XaiJu
sinfulsalad
sinfulsalad

patreon


Status update 8/31/2023

Status update 8/31/2023

Hey, guys! Sorry it’s been kind of quiet here, I forget how many of you aren’t in the discord so let me catch you up to speed. We are hard at work on the game! We’ll just quickly explain what we’ve got done / are currently working on.

AmyTriangle:

Since the release of the demo here is all the art and writing that I remember doing.

New Sex/Groping Images. I’ve completely finished the art for five new enemy types for level two, which has basically doubled the erotic art (That’s over 100 new images). One to go!

•  New Outfits: one new outfit for each heroine, and I made over 30 image variations for it. I also made new idle animations for each outfit.

Finished 10 new erotic-animations – this is for a secret mechanic, shhhh.

Finished 4 new scenes – this is also for a secret mechanic.

Level One Enemy Descriptions – I wrote a 10-page document for the bestiary, so hopefully we can implement it soon.

Level Two Battle Background

Wrote an outline for level 2.

Rest Zone – made art for a rest zone for the player to inhabit in between levels.

New pixel art – I’ve made lots of new pixel art for lots of new enemies.

More stuff – there’s definitely some stuff I can’t remember that I’ve also made.

Thank you so much for your support! I really appreciate the opportunities it provides me to spend more time working on this game. It really means a lot!

(let me know in the comments if you'd like me to post art sneak peaks on patreon since some of you aren't in the discord server)

Cardinal:

From the code side of things, I have been mostly working on the android port (mostly done) and fixing the bugs reported, which led me to refactor a bunch of features, since most of the bugs occurred because, at the start of development we didn't have the full picture of how the features would roll out, so whenever I added something on top of previous code, I had to botch it to make it work. Aside from all that, my skills also improved a lot, so this code overhaul is better done now rather than later.

One example of updated feature that required to be botched is the enemy movement. At first all enemies moved one time per turn, but then an enemy with two moves (the Warg) appeared. If I had known this from the beginning, I would have attributed a variable to each enemy with the amount of moves each would have (which is what I'm doing now), but to be able to develop faster, I just added exceptions to the Warg, which also require me to add exceptions to each new enemy that didn't move one time per turn, so you can see how that cannot scale well to many enemies. Now they will just look at the movement amount of each enemy and move accordingly, much easier.

There have been many other optimizations to the code. I can talk more about them, and also show some snippets, if people enjoy reading about them.

AmyTriangle & Cardinal:

Thanks again, guys! We appreciate your patience and we’ll do our best to make it pay-off!


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