
Almost finished the body sliders. Still have a couple more things to do such as re-calculating the height of the character (so shorter girls don't float) after slider changes. Don't expect those things to take much longer.
Anyways, the slider system is fairly flexible, and it is easy to add another slider or change existing ones. (Although time consuming to tweak.) Also, as mentioned befo...
2018-02-28 21:42:03 +0000 UTC
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There are two main features planned for demo 4: body sliders, and lewds.
“Body Slider” is the feature that allows for alterations in the body’s appearance. For example, make the girl taller or shorter, make her boobs larger or smaller, and so on. What exactly are modifiable is still TBD at the moment. But I am i aiming for a more extensive system than what HR had (which is only boob size).
Like HR, this is a dynamic system, and it is not limited to “set body shape once” a...
2018-02-23 21:18:50 +0000 UTC
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Download LINK.
Bug fixes:
- fixed game crush when spamming E at a door (and possibly related bugs)
- fixed possible item duplication/disappearing bug when moving items around with one of the item filters on
- fixed bug with the interact tooltip lingering longer than it should
- fixed interaction detection bug (talking to NPCS)
- the bod...
2018-02-21 21:04:44 +0000 UTC
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Download LINK.
Patch Highlights:
Equipment window, for you and your companions:

Bartering and Trade:

Ta...
2018-02-21 02:43:32 +0000 UTC
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Added "Platemail." This is another set designed by Judasilfarion. If you like these kind of armor, you know who to contact! Here are the front and back views with the help of the new "change outfit" option for your companions:
NOTE: the capes are clippy when on the move. Will solve at a later time.

2018-02-18 03:17:18 +0000 UTC
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Here are some previews of the upcoming hub area. It is rather small/empty right now due to limited number of assets. But I think it's good enough for a first pass. Gotta implement the lewds in a lewd game after all.
Going forward, I am considering implementing a real time in-game editor of sorts to facilitate the creation of new area/zones. And if there are enough demand, perhaps a base building/construction feature to the game as well. But that will have to come (if at all) much later.
...
2018-02-16 06:03:58 +0000 UTC
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Download link.
Fixed a possible "load into white screen" problem. No changes otherwise.
2018-02-14 17:30:13 +0000 UTC
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Preview of something to come. Couple points:
- No, it's not gonna be available in the patch right after.
- Only works on a naked character. (No clothing/armor etc - too many combinations otherwise)
- The effect is separate for each location. Eg. its possible to have it on face but not down there.
- Blocks equip/u...
2018-02-13 04:49:32 +0000 UTC
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Been working on implementing a quest/task system. Quests are one pillar of the RPG genre. Indeed, if you really think about, many RPGs can be viewed as a series of quest/tasks. So it only make sense to implement a quest system as well.

There are quite a few moving pieces in a quest system, and I have only implemented some of them. This first i...
2018-02-10 04:01:30 +0000 UTC
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Added a new NPC, Merchant-Chan. (For now.) As her name implies, she is a vendor and she buys your... trophies you found in your adventures. Of course, she sells stuff too.
Here is what the trading GUI looks like:

A couple things to note:
- Drag n Drop or double clicking on the item both work
- Currency is now an "ite...
2018-02-05 23:17:52 +0000 UTC
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Added projectile attacks and ranged enemies to the game. The AIs are upgraded as well to handle the range combat possibilities. This particular enemy fires slow-moving and large projectiles and is fairly easy to handle one versus one. However, they can be dangerous in packs or when you are distracted.

Gif demonstration of the charging animation (on an olde...
2018-02-01 23:08:17 +0000 UTC
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Implement an equipment window. With this window you can drag and drop to equip/unequip items. Double clicking works as well. This also means a couple of changes:
- Items will actually be transferred over when they are equipped
- It is now possible to customize the equipment of your allies as well
So this is what your inventory looks like at the start now: (Icons are placeholders)
2018-01-29 23:11:55 +0000 UTC
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Downed state is a concept I allured to earlier, but I don't think I elaborated on. I am currently in the process of implementing this new state and I will describe how it works here.
Currently, every character have 2 possible states: Dead, or Alive. A new state will be introduced to game: the Downed/Vulnerable state. Characters in this state are disabled, but not necessarily "defeated,"... yet.
In the defeated state:
- An ally can help the character get up. After some tim...
2018-01-25 04:52:02 +0000 UTC
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Download LINK.
2018-01-20 22:10:09 +0000 UTC
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Demo v3.2 is now available! Patron only download link.

