XaiJu
paladox
paladox

patreon


September 23rd, Sunday Progress Update

I worked on the new sex animations some more, and added "no splatter" cum variants. I also added sound effects, and set up each girl with their own "mostly unique" sounds. I tried to keep each one as unique as possible, and varied the pitch where appropriate. I also finished adjusting the placement of the default sex animation size. I also noticed a couple slight issues. Namely, when Sienna is not open to penetrative sex of any kind, the "play" option comes into play. This pretty much means a huge loss, however, this was also the case when the client actually WANTED to "play". I fixed the issue, and now when the client wants to "play" then they will pay Sienna the normal amount. :)

I've worked on Sienna's needs type stats, as well as the sex related stats. I pretty much finished the sex stats overhaul and now I just need to link every sex event to it, BUT, all old sex events will continue to use their old called events until sufficient animations are done and in-game. As more and more animations are added, I'll eventually replace all of them with a default animation. 

I changed the screen notifications (of when you're starving, freezing, etc..) to be the same as the "sleepy" animation that plays when it's time for Sienna to sleep. Different animations will play depending on what is hurting Sienna's health. Mostly I decided not to have animations if they're not directly hurting your health, but if your toxin levels get too high, then you'll definitely know Sienna's poisoned. 

I've brainstormed the tranquility system, and now have a good idea of how it will play out in the game, and will set up a system that will allow players to hot foot from being virtuous to promiscuous activities without any confusion. It would take a long time, and/or lots of effort, to block out one or the other. It will be more difficult to lock out being virtuous than it is to lock out being promiscuous. Both maximums will be extremely difficult to obtain.

The bosses are all mostly updated now (mostly). I noticed a boss from the Catacombs is missing some content, so I'll need to fix that up. Onyx probably needs a little tweaking as well.

Currently I've been going through and updating all the lightlocks in the game. It's going very quickly since I already improved the primary 4 dungeons' lightlocks systems with common events. I've also implemented a couple more common events, such that I can change lantern and/or flare effects very easily. 

Oh, and I switched out the bomb for a Tower Key (similar to the Dungeon, Vinery, etc.. keys), and there's now Tower doors for it. I'll be adding a few more, besides the obvious one. It was much easier to swap out than I thought it would be.


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