I decided to wait it out, to take time to recover and to get my head around all of that.
And yeah, time heals. I learned how to adjust to what happened, I recently regain the joy of work. And now, I just want to work on my projects again.
That's pretty much it. I think it was still irresponsible for me to vanish like that. I kind of saw this coming, I could've given a heads-up. But I was too confident and too careless in thinking that there would be a way to handle the problem. I kind of a always hoped for the best, but I should've known better.
About a video, I told I'm making. I took a billion attempts to record my voice trying not to sound depressed, still every time I'm hard to listen. The topic is too sensitive, it's the text this time.
* * *
Alright, enough of the whining, let's move to the good stuff.
I’m making Platformer with Lola. The Dark Lord’s game is alive; I just need to release something smaller, because it might become demotivating for myself not to release any work for too long.
This game will be about Lola running around, shooting enemies with toy-guns that are enhanced by crazy scientist and occasionally doing sexy stuff in between. The title is “ERO Unit”.
It'll have a small story and some sex scenes, of course. There's a possibility that I'll release this game on Steam later, so all characters will be original. If that will happen, every Patron (former or departed) will receive a steam-key, if they'll ask. The first release will be free, either way.
I'll try to post about the developing process frequently. I don't think we'll stick to it for too long - the game will be relatively short. If you guys like it, I'll probably expand it later.
About The Dark Lord's game. As I mentioned, I've been working on this game backstage. Among other things, I hired a programmer and I worked with him for a few months and made a shit ton of stuff for the game.
I will make a series of videos, showcasing the new features, so the Patreon page won't just be filled with platformer stuff. After I release ERO Unit, I'll dive back into the Dark Lord's game and fulfill everything I promised and more. I know it's kinda unfair that after everything I'm distracted by another project. But again, I've been working on that Mack truck of a game for too long and I need to release something else before I go insane.
Now to my site, which I updated; it'll have a new section where I'll post my humble Christian comics. Come by to check it out. I don't plan to post there very often, because I'm here to make games. But it will contain some new pages from time to time.
Also on the sidebar you can find work process widget.
I'm going to replace Trello with this. The Trello itself will be closed. I'm going to post updates on Patreon in stacks instead.
Also, the rewards and info on Patreon will be changed. But all the rewards that patrons have invested for earlier will still be available to them.
That's about all for the announcements.
I understand that overall a year of absence is fucked up, I won't waste time saying that everything will be better from now on; I'll just let my further activity speaks for itself.
Until the next update, guys. Take care.
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to reach the Goal
There's no specific goal, other than made an alternative to Patreon page. Since some supporters prefer SubscribeStar instead, after Patreon started to act more problematically to it's users. So this page will be a healthy alternative, where I'll post everything I post there. SubscribeStar has no problems with posting explicid images here, so overly covered nudity will be only on Patreon.