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LordArioch

LordArioch

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Release Update

Hello all,

Just to let you know we are still working away on this. Everything is finished now except for the last few events which will be done over the week, so we are still on track to have the new version out to backers for next weekend.

In the meantime, he's a sneak preview of the new spruced up map GUI, I think you'll all agree it is looking a lot better. :) 

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Sneak Peek

Got some of the art from the Andras x Alexia scene back, which looks excellent as always, and will be added in the next release. :)

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Cla-Min

Introducing Cla-Min, the goblin shopkeeper, who is one of six new characters you can meet in the next release. 

The goblins used to be an intensly tribal race, sticking to the mountains and forests, and warring against each other, but as times changed, so did they. Now they are mostly a nomadic race, travelling around to ply their skills and wares. The bonds that they once felt within the tribe have shifted onto family, of which, being goblins, there is often a lot of.  Some goblins ...

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First poll

Okay guys, so we are looking forward to the next area to develop after we finish the first region in the next few updates. Which of the following storylines would you like to see first:

1. The New Goblin Prince (Blackholt Woods) - A storyline revolving around a new goblin leader causing trouble in Rosaria, and his plans to bring the now mostly neutral goblin race under his control.

2. The Orc-iad (Northern Rosaria) - A storyline revolving around a feud between two orc warriors over a ca...

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Progress Update

Hello all,

At the time of writing, the game has 250 patrons, which is a new milestone. It'll probaby drop below the minute I post this, but it is still very encouraging, and a step in the right direction toward being able to make the game I'd like to make for you guys and girls.  So let's raise a glass to that number continuing to go upwards, and to you people getting a lot more smut as a result. :)

Moving on to the game itself, work is well underway for getting the next version ou...

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Need a weapon, potions, or just some green pussy?

Sneak peek of the castle shopkeeper, Cla-Min for those of you who are into short stacks. She's being written by DM, who some of you CoC fans might remember that he has experience with goblins from writing Lumi. :)

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Version 0.2.03

Just a  tiny update that fixes a number of bugs relating to undefined variables that have been reported. 

Grab it here.

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Version 0.2.02 Public Release

The new version is now available to the public, you can grab it here.

As usual, you'll have to start a new game, as old saves are likely to crash it.

A lot of game design, coding, and all the writing in this release was done by Dark Master. His patreon is over here  if you like what...

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Version 0.2.02

Morning all,

Here's  the tidied release. 

Not a lot to say about this, it is mostly small fixes, adjustments, and minor edits. The only major change is that a series of questions has now been added after you skip the prologue to allow you to determine which choices you have made (Rowan's motivation for accepting, and which demon, if either, he slept with).

As you...

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Skordred update

Here's a quick update to share Keidi's progress with the dark dwarf, Skordred. Just needs rendering now, and then next up will be a certain short, pudgy green female in charge of the castle's shop. :) 

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Version 0.2.01

Okay guys, here  it is.

Before you get started, PLEASE READ THE FOLLOWING - A lot of code has been added to the front end, so do not load an old game. You have to start a new one. Also, in the new release, some of the choices made in the prologue have small effects on the game, so you may not want to skip it this time around.

Obviously, a lot of work this time around has go...

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Indarah

Hey guys,

Here's the finished article for Indarah, hope you like.

Just to let you know, previously mentioned pickle problem was solved with the help of  exhaustedPigeon, so everything is running fine now. Barring any unforeseeable disasters, the new release should be in your hands within the next few days.

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Another Update, and a New Character

Hello All,

So the good news is everything is now pretty much done except the map. The bad news is while the map is well on the way to being done, it is currently throwing up a critical (pickle) error whenever you try to save the game. I'd still like to get the game out in the next week or so, but as is the nature of programming problems I can't really know how long this problem will take to fix, as we don't know why it is happening. While my programming guy works on it though, DM and I will ke...

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Notes on the next release

Hello all,

As we crawl closer to the next version release, I wanted to talk to you a little about it. The backers have already seen some of this information, so they'll have to bear with me, but there'll be some new stuff too.

First, the good news - Due to the amount of time this release has been in production, plus the addition of a second writer in DM, it is going to be the largest release yet. Both the new explorable map system and the complete overhauling of the castle management are...

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Quick update and a sneak peak at a new character

Hello all,

Another quick update, going to keep these pretty regular until the next release is ready. Things are coming along nicely on the coding front, DM is almost done with the map, and a large chunk of the castle changes have been implemented too. 

In other news, I wasn't too happy with the tiles, as while they look good, but aren't particularly functional, so I've decided to have them redone. The person doing them now has more experience with working with game assets, so he is ...

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Map Update, Slave Trainer, & Improvements to Castle Design

Hello all,

Bit of an up and down weekend, but in the end a lot was accomplished.  With the map, we ran into two problems with the code; one relating to displaying correctly, and the other a bottleneck that was causing lag on map generation. Good news #1 - Both issues are now solved though, and DM is now back working on the final parts of the map coding, and good news #2 - While we were waiting on help with the solution to the display issue, we worked on improving castle design and outlini...

