XaiJu
Tentacle Monster Chu
Tentacle Monster Chu

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Game stuff

welp, I've been spending a lot of time on the game and I've been discussing a social media campaign with my partner in crime, the programmer.   We haven't come up with anything solid in how we are going to go about presenting it yet, but It's been burning me alive not sharing anything with people.  For now, I'm going to talk about what's up in it that I know I can share without giving too many creative details. 

Q: What kind of game is it?  

A: As seen above, it can be assumed it's a beat em up.  as far as what makes it stand out, I have to be silent on those aspects for right now. Let's just say I find it a unique mix of things that I enjoy and I've  played a wide variety of games  and am one of the harshest critics of this particular entertainment genre that I personally know.  I feel that this particular assortment of ideas will blow people's minds.

Q: How far along is it?

A: it's been in serious development for about 6 months now.  Serious development means the programmer has been working on it nearly every day, up to 12 hours a day sometimes.  He's new to programming, but is devoted and a best friend of mine since I was 4 years old, lol.   but he's one of the smarter people I know and things are going pretty damn smoothly in my currently enthusiastic mind. We estimate the game will be playable sometime early next year and a final release in about a year. That obviously could change because of random events or scope creep, but we shall see.  I'm not good with programming lingo, so I'm sure I'll sound like a noob and find things impressive that may or may not be.  but as for what we've done so far:
 

   1. A lot of the main character's rough sketched moveset is in game,  (as seen above) sans some of the more fancier special moves.  She can walk around, punch, kick, jump and interact, with easy implementation of new moves thanks to how it has been programmed. Her moveset isn't small, but isn't as complicated as let's say.. Tekken, lol. That's not to say it isn't in depth, it's just that everything I've been designed has a very specific situational purpose. There are no throw away moves just to bolster her move count... yet, lol.. I could get carried away.

   2. The framework for combos, hit detection and enemy A.I. (this was huge).  She can hit enemies and they can hit her.  The specific hit can be detected and  enemies can react accordingly. We are currently working on this exactly.  We are going into the design process by creating every individual encounter to be fun, which means designing her and the enemies around a core concept that I can't expound upon currently.  Every enemy type will actually have a slightly unique A.I. Not uncommon in good games, but not really found in the bad ones, lol. 

   3.  The story is basically complete.  it's just a matter of deciding how long the game is and implementing it as we see fit.  As the person who wrote it, I feel that unlike in most games, the story isn't a throw away.  Obviously a biased opinion, but I've played lots of decent games with sub par stories.  It won't distract from the fun, but it will be there for those willing to partake. 

4. 5-6 enemy designs, two near gameplay completion (not colored or inked however).There will definitely be more, but we are carefully creating every enemy, so each will be unique in its own way.  

5. several background designs.  Really, I don't want to put a weird number on what's been done here so far here.   Lets just say I have a design aesthetic I'm going for and know what I need to do going forward.  


Q:will it have boobs in it..?

A: Yes.  the debate is will they be nude or not, lol. The model above is close to actual boob size.  Lots of bouncy bouncy.  But we are attempting to hit a Mature rating and not the adult rating. 

Q: you said it would be playable early next year.. does that mean there is a demo for the public?

A: A good portion of everything I've been creating so far is specifically with a demo in mind.  I think it should reflect the feel of the game that we are wanting to create and I think it's a great first goal to meet.  That being said, it's being debated internally whether or not it should be released to the public or just tested in private, with a select group of random people.  We are treating this as the real deal because we believe it's the real deal. Since everything is being hand animated and I don't want to do super finished products before I get feedback, we do have to be careful with how it's presented and the word is spread. People may find the above ugly in its early state and this may be all that's focused on.  I suppose the solution would be to just finish the art assets prior to putting out a demo.  anyways, it's something that's still under heavy debate. 


Anyways, things are pretty exciting for me right now.  I'm having a ridiculous amount of fun working on this thing.  Can't wait to share more. 


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