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hexaltart

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Test Screenshot - talisman across the pit

It's just out of reach.

I'm planning to have getting this Witch Talisman be the goal of the next test build, and Sophia's going to have to go the long way around to reach it. This will test the mechanics I've built for first-person navigation and the combat mode.

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May Game Dev Update, and a bit of my design philosophy

The next test build is on the way and hopefully should be done in June. The goal of the next test build is to give the player a feel for the game’s dungeon navigation and basic combat. It will be very barebones because I want to see how fun the game is at its core and what I need to work on in the next build.

I want this RPG to have a lot of size-change and stuffing themes, but to also appeal to a more general but mature audience. I want the game to really let the player know the char...

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Sophia RPG - more gameplay test screenshots

Sophia's combat sprite is gradually shaping up. The most crucial animation sprites are her idle, walking, swinging her baton, and dashing animations. She will have a lot more as the game shapes up. For the next build, the animations will be limited but functional, to give the player a feel for the direction I am going with the gameplay.

While a great deal of the game's navigation is in the first person (as seen in earlier screenshots) the combat will be top-down, free movement. I'm real...

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Sophia versus the knife-wielding elf (giantess growth concepts)

The plan for this game is that the major elf bosses have two boss forms - one in which you fight them at their normal size, and another in which they are magically transformed into giant, amazonian beasts. I'd like to do an animation of this scene sometime after the next build.

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Enemy Concept - cannon fodder slime enemy

Look at this dude! He's easy to animate! He makes a really nice common, stock enemy for testing the combat in the game. I'm planning on introducing him in the upcoming test build.

He attacks by touch damage and is not resistant to any of Sophia's attacks, so I don't expect players to have much difficulty with them even in large numbers.


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Concept: Sophia's appetite, conclusion

Is that really a secret, Sophia?

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Concept: Sophia's appetite

Sophia's a big eater and it's a running joke in the game (and it doesn't ALWAYS lead to her getting bloated; I intend to play with the idea in a lot of different ways).

Can you even stop her from pulling this?

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Sophia versus the (normal sized) knife elf

The knife-wielding elf (still unnamed) is going to be a very important enemy in the game. I'm doing this concept art so I could really get a feel for how I want the combat to be in the upcoming builds.

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Sophia versus the minions of the elves

I drew this to get a feel for how the combat will go in the game. Aside from the elves themselves, Sophia will mostly be fighting strange creatures that inhabit the dungeon, using a club that's blessed with supernatural powers.

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Olga, a friendly slime monster, and a talisman

Here's some art of Olga as she may appear in the game. Looks like she's getting involved in the hunt for the witch talismans as well!

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Enemy OC Concept - grappler elf, early boss

This hotheaded, amateur fighter really wants to do away with the human interloper that is Sophia. Can she defeat her? Probably not!

This elf will be very important to the plot of the early game. I'm excited to reveal more about her and her strange, gemstone knives in the upcoming game test builds.

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Enemy OC Concept - psychic elf who lives in the bog

In the current game plan, Sophia will visit a mystical bog as one of the major game locations, and she will fight this elf as the boss. Even though she's blind, she has no problem locating Sophia by virtue of her ESP, and her psychic powers make her extremely dangerous!

Even though this will be a major antagonist of the game, I have yet to name her, or the other elves. I want their names to have a nice theme to them, if possible.

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Game Exploration Update - prototyping first person mode

While the combat in the game is from a top-down view with free movement, moving between rooms is currently done in first person with grid-based movement. The art here is mostly placeholder and will look different, and more detailed, in the final build.

While these navigation segments don't contain enemies, they may contain other perils like pit traps, as well as secret doors and puzzles. Between first person navigation and the third person combat, these two systems are intended to make ...

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Concept: Caitlin as scientist and sorceress

Here is the first concept of Caitlin as she may appear in game. She is very interested in collecting the talismans of the elf witches as well, for her own purposes.

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Game Mechanic in the works - Pit traps

WIP frames from an animation of what happens when Sophia steps in a pit trap. Here's a hint: the traps were probably intended for someone a bit smaller than her.

