XaiJu
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July Progress Update (Part 1)!

Hey everyone! 

This was my first full month back working on new content since finishing the game’s story, and there’s a whole lot to report. So much in fact that I’m dividing this update into two parts; the second of which I’ll post tomorrow. 

Concerning character artwork, we’ve essentially completed a total of four new character designs from scratch. I’ll talk about the first today (sorry Inner Circle guys, you’ve seen her 😃), and the remaining three tomorrow. I want to devote the remainder of this part of the update to discussing our plans after v0.06. We have a lot on the table that has been brewing for quite a while, and I want to put it all in one place to give you the big picture of where the project is heading.

 

Ubercharge to the Rescue!

Ubercharge, our new artist that was scheduled to begin in September, has begun working about 35 hours a week to help us on v0.06. He's currently working full time (plus overtime) on the new Blade Runner movie, and then is helping us out for about 6 hours a day in the evenings. Needless to say, he's an extremely motivated individual, and we're really happy to have him on board earlier than expected. TK has been working with him to get him up to speed on the map creation process, and after spending time with him figuring out concepts for some of the locations we have planned for v0.06 I already know his ability to quickly model custom assets will open the door to new possibilities.


New Character: Onyx

Onyx is one of our latest characters for v0.06. She’s a relatively minor character to the main story, however I like her design so much I’ll probably work her into some side events as well. Here’s additional artwork, as well as the above image in high resolution (zoom in!):

Full Body Poses

Profile View

Closeup

Her design required a lot of work. I decided that I wanted to try designing a character from scratch using Daz’s Genesis 3 (G3) body since we had talked previously about updating the other characters to utilize it. There was naturally a learning curve, but I’m glad to say it’s better in nearly every aspect than the Victoria 4 (V4) body we’ve used for the characters up until now. Not only is it easier to create polished looking stylized shapes like the ones I’m after, it poses far easier and has a bunch of highly useful features such as full access to the facial rigging. That last one is why I was able to try my hand at piercings, since with V4 it wasn’t possible to get a lip ring (for instance) to follow the lip when the character’s expression changed. Of course, literally the day after I bought the morph kits for Genesis 3 they came out with a new Genesis 8 body figure, which is probably the one we will end up using down the line due to its improved backwards compatibility with other body figures/assets. 

Ubercharge also jumped in and helped out by creating her knee guard and designing her tattoo! Having him around will be a huge benefit as we move away from relying on licensed assets and try to innovate with completely original designs.

  

Summary of Future Plans

The following is a “summary” (it’s pretty huge) of our plans after v0.06. While I’ve mentioned many of these ideas to you guys at one time or another, I’ve never put them all in one place, and the public is pretty much in the dark about them entirely. Not mentioning these publicly has largely been due to us waiting to see the big picture before we pull the trigger 😃. Seeing it all in one place however makes said big picture easier to swallow. I wanted to fill you guys in since I plan on making a similar list public after we announce a release date for v0.06. I’ve tried to list these plans in the order that will make the most sense to implement (by that I mean the order that will require the least amount of redoing work for us), however it really depends on what bottlenecks we might run into along the way. Note that everything that follows is subject to change!


NEW ENGINE


ARTWORK OVERHAUL

Implementation of the new engine will mean a need to upgrade the graphics to 1080p. This is relatively simple since we have the vast majority of the artwork in HD anyways (it’s downscaled heavily for the game). However, this effort will give us the perfect opportunity to bring all of the early artwork into line with what we’re now artistically capable of, and it’s one I’d really like to make use of.


DIFFICULTY OVERHAUL

The purpose of this will be to add a difficulty system that will allow the user to tailor gameplay to their desired experience. Difficulty systems from the games System Shock, Pillars of Eternity, and The Witcher 3 are big inspirations. Presets will exist with descriptions that indicate the type of playstyle that the preset was designed for. These presets will range from those designed for users that simply want to enjoy the H content or story, to those that are designed for players who want a more, uh, masochistic experience. The user can then diverge from these presets by fine tuning more detailed options to create their own custom experience. Options will likely pertain to things including battle speed, general combat difficulty, and a host of options for the H system.  