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Yet Another Quick Update

Hey all,

As promised, here is a quick update on progress. I now have the initial commission of eleven tiles back from Hikari, and DM is almost done with the base code for map generation. I still need to spend some time getting my head around it, and do some testing, therefore I'm hoping to get the next release out next weekend (5th-6th). In the meantime, we'll start work on improving the castle stuff. There's a few things that need doing to existing stats (redesigning how resources work, creat...

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Update, with some brief thoughts on travel

Hello all,

So I was hoping to have a new release out by now, but I decided to hold off a little until the new exploration system is implemented.  DM is currently hard at work putting it together, and as you can see, Hikari has been designing the tiles which the map will use. Once that is done, DM and I are also going  to spend a little time overhauling the castle management system to take into account changes brought about by the map (like points and resources that can be captured). ...

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Sprite-stravaganza

Hey all,

So I just got the sprites back for the castle NPCs back from Keidi, so I thought I would share them with you guys. Some of them you've seen before, some you haven't, but you'll be meeting them in the next release. :)

In other news, I'm thinking of ways to overhaul the way the player encounters events, it just feels a bit disjointed to me at the moment with the jarring shift between the VN style and the walls of text. It is also looking like it'll still be a good while before I c...

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Version 0.1.03

New month and a new version. Now the bulk of the work has been done on the  training system, I wanted to let you guys have a play with it before it gets gated behind story content. So have a poke at it; will be adding more art and more features as development continues, but for the time being focus is back on core game.

As usual, probably safer to start a new game instead of loading, as variables have been added to the start of the game

Grab it 2016-10-01 23:27:43 +0000 UTC View Post

Writer Announcement

Hello fellow pervs,

The big news this week is that I am bringing another writer on board to help out a bit. It has become apparent that I have overestimated the amount of writing I'd be able to get done by myself when having to work on other aspects of the game, so to correct this issue, I'm bringing in someone else to help out writing events. That way there'll be new ones being added even when I'm working on other things.  Without much further ado, that writer is....

*drumroll*

...

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Booked Solid

Still working away on training coding, but here's a sneak peek of pure Alexia working in the library. :)

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Maid in Solansia

That pun is terrible, but I will never apologize! :)

Hello friends, just popping by to say I'm still working away here. After some fiddling with python, finally happy with how jobs are coded, and now moving on to training, titles, and outfits. Might still be a while before the next release, but I'm sure you can understand it is important to spend the time to get these things right. In the long run, it will save a huge amount of time when adding new trainable NPCs.

In the meantime, here's...

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Quick Update

Hello fellow pervs,

Just wanted to drop in and say that while things have been a bit quiet, work has been continuing as normal. Currently focused on building the framework for the slave training aspect of the game, as you can see in the screenshot of the prototype above (those wondering about missing options like titles, relocation, etc., they just haven't been added yet). I've also commissioned momdadno to start work on a few of the accompanying images for jobs/training, first up is (non-sexu...

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Version 0.1.02

Hey guys,

Okay, here is the new version. Above is an example of the latest event, which should give you some idea of why even event updates take a bit of time. :)

Release Notes

- Turn count upped to 8

- Throne room opened, with castle management panel and building options added

- Barracks opened, with option to train additional soldiers, and the game's fir...

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The Eternal Feast

Hey guys,

Backer release will be out either tomorrow or the day after, just one event to be coded, but in the meantime I wanted to point you in the direction of a project I'm really interested in. 

Yron Vol is currently working on a game called The Eternal Feast, which is looking pretty great. You play as a girl who is being trained as a concubine in a dimension of delightfully twisted succubi. The art so far is really good, and the voice acting that has been shared sounds fantastic...

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Quick update

Just to let you guys know, there'll be a new version out in the next few days with another small raise to the turn count, and a few more events. Shop system will also be implemented (although whether or not it will be actually available depends on whether I have time to design and add a bunch of items). 

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How To Train Your NPCs

Okay, with the release out and having a little time to breathe, I thought I'd talk to you guys today about something I'm sure you are all interested in, adding trainer aspects to the game. 

I'm a big fan of both Slavemaker and Princess Trainer (despite  their repetitive / grindy natures), and since early development, I've wanted to implement similar features into SoC. NPCs that can be trained are called 'Core NPCs', and  they will reside in either the guest wing or the dungeon, ...

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0.1.01

READ - Again, you'll need to start a new game instead of load a save, otherwise there'll be issues.

New release as promised, grab it here.

Release Notes

- Turn limit updated to allow 6 turns

- HP, Skills and Feats added, level up adjusted to reflect this

- Dungeon now open (very little to do there yet)

- Background added to Portal Room, and UI adjusted to...

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Post prologue roadmap (for great success!)

First, I'd like to thank all the backers for taking the time to make suggestions yesterday, I appreciate it. And like I said, I'm still here plugging away at it. I worked on it yesterday, I'll do some more today, and I'll be working on it this weekend when most of you are playing No Man's Sky, no doubt. 

So, the prologue is done, and some of you have seen what the game looks like afterwards, so I thought now would be a good time to talk about the plans for development from here.

In ...

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