I'm working on a tiny minigame in which holding down a button causes Sophia to "charge up" and attempt to break free from these traps. The time it takes to do this is intended to punish the player for stepping in these traps, but she also breaks free of one as part of the story so even if you're playing the game well, you won't...

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Sophia RPG Collectibles!

As a treasure hunter, it's only fitting that Sophia would have many items to collect. Here are a few of them that I plan to hide throughout the world.

Witch Talisman - These are collected as part of the plot, and used to get to the end of the game. Exploring for these diligently will be a big part of the gameplay, and often a puzzle will need to be solved to obtain them. Do you remember Jiggies from Banjo-Kazooie? These will function a lot like that.

Potent Brew - These are also h...

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RPG Development Update! Beginning of April

Another test build is on the way! I’ve been working on concept art and testing out combat for the last several weeks. My goal for the next few test builds is to show off the first person, dungeon crawling segments of my game. I want to create a small but interconnected game world, with lots of puzzles to solve, items to collect, and kink themes.

For future builds, I'm considering releasing builds that just show off certain game mechanics, like minigames or puzzles, to really give you ...

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Concept: Flying field medic Anna

Anna will be playing a much more prominent role in Sophia's treasure-seeking adventures into the realm of the elf witches.

I did a lot of redesigning of her outfit to make it look more sleek. Her leotard was originally dark red, but I went with a dark blue color instead because I feel that it helps her look more "mom-like." What do you think of her?

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Concept: Dorothy as a game character

As it turns out, Dorothy will play a pretty important role in the game's plot when she gets caught up with the elves and their nonsense.

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Game Combat Update - featuring prototype monsters!

I may be spending the remainder of this month working on Sophia’s model as she appears in game during combat. The combat is from a top-down perspective, real time, and is heavily inspired by older action-adventure games like Legend of Zelda and the early Ys games. Currently Sophia will be able to move in 8 directions for maximum projectile dodging and decision-making on behalf of the player.

This part will take some time because fighting giant monsters and giant elf women will be core...

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Concept: Sophia outfit as an adventurer

Concept art of Sophia as she'll appear in the dungeon exploring/combat segments of the game.

All art may be subject to change in the final game, but I'm super happy with how this came out. The cargo belt just makes her look so adventurous!

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Concept: Elf grappler and smaller elf wizard

Concepts for two of Sophia's enemies. The lady is a grappler that Sophia has to fight, and then probably has to fight again when the wizard unwillingly turns her into a giant boss monster.

All concepts are subject to change, but combat with various enemy types, including humanoids, is a big part of what I have been prototyping the last few weeks.

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Concept sketches - first person dungeon crawl and enemies

Here are some concepts for the dungeon crawling aspects of Sophia and the Secret Grotto, along with some early sketches of prototype enemy designs (you can probably see the Pizza Tower inspiration, haha). Over the next few weeks, I will be focusing on prototyping the dungeon exploration and combat system of the game, rather than working on the opening scene which is subject to change. So far my tests have been going exceedingly well - the gameplay feels fun and I’m confident the next test b...

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Concept: Elves at the carnival

These elves perform as female wrestlers at the carnival, and they really love human junk food!

Character concepts for Sophia and the Secret Grotto. I will be detailing them a lot more and what they're all about.

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Breast Expansion?

Yea or nay? Again, this won't affect anything, I'm just super curious about what people think.

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GTS

Lady temporarily becomes a mini-giantess (like 20-30 feet tall), yea or nay?

This probably won't affect anything, I'm just curious where people stand on this.

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Spine 2D animation test: Breast bounce

I'm very quickly learning this new software, which will speed up the rate at which I finish animations. This is my first test animation. What do you think?

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Concept art: Tomboyish treasure hunter Sophia

More art for the game, featuring Sophia with her main weapon.

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Olga and Caitlin: slime broodmothers

Gift for a friend. The slimes are replicating very quickly in them and sometimes they need more space, so they made Olga taller too!

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WIP Olga and Caitlin full of slimes

WIP of some lewder inflation art as a gift for a friend, featuring my OCs!

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