[News] What's next?
I'm coming by just to give you an outline of what we aim to work on in the following few months!
We're working on the in-game cheat system, and right after that, we'll fix what to many of you has been the greatest issue in the game: The Combat.
We're working on the in-game cheat system, and right after that, we'll fix what to many of you has been the greatest issue in the game: The Combat.
The goal is to fix a lot of the 'floatness' that people have mentioned over the years and add new mechanics such as a "combat flow" where the more you land your attacks without getting hit, the faster Kalyskah will be and also the more damage she'll cause. This process requires multiple steps, and even though we have already started, I don't expect it to be fully complete until the end of February or March. So we'll break the implementation into smaller milestones to release patches to gather your feedback.
Something else we've been working on is the new questlines for Nemesis and the main event that will happen in Tupelo, the big ritual I mentioned a few times in the past. The scripts are complete, and we're now making final adjustments to send them to our voice actors. But the Nemesis quest is a bit more complicated because it requires us to revise the rig we have for a beast with multiple tentacles 🙃
We will create some poses, test them, and likely post renders of Kalyskah or other characters in these poses for those interested.
We will also have to bounce back and forth on the animation side between working on cutscenes and the new animations required for combat, since there's a lot of polish needed on the ones we did in the MOCAP studio, but I'll let you know what we come up with. There's a chance we'll make a compromise: simplify the Tupelo cutscenes to move the main story forward without losing momentum, and release Nemesis' quest afterwards.
Other things, such as improving the flow during the simulated sex scenes, are on the back of our heads but will happen after the cheats and combat system. That one will take longer; we'll need to review the UI to use the new one we built several months ago. That process will be slower because it will require us to draw icons for each pose and interaction. Fortunately, the person who will work on that feature once the time comes doesn't work on quests, so it won't affect our schedule for moving forward with the game's storyline. However, they are currently working on combat and cheats, so I don't expect this revision to happen anytime soon. But it's on the queue of large systems we plan to tweak.






