XaiJu
SilverEarsEntertainment
SilverEarsEntertainment

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Devlog No.057

Time has been flying with the holiday season going on. I've had a lot going on in my life, but still managed in spite of it. All is well though so little more than a footnote. I do still have some other things to deal with and due to holidays I might not have as much time to work on the game til next month, but I'll still be doing so. I'll just flat out say the next build won't be out this month as there are too many things that need to be added.

Moving on, the first bit I have to report is just that I have added a couple new rooms to the game. One being a simple bonus room with an upgrade item and another which is part of the main path in the forest. I'll show more of this once I get the forest closer to completion, but you can refer to a past devlog if you would like to see how the theme looks. It's mostly still the same.

I also programmed in a couple more of the upgrade items like fully implementing the MP preservation unlocks. Now they just have to be added to the game. Well, one of them was added already at the very least, but there are others just waiting to be added. I forget if I had mentioned it but I put a couple more NPCs into the game. One of them talks to you about the forest key for the locked door that I am pretty sure I mentioned in a previous devlog. The second NPC talks about something you'll be able to find in an upcoming area after the dark forest. I plan to add a few more of these simple NPCs as I realized that I didn't ever have any who would just talk to you with advice on how to handle enemies and for some things like poison status effect.

Anyway, here's those two NPCs Calypso and Bella respectively.

I'm rather pleased with both their looks, but especially Calypso and her big fairy pig tails and body suit.

As you've probably taken notice, I also did all the main legwork for the October NPC Xazelle. I'll start doing her tf animation after I finish up the Shiver Bow. And speaking on that, I also did go ahead with a simple bowdraw animation and the aerial version of it. With this, you can also see what the arrow projectiles will end up looking like. Just have to implement them and get all the FX for them done. Though the animations will take a bit longer because... well you can probably guess. Boobs.

This time around I may skip out of making the boobs fully animate in a complex fashion like the melee animation since that took significantly longer to manually animate them all. I'll test some booba sizes out and see how they look with the bow before I commit though. If they don't look good I'll work harder on them. The actual implementation really shouldn't take very long. I do need to add a 'chilly' effect to the arrows and bow and a gentle glow, but those things are easy. I do also have to decide on how much of the animation will actually show since this is intended to be quite a fast firing weapon. Here I'll show the animations for air and ground. And I'll say that it's likely they will end up animating significantly faster so they feel 'snappy' and fit into the limited time for the actual bow charge up and fire. And the bowstring bouncing back will only really show if you fire a shot and then just stand there similar to how the melee attacks work.

Also as far as Aria's wingmilk animations, I am going to leave most of them using a generic attack animation and would like to come back later to fix them up. That will also likely be my solution when I start implementing the poundcake form. I do have to create all the boob sizes for it along with all the other animations, but I am going to fast track it and I won't be bothering immediately with making excessive animations. Instead it will start off with all weapons using the generic attack animation except for the butt slam. That will be based directly on the poundcake form itself so shouldn't be a problem.

I think that's all there is to discuss currently!


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