It's been quite a while since my last full update post, I've been sharing small updates on the discord but regardless I apologize for the delay.
I've been using the time to work on and test the viability of a combat overhaul I wanted to do for Lilith Descent and finally I'm excited to share it worked and I can go forward with it! There's a few details to go over so I put together an update video that'll cover all of that at the end.
I'll overview some of it in the main portion of this update along with what specifically I'm working on for the next update release.
System structure clean-up
I'll try to keep this part brief as it's pretty technical. but before now, all of the visual assets and eventing had been using disorganized naming structures and else-if statements that made the sex-scenes and event transitions prone to bugs, and made the inclusion of new characters harder and more time consuming than it needed to be.
I've reorganized most of the main common events I use for the game to now search for characters via variables and renamed every visual asset used in H-Battles so all characters can be cleanly loaded by their IDs.
That last part is important, essentially this means the next character addition update will be far smoother since the game now uses a single event of scripts per scene to decide which character assets to display rather then hundreds of lines of else-if statements. Before, I had to manually edit each scene to search specifically for the lead character, now all that needs to be done for the next characters is a proper naming convention for their assets.
I really can't overstate how much of an improvement that specific change has been for my process.
Update plans
I wanted to take this chance to layout a broad overview of what my update plan is for the next versions.
Complete the combat overhaul update, King Porci's H-Battle and the rest of the goblin caves for the next release.
After this, I plan to complete both the Raider and Demon Subjugations along with the next main quest segment and floor in one version, leaving room to clean up bugs.
The version release after that will include Saki and her accompanying characters for play testing.
This is the closest thing to a roadmap I'm working with but it's pretty much 1 to 1 with my task priority.
The Combat Overhaul
Now I'd like to finally go into the combat overhaul in the video below. I encountered a massive list of issues when I originally started the overhaul as a side project at the beginning of the year.
The issues mainly stemmed from having the animation system plugins function without rendering the H-battles unplayable. This took a little under 2 months of forum diving and trial and error but I finally fixed all of the issues that would have forced me to shelve the idea.
If you have the time please take a look at the demonstration video. I can comfortably get back to monthly updates as I complete the transition of characters and enemies to the new system.
With that I'm gonna get back to it, I'm grateful to all of you for your earnest support and irreplaceable feedback, without you all the game would not be a project I can be proud of, despite it's hentai nature.
So thank you as always everyone, I'll have occasional updates on the discord in the meantime!
Hey there everyone, first off sorry this build took so long, I actually managed to get it out just before the month's end. This post will be fairly small as it's mainly an overview of the tunnels added to this build, so let's get right into the details.
Tunnel Traversal
Tunnels can be found scattered around the dungeons in specific chambers that allow you to skip entire chambers and even Vocator's boss fight.
The tunnels only spawn after first meeting Abaddon, defeating him isn't a requirement to trigger their spawning. In this test build I strongly recommend a clean save to avoid errors. Using the Dr.Midday or Brigit quick start will also allow the tunnels to spawn as well.
In the tunnels your leading character will be given a contextual crawl action in the reaction tab. Continuously use this action until the lighting changes, once your able to exit the tunnel an additional option will be added so you can leave.
Now that covers most of what I wanted to share in this update. There's a sort of experiment I'm testing for the game right now that may be presentable this coming month before I can show it off.
It's something I want to establish to fundamentally improve the combat and momentum for the game but I'm not 100% sure it'll work, although progress has been really encouraging, I've been working on it concurrently with this build. I'll keep it to myself for now until I'm sure it'll work without a shadow of a doubt, if it doesn't work I'll have to quietly shelve it.
I've given myself a time limit of a few weeks to determine this and only a few hurdles remain.
With everything said this build will go up right after this post, as always please share any bugs or errors you encounter, I just know some slipped through the cracks this time. Thank you again for your support and I'll see you soon!
It's been quite a while since my last update post and I really want to catch you up on what I've been working on and what I have left to do for the next version release so let's get right into it, starting with the Wall Duress update.
Completed Wall Duress Grabs
Since my last update post the Wall duress grab interaction and animations have been finished and fully implemented for all the ladies. From my testing so far it's added a nice element to the exploration experience along with making the Wall Duress themselves less predictable.
I've had a report of a possible optimization issue on the first chamber of floor 2 that has reportedly caused the game to crash. This is likely caused by the map size and assets so I'll likely trim the unexplorable sections of that map.
If you find any other such crashes please let me know in the discord.
Now on to my current tasks.
Shortcut Tunnels
I'm about 80-90% done with the navigation tunnels.
Like mentioned in the last post, these will appear as holes in the structure of the dungeons or other areas. When successfully navigated you can use them to skip chambers, find hidden areas or travel to other rooms in strongholds.
Thanks to the feedback on the poll I settled on the character facing the player as the perspective.
