Hey everyone, it's been a really productive month for the update overhaul. To start off, Journey's base skills and animations are completed and the common Demon has been finished, as the first enemy I can now use the updates and changes I made for him as a template for every enemy after.
Being able to animate their moves and grabs has been incredibly fun and added a layer to the development of each enemy I've been enjoying alot.
Now in this update I'm going to cover some more of my progress and my plans for this coming month.
Private test for the next Build
With the demon finished, I'm planning 3 more enemies for a private build I'm hoping to stress test this month with a few friends, it will include the common Goblin, Bandit and updated Vocator boss.
I'm hoping to comb through a find any possible critical errors I may have somehow missed, while I've been testing the new rpg system, h-battles and other interactions myself, something usually slips through the cracks.
Most of the enemies that transition to the new animated rpg battle system will work mostly identical to their original versions with changes to attributes. The biggest changes of course will be to their sex grabs.
Enemies will have a varying number of animations with the demon possessing 3 on the higher end. Goblins will have 2, one of which will be focused on the character's breasts. I'm taking this opportunity to add more variety to the orifices or areas of the body enemies prefer, like the breasts or legs. With some enemies being noticeably tougher, this should help improve the value of defensive equipment to protect characters with vulnerabilities that a particular foe likes.
I've replaced the attributes for enemies with a list of their primary skills in the bestiary, if the attack uses an element or inflicts a particular state, it's icon will be listed along with it.
Visuals and Updates
Besides Vocator, enemies won't have much visual change to the new system. I decided to update Vocator's final design mainly as personal taste, and to express more emotes when she's speaking.
Vocator will also have a sex attack of her own, excluding her AOE hydro tentacles or slimes.
As for the heroines, I updated Journey's final dialogue CGs as well as Saki's with a slight update to her final design, I wanted to add a touch of cute to her standoffish nature I felt she was missing visually.
Lastly I touched up their exploration sprites to their final version to better match their CG changes.
This coming month I'll be focusing on getting the private build ready and tested. This version only has Journey as a playable character and the first floor. If all goes well with the test I'm hoping to touch it up abit and release it for everyone else to try shortly after.
While the private build is being tested I'm going begin work on the rest of the girls, starting with Samara. She's going to receive an alternate form with sex attacks she can use in battle, which is as complicated as a character can get in Lilith Descent, I don't think there'll be any issues, but since she'll also be the first transformation character in the new combat system I want to be extra attentive with her first.
I want to take a moment to mention the Visa, Mastercard situation. While it hasn't affected me too much, it's affected a few people I know and respect. I first noticed this issue during the Patreon purge situation, it's a big reason why I abandoned any intentions to associate with it for Lilith Descent.
None of the creators I know produce illegal content, nor invite or tolerate minors in their spaces. People have been calling the payment processors in the thousands about this and I'm personally hopeful things will reach an equilibrium at some point, because censorship like this is indefensible for so many people and so many reasons.
I lastly want to say that in the worst case scenario if Subscribstar is affected, I won't stop working on Lilith Descent. I'll keep creating for passion and out of spite for the censors, I can't overstate how much censorship or people who call for it piss me off. This game isn't my livelihood, it was always a hobby and labor of love for the genre.
That wraps up this progress report, I'll be talking more about Samara and the others in the next update with a report of how the private test goes. Until then, thank you everyone as always for your feedback, support and patience most of all. I should be posting incremental updates in the discord as usual, keep cool and take care.
I spent the majority of June fixing and improving the new core combat system and since my last progress report I've set up all the system changes I'll need moving forward.
I've made the occasional post in the discord so now I'll go into full detail.
UI Update
An important piece of feedback I received regarded the command wheel. Navigating it wasn't comfortable and after I demonstrated the rpg combat overhaul it didn't mesh well on the screen with the 2D plane.
In it's place now is the the command menu, now also shared between RPG and H-battles for consistency. I've moved around some menu elements such as the descriptions and targets to the top of the screen so the character statuses are always visible. This all didn't take long thankfully, maybe 2 or 3 days getting the style and positioning right.
Battle Sex Mechanics
Polishing the sexual actions opponents can take in battle was at the top of my priorities. Enemies have a varying degree of sex attacks with different positions. Most enemies will have 1 or 2 while a select few like the common demon will have 3.
Enemies now also have two variants of sex attack. The first is demonstrated above, a single action animation grab, and if the targeted character is Off Balance the attack ends in a climax, dealing additional damage.
The 2nd variant of the enemy sex attack is a full grab that operates like the original battle system, locking down the character's actions until they escape, climax or the grab expires. Special capture grabs like the Dithonion's that can instantly end a battle will function the same.
Additionally an alternative faint animation will be used if the character is defeated in this manner.
General Polish for the next Build
With the heavy lifting done I've been updating the last of Journey's attacks and the Demon's attacks. I'm going to stress test a build of the game with a few friends using only Journey so I can ensure everything is functioning smoothly.
Before the stress test I'm going to add a few more enemies needed. If all goes well with that test I'll add a few more of the enemy types and post that build for everyone to try before I finish the other girls.
That about finishes this progress report, I'm really thankful for everyone's patience and feedback, going through with this update wasn't easy but waiting couldn't be much easier so I thank you guys it really means alot.
I'll keep everyone updated with more minor posts in the discord until my next full report in July. Until then take care!
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!
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