Devlog #2 Available Early for Patrons!
The video goes public tomorrow, enjoy your early access y'all!
The video goes public tomorrow, enjoy your early access y'all!
Hello all! Sorry this update is a bit later than usual, but sadly there just isn't much to report on in terms of development. That's not to say that development has been slow, anything but actually. In December I established that my current goal, the one taking precedent above all others, is to consolidate the numerous character blueprint functions I've created into one parent BP from which all others derive. At this point, I'd say I'm roughly halfway done with the refactor. I've successfully...
2024-02-16 19:10:49 +0000 UTC View PostHello everyone! A new year brings new developments, and my goal to have Sick Ass Combat draws ever closer. I've been doing a lot of refactoring lately, and while there might not be anything to show off visually, I've fixed a number of long-standing bugs and I'm approaching a point with my code base where I'll be ready to start implementing some of the features that make this a Real Video Game: saves, health bars, level transitions, items, and a pause menu that doesn't look like ass.
One...
2024-01-10 23:30:10 +0000 UTC View PostHowdy everyone, I hope you're all having a wonderful holiday season! Unfortunately, November was a fairly slow month for development and I've decided to delay the mob-fight demo I was planning to have out by the end of the year. However, there are a handful of new updates I'm very excited to share with y'all!
The first of which is something I've been extremely excited to start working on basically since day 1 of this project: Parrying!!
2023-12-06 16:03:11 +0000 UTC
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Howdy all!! Relatively small update this month, I've mostly been busy refactoring code in preparation for my goal of having a small demo out on Steam by the end of the year. As per my last Patreon update, the complete demo will be a single room where you can fight endlessly-spawning waves of enemies, and future updates to this demo will add new combo moves, enemy types, and areas as I prepare to dive into creating the game's save and inventory systems.
During October, the things I...
2023-11-04 21:04:41 +0000 UTC View PostHappy Halloween, everyone! Got some huge news for y'all today. Later today, I'll be releasing the very first ever build of Blood Crisis. It's an experimental pre-alpha build, so it's just a handful of attacks and some punching-bag enemies as of right now, but if you've ever wondered Alpha Knight feels like to control and combo with, now's your chance to find out!! I'm still aiming to have a closed demo by the end of the year that will be available to tier 2 patrons as well.
Hello everyone! I'm very excited on this fine Monday morning to share some great news with you!! Last month, I spent a decent chunk of time animating and creating the base systems for passing hitbox information to actors, and this month I've made a number of significant advancements.
Firstly, I've implemented a new enemy: the Foundry Soldier! The Foundry is the mindless mechanical army that patrols the world, attacking any and all biological matter in their path. Soldiers are the most c...
2023-09-04 16:57:49 +0000 UTC View PostHey all! This month I've been spending a lot of time refining the attack/combo system, as well as setting up very basic enemy AI. Last update, I said my goal for this month was to have both enemies and alpha react to being hit. While I didn't manage to hit that goal, I did discover a number of smaller goals that I realized need to be reached first. Basically, enemies do react to being hit, but the system I was using previously made the reactions feel janky and kind of stiff.
2023-08-04 20:12:05 +0000 UTC
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Hi all, happy July!
Last update, I formally announced the decision to set aside Velle's campaign and pivot Blood Crisis' development to focus exclusively on a single campaign for Alpha. Since making this decision, I've made considerable progress, making more progress in June than I've made in a while.
Alpha's rig is finalized, almost all of Velle's old obsolete code has been successfully removed, and I'm finally getting the hang of root motion-driven animations.
2023-07-06 17:24:43 +0000 UTC
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Hey all, happy pride! May was a quiet month for the Blood Crisis socials, but that's because I've been spending a lot of time reconsidering my goals and approach to development. Strap in, because I've got some big news.
I've said a few times that when I first started developing this project, I never had any idea how much attention the first devlog would bring to it, or how much support I'd end up getting so quickly.
I say this not only because I'm grateful -- but because it'...
2023-06-01 17:39:26 +0000 UTC View PostHey all, I hope everyone is having a good spring! Let's get down to business:
So...first of all, while writing the script for Devlog #2...it kind of turned into devlogs 2, 3, and the first part of what will probably be devlog #4. There was just too much stuff I couldn't bring myself to cut out and the estimated runtime was really starting to bloat, so I'm splitting them into separate videos.
Because of this, I'm attaching the script for what ended up being devlog #2 for y'all to r...
2023-05-02 18:16:28 +0000 UTC View PostHey, I made an Alpha Knight skin for Marth a few months ago and decided to make it public. It's for red Marth, and it's slippi compatible.
https://ssbmtextures.com/?p=26298

Hey all, I hope you've had a good week, and I'd like to apologize for the lack of a February update. I had written out and scheduled an entire update for the 28th that I only just realized had never got posted, so I'm combining it with the March update into one megapost!
I have a lot to share, so let's get into it!
