Planning, planning, planning. Progress as well!
Sapphire Safari
First, the big news. We are close to having our IK playground build ready for everyone to play around with hopefully by next week. This will include examples of our models and how you can interact with them. The game build itself will likely take a little longer to put together since it is the main focus for our gameplay loop to be amazing.
In terms of that gameplay loop our direction this week was to build up our FPS mechanics. No, you won’t be shooting monsters… but we wanted our camera to feel really really good, we want the feedback on snapping photos to just ooze energy and create a sense of enjoyment from just interacting with the main tool of our game. This included research on FPS feedback mechanics, looking at a bunch of photography games, and attempting to nail down a look of the camera itself. I think we have found a great little medium but only time will tell if it works the way we want.
Also new model work, all the new models are really nice.
Elewder
We have come a long way since we started this project, and right now we are getting to the point we are actually implementing gameplay features and content. It is a really exciting time to be a part of this project. So this week we were building the boss areas for the water guardian, along with making the GOR animations more animated (the player struggles a lot more now). We have put together a new room type we have dubbed the “love room” where the player can get some health back by making use of the familiar that is with him, aka, Frida. We have reworked the traps to have an animated model now. Meaning players will have an easier time identifying traps and such within the map and avoiding them.
As for mechanics, we have been working on the damage calculation formula, with this our new item system and such can affect a lot more. Damage, critical hit rate, critical damage, etc. We are also prepping content for modifying player projectiles on the fly, this will allow us to change the distance, speed, number, types, size, etc.
Cosmic Harem > Under Contract
First a name change. Cosmic Harem is now being called “Under Contract” internally. It might be the final name, it might not. For now, don’t get confused when we start calling it that forever. So mechanics are in, we are refining how “powerups” work. We had our first meeting for art direction and theming, it went really well and our lead artist is going to start putting things together. We will be able to show off a lot more in the coming weeks.
Time to slap some gems together!
Wet Nightmares
Work has begun to expand chapter 01 of Wet Nightmares to include examples of how choices will play into the story of the game. For now, they are simply examples, but later chapters will diverge into new paths.
As for the build, we are aiming to release it soon, we are fixing up a couple of QoL issues and converting it over to the latest version of Visual Novel Maker before we release it. Hopefully, very soon!
Ready for another week!
Stay moist homies!
Kinky