H SYSTEM OVERHAUL


CLASS SYSTEM

This system will add the potential for extended character development and at the same time will improve compatibility with and allow for story events to include combat that previously couldn’t due to how the characters’ outfits and weapons currently tie into the combat system. This basically means a wider variety of outfits (and other states of undress) during story events and more character customization options for combat. Also, criticism regarding how skills are tied to outfit types will be addressed here. We currently have a design for all of this that works much better than what is currently in place, however I still feel there’s room for improvement, so I’ll leave the details for later.


STATS AND EQUIPMENT OVERHAUL

While this isn’t as high priority as some of the things above, I wanted to add the following to help with the aforementioned “big picture”. It's also possible that some of this may get worked in with the UI upgrade to HD.  It’s been in the plans for a long time to customize the stats system to better align with our combat system. In addition, we’ll better utilize the various equipment slots, and equipment will be able to possess a host of modifiers which will be visible from the items and equipment screens. Visually, the UI for equipment’s stats will resemble something similar to the Diablo or Borderlands games. Here’s an example image from a concept done awhile back to clarify my description (don’t take it too literally, the design will likely change some).  


Let me know what you guys think!

July Progress Update (Part 1)!

Comments

Wonderful! Well, I guess I'll patiently wait to see that new system then!

Ayra

A couple big (unmentioned) changes to the lust system that I'm considering implementing during the H System Overhaul would remedy the insta-gameover issue :D.

Love Onyx and the robot's dual surprise. Thanks for the two long status update; it was an interesting read! Regarding the content... Generally I'm very much against scope creep or overambitious ideas, but I admit that most of the stuff here does sound required. This project obviously outgrows what rpgmaker was designed for, so the new engine is a must. Difficulty level sounds like a good idea although I'm not sure that level of option specifics is required (although it might be something not that time consuming)? The current art is already wonderful in my opinion but if the engine allows it and you already have the hd assets, why not? Just keep in mind that striving for absolute perfection on everything means a ton more work, especially with the amount of art and assets you need to do. What I am more worried about are the gangbang and restraint system. From an h standpoint, wonderful! From a gameplay standpoint I'm not sure how that would work. My main concern is: how can the player find her/himself in those situations without getting a gameover? With the current battle system, adding something more incappacitating would be pretty much a near-instant gameover once hit by them. I'm sure something fun and balanced can be made so that restraint is not "reload from last save", but it's not coming to my mind especially with the small party. Hopefully you guys have better ideas than I do on the subject!

Ayra

I've never used Genesis but there is a cool character creator that you can use directly in Blender (<a href="http://www.manuelbastioni.com/manuellab.php)." rel="nofollow noopener" target="_blank">http://www.manuelbastioni.com/manuellab.php).</a> I'm new to game dev, is Genesis really that good (I have a very low budget)?

Verdonator

are there any dev codes in thi game?

While we aren't actively looking for coding help right now (most of the budget is going toward art, and with the addition of our 5th member it's pretty tight right now), I'm always down to talk. Feel free to message me :D. Do you have any experience with OpenGL or GLSL shaders by chance?

This is pretty cool.

Odriew

speaking as someone who has owned a cockatoo and regularly has mohawk, I can say that this character is going to be fun, i love all your character designs and would like to say, so far this one is my favorite.

jin

Is it possible to support you with coding?

blabla

Alright, thanks

The RPG Maker VX Ace RTP -- this link should begin the download for it: <a href="http://www.rpgmakerweb.com/download/additional/run-time-packages/thankyou-rtp-vx-ace" rel="nofollow noopener" target="_blank">http://www.rpgmakerweb.com/download/additional/run-time-packages/thankyou-rtp-vx-ace</a>

Ok. Which version of RPGmaker do I need then?

Just so there's no confusion, v0.06 will still require RPG Maker. Test releases with the new engine should begin after v0.06 however :D.

love the new character. :3

White Rabbit

I reinstalled Windows recently and couldn't remember which version of RPGmaker I needed so I'm glad to hear that we won't need it in the future. Hope v0.06 comes soon.

looking great :D

myself yourself

I really love her design and I am loving the ideas for the current improvements

Dmen Realm

Waiting for v0.06 is so painful. XD So excited.

Ashiel

Looking really good Ero, excited to have some new blood on the project, and from a professional background no less! Onyx looks great also; she's a nice surprise. Seems like you guys are picking up steam.

Kim Kim


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