Supporter Major Update 0.4.0 - "A New Era"



My Dearest Ones,
Today, a grand step is being taken. The first part of the rework is done, new backend is live, new animations work and the reworked spawnies prowl the Glitterwald Glade. Thank you for being so patient. While there is still much to be done, from now on it's less coding (since all the major systems are in place) and more animating/drawing so, please, expect many more awesome enemies and naughty scenes ^^.
So, without further ado


Level Rework - Introduction: A more proper beginning to our wonderful (and green story), with lots more explanations, changed dialogue and cutscenes.


Level Rework - Bloodcaet (HUB): The whole area is quite different now, and some say that Fizwiz got a new look as well as Mr Krebbs ^^. The beginning quests are reworked as well, with the Spawnie Boss Quest being the first non-rework one.

  • Pregnancy-layer support: For now only selected animations "participate" in the system (like idle and going to bed) but the groundwork for the visible pregnancy progression is done and, all that's left is just drawing and adding specialized layers. Over the next couple udpates I will just draw those as a side activity until all of the animations have variants.
  • Player State Manager implementation: No longer is Wegild controlled by primitive code, but a more sophisticated solution was hand-tailored to give me the most flexibility. This, combined with the new animation system, lets me easily add new states (for example, for new attacks, naughty positions etc)

  • New Animation System implementation: Most animations now have transitions between each other, making the whole experience during the game smoother. The Base model, currently, has 28 animations, adding to that transitions and various, already added, naughty animations with enemies nets us hundreds of added frames. A significant amount of time and effor went here, so I hope you will like the results ^^

  • New Enemies - Spawnie Shaman and Spawnie warrior: The former is a more intelligent feller, can be found in the new "Glitterwald Glade" level, the latter... ah well, he is special in his own way ^^ Both come with new h animations!
  • Enemy AI Rework: During the development of 0.4.0 update I quickly came to realization that the current enemy behaviour scripts won't do, not even as a temporary measure. By doing this move I have sacrificed around a week of project time but... the results are good. While not yet super-smart, the new enemies now properly chase the player, jump, can't see through walls and can group-up if they are small enough to give a little bit more challenge to the player.
  • Unified Cutscene system: By spending a couple of days with the Unity Timeline system and adding a couple custom solutions, I managed to create a surprisingly robust cutscene system that lets me create a better experience from the narrative side. It means less plaintext bombing (which was quite unpopular) and more diversity when it comes to narrative tools.
  • New and reworked quests:
    • tutorial quest elongated and reworked
    • hub introduction quest (when Wegild arrives in Bloodcaet for the first time)
    • Spawnie Shaman hunt quest
    • Secter Quest concerned with a new NPC ^^
  • Gallery Rework: New Animation, rig-based system, required a new solution. Since the new system is based on scriptable objects now, adding and removing animations is way easier for me, saving me time to spend on other, more fun things ^^
  • A training dummy: Many adventurers had problems with learning the combat mechanics (especially the riposte). To answer this problem I've created a custom training dummy for Wegild, which is used both in the tutorial sequence and a training room above Wegild's bed.
  • H system Rework : New animations are longer, include screenshakes where appropriate (no worries, you can turn those off in the settings) as well as other visual goodies. The struggle system has been overhauled, which is now a little mashing minigame with an occasional special button appearing, the difficulty will be different depending on the amount of enemies (in the future) and their types.
  • Other changes:
    • Quest system expansion (makes me way faster when creating quests, more robust with quest step stage tracking [eg. 
    • Interaction system rework (every interaction, from opening chests to flipping a switch now uses the same interface [much more convenient from the dev side])
    • Many new assets, such as tilesets, buildings, climbing spaces, loot piles etc
    • New Player attack (charging attack)
    • various bugfixes
    • Improved controller support (mainly keybind display changes)
You might see some positions here copied from the playtest level changelog but, since those were heavily edited and changed as well, I think they earned their place here ^^
Again, thank you for your patience my friends, you are wonderful. I promise that soon, a reworked boss fight (along with a very special h scene) will grace your eyes as well as some other goodies. 

Always yours
~WegildDev

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If you like what I do, please consider supporting and enjoy this newest version + perks. I will be thoroughly thankful, and you will help me create more content that way.
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🚀Supporter + Cheats Update Download:
https://subscribestar.adult/posts/1982964

⭐Supporter Update Download:
https://subscribestarH.adult/posts/1689559

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