Over the past couple months, I've been spending a good chunk of time getting more familiar with Unreal Engine and pulling apart Velle and Alpha's internal co...
2023-03-24 18:13:09 +0000 UTC View Post
Hey all, just wanted to give a quick update on what to expect in the next month or so. I've been finishing up the main antagonist, as well as putting together a spoiler-free plot summary. In addition, I've also been creating a parrying system and rewriting the game's codebase to support combos. All of this stuff and more you can expect to see in devlog #2, which I've started writing, and will begin recording for soon.<...
2023-01-23 15:08:33 +0000 UTC View Posthttps://www.twitch.tv/bloodcrisisdev
2023-01-05 23:51:50 +0000 UTC View PostGreetings! I hope you've all had a wonderful holiday season, and a happy new year as well. 2022 was the year I finally decided to start working on this project after half a decade of brainstorming and preparation, and I've found more support for the project than I ever could have imagined in such a short time. Thanks to the support from all of you, I'll be able to spend even more time on development in 2023.
Updates:
Since devlog #1 I've been hard at work fixing u...
2023-01-03 04:30:41 +0000 UTC View PostHey y'all, woke up this morning with a cold, so there won't be a stream tonight. I will be pretty active in the discord today though if anyone wants to chat :^)
Join us on https://www.twitch.tv/bloodcrisisdev!
2022-12-09 00:01:57 +0000 UTC View PostHey y'all, I'll be hosting my first weekly livestream on twitch.tv/bloodcrisisdev. Weekly streams will be on Thursdays at 7:00 P.M. EST. This week I begin work on Lore Animation #1!
2022-12-06 22:41:03 +0000 UTC View PostHey folks! Last week I had y'all post suggestions for patron goal #3, and these were the two top picks: a livestream event where we collectively design an enemy together, or another lore animation for a second character. This poll will be up for 48 hours!
2022-12-05 23:52:45 +0000 UTC View PostHello everyone! With the unexpected explosion of support I've received over the past week, I've decided to launch a discord server and make a few changes to patron tiers.
Your pledge as a patron grants you exclusive Discord roles depending on your tier, so when you join make sure to do it through your Patreon to claim your benefits.
2022-12-05 22:08:47 +0000 UTC View PostHey folks, hope you're all doing well. Devlog #1 brought in way more of y'all than I ever could have anticipated, so as I continue to expand I want to let you all give input for our next goal of 100 patrons!! Instead of deciding myself, I wanted to let y'all give ideas for what kind of thing you'd like to see. Reply below and I'll put my favorite ideas in a poll and let y'all vote on the best one. I'm excited to hear from you!
2022-12-01 20:06:33 +0000 UTC View PostHey y'all! Yesterday, I ran a poll for tier 2+ subs to decide the content of patron goal #2, and a Blood Crisis lore animation won by unanimous vote! Now, as an open poll to all patrons, I'd like to let you choose which character gets featured. The choice is between Alpha Knight, and the main antagonist of Blood Crisis, Lord J'tonne. I'll leave the poll up for 48 hours!
2022-12-01 19:59:26 +0000 UTC View PostHello everyone! Patron goal #2 was a fan-voted animation at 25 patrons, and you've absolutely blown my expectations away. The first few polls will only be available to tier 2+ Patrons, so y'all get a chance to decide what I'll make. Additionally, I'll be allotting part of my weekly stream time to showing progress on the project, so you can watch me work on it live.
So, the big question for poll #1 is, do y'all want to see an animation set in the world of Blood Crisis, a...
2022-11-30 21:27:56 +0000 UTC View PostHi all, as per our first patron goal, I'm going to be running weekly livestreams where I talk art, design, and development. I'll be deciding the exact date and time, but for your convenience, would you prefer the stream to be in the evening on a weekday or midday on the weekend?
I’m in the EST time zone as well.
2022-11-29 19:51:43 +0000 UTC View PostHey y'all! Lemme just say, HOLY SHIT!!! I can't believe in a matter of barely two days we've managed to hit BOTH patron goals!!! For any who are unaware, our first patron goal was weekly livestreams at 15 and a Fanimation at 25. I'll do one poll today for goal #1 and I'll do another tomorrow for goal #2.
Thank you so much for all your support, I can't wait to show y'all some of the stuff I've been working on :)
2022-11-29 19:45:37 +0000 UTC View PostHey everyone! I figured I'd drop a quick update on development and fill you in on what to expect in the next devlog.
So, let's hop in!
1) Corrections
So, a few things need to be corrected on some rigs still before they're 100% ready, and I luckily took time to think about future systems before finalizing everything (that's why all the animations are low quality, I threw most of them together in <10 mins in case I needed to do any final ...
This is going to be a very hard boss :)
2022-11-20 22:42:28 +0000 UTC View Post
will be posting updates as i progress :3
2022-11-14 05:12:43 +0000 UTC View Post