Featured in the picture is another outfit designed by Judasilfarion. She makes her appearance as the "boss" of the fighters floor. Her outfit, along with her giant fist weapon, are available as drops when she is defeated.
...
2018-01-20 22:10:00 +0000 UTC
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Since there is now an unarmed moveset, it only makes sense to have a new outfit to go with it. Special thanks to Judasilfarion for helping out in the creation of this set!
Back view:

Of course, as with all other outfits, the pieces are interchangeable:

2018-01-19 01:43:05 +0000 UTC
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Implemented a quick bar/hotkeys. You can pick and choose which item/command/consumable/special to put on there for quick access.

(The colors are screwed up due to the gif format...)
The entire thing is operated via drag and drop. Open up the inventory window and:

There is a caveat tho. Because the...
2018-01-17 07:03:31 +0000 UTC
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Got a lot of work done on farming. Here is some demos (and also as explanation) of how farming works:
The controls for farming is simple: face the desired tile/crop and then press the interact button (default: E) while having the appropriate tool equipped.
The first tool to showcase is the hoe. It allows the transformation of grass tiles into dirt/soil.

Next up, equip the seeds and pla...
2018-01-13 06:39:05 +0000 UTC
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I want the "harvest" option to pop up when the player is looking at a fully grown crop while empty handed. That requires the ability for the player to unequip their weapon (something they can not do before). And if I am going to implement that, might as well add an unarmed moveset to the game as well. So here it is.
As for farming, most of the features are working now, but still lacking animations. It shouldn't take very long to finish the farming feature from now.
2018-01-11 00:22:56 +0000 UTC
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I don't know how much people paid attention or remember that this game will have monster girls and the breeding of them. It certainly isn't a game that will be 100% focused on combat, (even though a lewd dungeon crawler isn't a bad idea at all). It was just that 1) there is a lot of concepts that can be transferred over from HR and 2) combat is a nice way to "stress test" various game systems to expose bugs and issues.
Anyways, the first stage is farming/planting. Farming gives you the o...
2018-01-05 21:11:50 +0000 UTC
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Happy new years and hope everyone had a good holiday.
I have been working on the shadows on and off during the last couple of days and there is now a huge improvement over the existing shadowing system.
-------- WARNING: somewhat technical stuff below -------
In my previous post, I demonstrated the difficulty in picking an appropriate shadow map size to fit the scene. A small shadow map gives nic...
2018-01-01 22:01:04 +0000 UTC
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Download LINK.
Refer to previous post for details.
Phew, its finally done. I am going to be mostly afk until next year. So in case I didn't get a chance to do this later, I wish everyone a Merry Christmas and Happy New Year!
See you in 2018!
2017-12-21 01:03:28 +0000 UTC
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Working on another build addressing the issues that were raised, so I am not going to respond to the individual comments. It is currently undergoing alpha testing and will be released for patreons very soon.
Here are the change logs:
- ESC key now closes dialogues first if currently in dialogue
- Units no longer have perfect tracking during swings (can now roll behind an enemy)
- Actions are only queued now if the current action is close to ending. (no more double rolls...
2017-12-20 05:35:53 +0000 UTC
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(Download link on previous post)
Demo 3 is here!
Notable features:
Allies!

Having a problem facing waves of enemies by yourself? Not a problem anymore.

Different floors and "infin...
2017-12-15 23:01:36 +0000 UTC
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I got a suggestion to separate the "patch notes" from the actual download post, so non-patrons can get a grasp on what's going on as well. It sounds like a pretty good idea so I am going to give that a try.
Here is the download LINK to demo III.
2017-12-15 22:54:31 +0000 UTC
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I will keep this one brief, this is good news! Patreon decided against the planned fee payment changes on December 18. That means, if you are say, a $5 pledger, you will still be paying $5 on next payment instead of $5.5.
Source: https://blog.patreon.com/not-rolling-out-fees-change/
2017-12-13 18:50:48 +0000 UTC
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A couple more pictures:




2017-12-12 18:01:35 +0000 UTC
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UPDATE: Patreon decided against rolling out the payment changes: https://blog.patreon.com/not-rolling-out-fees-change
I personally dislike making this kind of posts, but I feel I own it to my supporters to keep them up to date.
So as mentioned in the last post, Patreon is passing the proc...
2017-12-08 02:24:41 +0000 UTC
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Been working on a couple of things.
For starters, it is now possible to dynamically generate an infinite (in theory) amount of dungeon floors instead of the the only one at the start of the game.
So naturally, there is now a "to next floor" portal to take you (and your party) to the next floor.
Of course, things are not always so simple...

In addition, there is also a "exit dungeon" ...
2017-12-07 20:04:11 +0000 UTC
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UPDATE: Patreon decided against rolling out the payment changes: https://blog.patreon.com/not-rolling-out-fees-change
So I received an email earlier from Patreon giving notice that it will change how the processing fee is handled. The relevant section of the email is replicated below.
Basically, the current (old) structure is that whenever you pledge, say, $5 to me, I actua...
2017-12-06 20:18:20 +0000 UTC
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