All characters are given a special crawl action to be used. As you constantly crawl, the light in the tunnel will gradually increase until you're given the option to exit onto the opposite side and complete the challenge. Of course the Serferus Realm deems this an excellent opportunity to cause grief, so there's a high probability that you'll be stalked by one of three tunnel dwellers.
The Goblin is exclusive to the goblin stronghold whilst the Caveman and Tunnel-Duress can be encountered in the dungeons. These battles are treated a bit differently then normal H-battles, during these occurrences you not only have access to H-battle skills but most of the character's normal battle skills.
Due to the tight terrain some moves and skills will be restricted, such as summons, larger attacks and Brigit's transformation.
When entering the caves, you enter alone, any party members present leave the navigation of this tight space to the leader.
However, if defeated in the tunnels, excluding the goblin, you'll be treated to a small unique emerald loss scene depending on the captured character, additionally If defeated by the Caveman a small cutscene will play of him dragging your character into the darkness, sharing his primitive intentions. A short video demonstrating the Caveman scene will be posted at the bottom of this update.
If you only have a single character in your party when this occurs, you'll be taken back to the Nexus, however if more then 1 character was in your party before entering the tunnels, only the captured leader will be removed from the party and sent back to the nexus, allowing you to continue onward.
Remaining Work for next version
So currently I'm finishing the tunnels implementation, the battle and CG work for all the characters is complete, leaving the Emerald loss art for the Tunnel-Duress and the Caveman art for Treu, Dr.Midday and Brigit.
My initial plan was to then complete King Porci's H-battle and cap off the goblin stronghold but I somehow forgot I hadn't released a build with the Wall Duress grabs. So I may complete the splash arts, release that build and complete King Porci and the bandit faction stronghold in the following build.
Everything is progressing really smoothly, I've gotten to the point that I'm only working on Art and the actual game contents which has been incredibly enjoyable to do!
Now that about covers what I had to share in this update, my next post will likely be the next build and I'm aiming for this month of March. While I do sometimes post small updates in the discord it's been awhile since my last full progress report and I wanna thank you for all of the patience since then.
Thank you as always everyone and I'll see you again soon!
Overall I'd say while there's a lot I wanted to finish in 2024, I accomplished a good number of my intended goals both relating to Lilith Descent and personally.
Now that we're firmly in 2025 I want to take a moment to say thank you to everyone that has followed this game over the years. While I've mentioned it before I can't overstate how much the interest in Lilith Descent far exceeded what I considered possible with my skills.
Thank you very much for everything.
The next build will be bigger in terms of added content, at least compared to the previous build so it'll take longer for sure but I do have a small progress report and a poll to help me decide the perspective in one of the H-Battles.
Small Update to the Wall-Duress
Something I've wanted to do for awhile is make the Wall-Duress both more threatening as a dungeon hazard and give it a more interesting sexual interaction (mainly an excuse to include more pixel animations).
The range in which a Wall Duress can grab has been slightly increased, and when triggered you'll be met by a timed QTE that only requires directional inputs.
If you successfully complete the QTE you'll enter battle with the Wall Duress like normal. However if you fail your character will enter a grab animation and lose a varying portion of Health.
From this point the QTE will randomize and appear again until you either succeed and enter battle with the party leader's health reduced, or alternatively...
If they fall below a health threshold by failing the QTE enough times are simply being caught with low health and failing it once, the Wall Duress will cum and instantly defeat them, resulting in an immediate capture.
If you're running a single character you'll then begin the normal Wall Duress post defeat H-Battle, however if there's more then one character in the party then the next character will take over and comment on what just happened.
From that point a hole will be left in the wall where the Duress captured your character. It's safe since the Wall Duress already got what it wanted.
It's important to note that I've adjusted their spawns to have more randomized locations and more then one Duress can now spawn looking for a snack.
Characters defeated during the QTE will be sent back to the nexus with a small comment on their experience.
Tunnel H-Battle Perspective
Now I'd like to place a poll to help me gauge your opinion on the best perspective for the Tunnel navigation scene.
Generally since Journey isn't the only playable character I can play with alternate perspectives for most H-battles with a few exceptions like the normal faction defeat scene the Raiders, Demons and Goblins use.
This particular scene is a similar case wherein you're navigating tight tunnels while being hunted, in this case by a unique goblin. So the characters will at least have to be seen from the same viewpoint with varied postures.
l'll leave the poll up for awhile but in the meantime I think that about covers this progress report.
My next update should cover the decided perspective and my progress on the goblin subjugations and King Porci's H-battle, until then take care and I wish you an even better 2025!
Capacidade de apoiar sua Estrela contribuindo - uma vez ou de forma recorrente.
Significa entrar em contato com a Estrela diretamente por meio do Instant Messenger.
Se Inscrever
Este site utiliza cookies para melhorar sua experiência enquanto você navega por ele. Continue a usar este site normalmente se concordar com o uso de cookies. Consulte nossa Política de Privacidade para mais detalhes. Ao escolher Aceitar, você consente com o uso de cookies.