Just implemented mouse control, what do you think?
I will do a full update report on ci-en tomorrow.
The new test version will be ready next week, probably, I will try my best.
2022-06-30 09:27:50 +0000 UTC
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Ten days have passed since the last update. Keep you waiting. Every time I start working on something new, I get caught up in it and lose track of time.
It's almost done now, and I'm glad I got it done before July, because there's so much more to do.
I honestly couldn't believe I was able to do this in ACE, as I had never seen anything like it in any other ACE game, but actually compiling in Ruby it wasn't as hard as I thought it would be. Now that the frame is complete, it's a simple matter to add new enemies and animations.
That said, this wasn't part of my original update plan, so I'm going to have to hurry up in time for the new beta release next month.
In addition to the original update plan, there was one more thing I found I needed to do:
- Update all the old functionality to new Ruby scripts for easier control and better optimization.
Work done since last update:
- Field of Vision script for enemies now on version 5, in which I deleted all unnecessary stuff and wrote a new base script (the original script was written by someone else)
- The new combat mechanic framework (of course)
- New cavalry character sprite


- Made some changes to the UI, added the icon for the maximum stamina

- The exhibitionism now has different illustrations when clothes are torn
- Slime Insertion now has climax illustrations.
For patreons who is on $20 tier, thank you very much. I will pack up high res in-game arts and relase it next month for you guys.
Here are some illustrations, both finished and in progress.




2022-06-27 02:22:25 +0000 UTC
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While I was making new map, I was thinking about if I could give players a different choice on how to play the game.
I know there are people who do not like going steath mode all the time, so I decided to take a day to work on this simple action combat system (didn't expect it could work at first).
It is not perfect yet, enemies now are still catching Luna instead of attacking. I am still thinking about how to do this part.
Let me know if you have any thought on it.
By the way, since there are some test players who were complaining about lack of guidance, I added this little Z to assassinate icon on top of character sprite. It will show up when you are behind enemy and CAN assassinate.
2022-06-17 00:52:13 +0000 UTC
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Update
- The following zones have been changed to safe zones (Sprints do not consume stamina)
Abandoned Tunnel
Abandoned Tunnel 2
- Slime's insertion loop animation is now displayed on the left while seducing enemies.
V0.345a
- A bug where the MAX ALERT triggered twice after killing an enemy.
- After being caught in warehouse, the enemy wouldn't disappear.
- Enemy in the warehouse was not correctly reset.
V0.345b
- Outpost Ruins - an enemy's script has an error while chasing player.
- Abandoned Mine - the tile next to the fallen minecart has incorrect tile-passible logic.
2022-06-13 15:55:25 +0000 UTC
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Thank you for test play, now there should be no major bugs.

RPG Maker is a really easy game engine to pick up, although it takes a lot of challenges to optimize.
Wolf of Shadow has a complex view and obstruct mechanism, and without maximum optimization in terms of computation, engine like RPG Maker can't really handle it...
So, aside from testing bugs, optimization is also where I spend most of my time.
Before making this game, I was thinking about using MV or the latest MZ, or even Unity, but on reflection, this is my first game and I think it is better to use the engine I'm most familiar with.
The other reason, or maybe this is the major reason, is that I haven't learned much about JavaScript or C# yet, and if I rush into it, it could become a sea of bugs.
So it had to be VXace.
Although I was a little annoyed by the mandatory screen proportions of the ACE.
But I can't help it *sigh

* "I am tired..."

* "Eww... so dirty"
2022-06-12 15:16:13 +0000 UTC
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It's finally done, but I'm not sure if there's still bugs? Maybe, I think it's inevitable.
Let me know if you find any bugs.
Update
- Alarm system tutorial (flag soldier related)
- Exhibition and seduction tutorials
Bug Fix
- The Alert value is abnormal after triggering MAX ALERT and Game Over
- In the Shadow Crevice area, there is an error with the value reset
- Wrong respawn coordinates for the 3rd Save Point
- Illustration does not disappear properly after breaking free from slime during certain scenes
- Possible bug caused by moving backwards after the player is defeated
- Problem with fallen Souls which will block enemy paths
- Some missing translation
- A bug where the MAX ALERT triggered twice after killing an enemy
2022-06-08 09:00:58 +0000 UTC
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just a small gift art
2022-06-04 05:36:16 +0000 UTC
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Added a simple looping walking animation.
Added some sounds.
Looks pretty good.
See attachments ↓ (vimeo doesn't allow adult content so had to go with attachments)
2022-06-03 05:10:20 +0000 UTC
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A lot has been said on Ci-en, so I'll go into some details.
About parasitic slime:
In some maps, there are monsters other than human enemies.
Unlike human enemies, these monsters attack player, causing stamina damage. Slime might jump on player.
When player is entangled with a slime, it gradually exhausts player's stamina, and when player's stamina is reduced to less than half, the slime will become even more entangled with the player.
I don't think I need to explain what happens next.
There are certain ways to get rid of Slim. The easiest way to do this is resting at a campfire... a lantern, actually.
Okay, here's the more complete illustrations.



You can choose whether you want the cross-section view or not.
Unfortunately, I won't be able to complete the full parasitic slime event by the end of this week, so the full game play will have to wait until the next beta update.
If you have any good ideas or suggestions, let me know in the comments section. Thank you so much for your support.
2022-06-03 04:51:18 +0000 UTC
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Can't make this public on Patreon, so this is it.
2022-05-25 01:21:44 +0000 UTC
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A brief look at my game.
I am still preparing the demo (some more stuff needs to be added in), sorry.
2022-05-25 01:16:18 +0000 UTC
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