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Spanktank
Erotic Adult games and Art
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Merry Christmas!


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Spanktank

Version. E4. 1 - Patch

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Version. E4 - Test Build

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November Progress Report, Upcoming Builds

It was a pretty big relief to finally get that build out for you guys and figure out all those bugs and errors.

Now we're coming up on the next build for Vocator's boss fight and a bunch of fixes and changes. I also want to get into the builds that'll follow this one as well so let's get started with Vocator's Boss Reintroduction.


Vocator Boss Encounter

Vocator is finally finished and re-added, awaiting you at the end of the 1st Floor Chambers. She's stronger then her initial variation although I'm still making some last adjustments to her stats.
When Samara and Treu are re-added, you'll no longer have to defeat Vocator to unlock them, your initial encounter with her after Saki interrupts will trigger the next story segment.

Vocator's battle behavior is similar to before. In her normal Hydro state, she has a range of water based attacks, a Sex Grab and a special attack that will trigger a finisher animation if Journey is hit while she's under the Pressured state, formerly the Torn Clothing status.

In her Electro state, Vocator won't use sex grabs but her raw damage will increase. Unlike before she no longer summons her slimes or Electro Spikes, instead they now begin the battle at her side, with randomized composition.

The Electro Spikes deal single instances of damage and the slimes are still the same along with a Sex attack of their own.

Defeating Vocator Reward


In addition to her treasure and Celestial Fruits, one of the new rewards for defeating Vocator includes a new lewd journal entry with a bit of lore detail about her encounter.

More Technical changes


I finished off one of the biggest more 'behind the scenes' changes which was how the game loaded the CG h-battle asset parts for characters and enemies. Before, each h-battle was separated into individual event/script pages and particularly for enemies, it was pretty bloated.

So since the last build, I want in and renamed every h-battle asset to be loadable via scripts and simple variables, removing alot of now redundant event calls, pages and increasing the load speed for the images themselves.

Journey's common h-battle art was also finalized, I mentioned it awhile ago in the discord. The new asset loading method makes it far easier for me to catch any bugs and nearly removed the need for references to the specific character you're playing in the scripts.

Goblin Faction Event


I'm going to use the Liminal Dungeons to expand the events you can encounter, starting with a Goblin faction stronghold encounter in this build.

The Goblin Praetorian is an Elite class enemy within their faction and personal soldiers of the Goblin King, Porci.

They'll appear in a goblin faction stronghold event you can find in the Liminal Dungeons where they'll be in charge of lower ranking goblin forces. Defeating them will reward celestial fruits you can use to level up and additionally weaken the Goblin Faction as a whole.

Elite enemies are more akin to mini-bosses so he won't go down easy but he'll welcome the challenge.

For the Builds after Vocator


After Vocator's boss build, the next will focus on Re-adding Samara, Treu and completing the unfinished Faction Subjugations for the Goblins, Demons and Bandits.

The goblin's area was unfinished before I overhauled the combat system so the plan is to finish the remaining two rooms. I also want the Demon and Bandit faction areas to be done as well since I already now how they'll look for the most part.

Samara and Treu will have some of their skills updated like Journey did, with Samara gaining a new form in addition to other buffs.

I've updated Treu's outfit as well and she came out much cuter. I wanted to place a greater visual emphasis on her role as a maid to The Duchess.

The following build after this should have Brigit and Dr.Midday re-added with their recruitment quests and the 2nd Floor with Abaddon. By then I expect to have the next story portion added along with it, but I'll talk more about that once I get a bit more done.

Now that about covers this progress update, I should have the next build ready to post soon. Thank you again for your patience and support while I chipped through all of that, I know it was a bit of a wait.

As usual I'll have smaller incremental updates on the discord. Until next month, take care everyone!

(づ。 ◕ u◕。) づ
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Version. E1 - Combat Stress Test

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September Progress Report, Test build changes

After months of retooling and adjusting the main combat system and the other parts of the game affected, It's finally time for me to start rolling out builds again and get back on track.

There's a few things I want to cover about the gameplay loop and my to-do-list, so let's start off with the next build in a few days.


Test Build


This build has 4 enemies, The Demon, Goblin, Raider Bandit and Brimdine Hound. These 4 enemies cover the more 'basic' range of interactions and skill types the common enemies can have.

Vocator as a full boss will admittedly take me a bit longer. her movelist and abilities are more advanced then common mobs, along with her sex grabs and finishers.
I'm going to take a few days to bug run through the game with some friends to catch anything critical I may have missed, after which I'll be posting the new system test build for everyone. I really appreciate everyone being so patient while I worked on this, I reviewed and it's been quite a while since the last build, I really underestimated how much I had to do.

I want cover the new gameplay loop of the dungeons next.

The Luminal Dungeons


The Luminal Dungeons are fairly straight forward in concept. With each Floor containing 4 Chambers, each chamber gate you pass through, with the exception of the last door that leads to the boss, now leads to the overworld instance of the Luminal Dungeons in the Serferus Realm.

The Luminal dungeons are essentially the journey within the realm from one chamber to another. They have 8 "Dungeon Rooms" that are randomly pulled from a pool based on the Floor you're on.

You must clear a path across the Luminal Dungeons to reach the next chamber. The fastest route is of course straight, which requires only 2 rooms be cleared. Rooms are cleared by finding the key and unlocking the room door, which is either found in a purple chest or in the possession of an enemy.

Besides the dungeon rooms, there are also event encounters. These will be H-encounters, random encounters, respites or character/NPC encounters. Like the example above, if a character isn't in the party or Subjugated, they may have a random chance to appear, like Saki.

Events can block your path, so some, like special fights or other encounters, may convince you to take alternate paths. In this build only Saki and another character will potentially spawn as events.

This system took a few days to get right, surprisingly I haven't found any major issues with it yet so hopefully testing will reveal anything that slipped through the cracks.


Next on the to-do-list

So while this build is being stress tested, going into October I'll be working on Vocator's boss and beginning the implementation of Samara and Treu.

Treu will have an alternate stance she can assume in battle and Samara will be given her 'Serferus' Transformation state, which will allow her to use sex attacks against enemies in battle. After I implement Vocator and the rest of the girls, Abaddon and the rest of the few enemies and bosses will be my priority.

That about covers this update post, I'll be crushing out a few more minor bugs to get things ready, in the meantime thank you very much for your support, this update took longer then anticipated so I apologize for that, and thank you again for your patience with me.

(づ。 ◕ u◕。) づ



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