Thursday, December 22, 2011

Gone for the Holidays

There won't be any real progress until the end of January, but from then on, progress should be rapid.

Happy Holidays!  Avoid monsters creeping up behind you and suspiciously easy to rip clothing!

Wednesday, December 14, 2011

Locked doors and the Undead

So I've gone ahead and coded all the initial spells for the elf Enchantress, so she's no longer just a knock-off of the gnome Sorceress.  Among her higher-level abilities is that of raising fallen enemies as undead thralls:


That just leaves the half-troll Adventuress, who's going to have all passive abilities, since she plays as the melee class.  Also added this game were locked and jammed doors, with later options for players to jam doors themselves and some monsters to bash down/bypass them:

I've added Dwarven Fortress style boss brags for when boss enemies encounter a new character after they'd already defeated a previous PC, but they're not hooked up yet.  Not all bosses will have them, just ones with the capability and personality that it makes sense.

All in all, making good progress.

Thursday, December 8, 2011

Technical Progress

Came up with a new way of dynamically coloring all the character graphics, the original one from the engine was almost ridiculously inefficient.  That worked surprisingly well, so I moved on to doing some more town artwork and revising flag usage.

Going to work on traps and some more character abilities, really, only one character class is done at the moment, the gnome sorceress, and that was mainly because she was the demo class from the engine I based it off of.


Thursday, December 1, 2011

Background stuff


Nothing overly exciting recently, have done some more of the town art, although there's still a fair amount to do there.  Also have done some engine clean-up, need to speed up the coloring of player graphics, since it really takes a unacceptably long time at the moment.  Added some background tiles to make things a little less plain, which is what the above image shows.

Also upcoming will be some map generation changes (to make big cavern levels as well as the network of rooms) and clean-up to door placement code, since we see some oddly placed doors, particularly in the example above.

Friday, November 18, 2011

Statuesque, not always a compliment





Added petrification Game Overs for all three heroines, and the boss that causes it.  You'll of course be able to find the completely stoned versions of any heroines who are defeated by it.  Decided to go with petrification of the actual person only, so other adventurers will immediately be suspicious that it's not a real statue, given that it still appears to be wearing a garter belt. (Or some nutball is putting panties on statues...)

Still a fair amount of artwork to go before the release, need to add some more monsters, and that requires at a minimum some more Game Over art.

Thursday, November 10, 2011

Busy, art-wise

Part of the drawbacks of being the only person on a project is that I either have to budget my time for coding the game or doing the art.  Lately, it's been doing the art.  Have a far amount of town art in, including some peeping events (see below), some personal time for your character in their room, and some hot springs encounters.  Also did some art for spider-related bondage game overs, although my spider webs look more like bandages... maybe they'll be mummy-spiders or something.


Enabled comments from everyone, hopefully that won't get too spammy... previously, they were set to require a Blogger log-in, which was kind of ridiculous.

Thursday, October 13, 2011

Title Screen

...and we have a title screen!  The character is Contessa Marigold, who is going to be main quest giver.  Still working on a lot of in-town art, I've done all the game over sequences (for now, will probably add some more before release)

Saturday, October 8, 2011

Fixing small problems

I've made a lot of progress squashing small bugs, and hopefully can get on with a lot of the town design.  Still have some coloring bugs (seen below) but among other things, I've added a lot more game-over scenes and now the other two girls besides the gnome drop custom panties.


A half-troll girl is in serious trouble against an Icky Thing and a Bandit...
The bandit defeats the player and has his way with her...


...a different half-troll girl manages to kill a bandit without losing her knickers, and discovers he'd been keeping the previous girl's lavender panties as a trophy.

Should have some new game mechanics on the next update, and maybe some of the town.

Friday, September 23, 2011

First Boss in the game

It's been a frustrating session of redoing graphics and quashing bugs, but there was some visible progress.  The first "boss" (really, just a named enemy character with a scene) is in:


Our heroine first encounters the kobold sorceress, Mitzi Bravepaw.

A quick cutscene introduces her (still no backgrounds at this point)  Discretion being the better part of H-game Chastity, our heroine heads back to the inn and heals before coming back for the fight.

...however, at level 1 with few hitpoints, a single spell nearly defeats her.

...however, she's still able to pull out a win, since Mitzi's a kobold has only has a few hit points herself, and thanks to a (now fixed) bug that prevents her from casting if the player's HP >= 1.  There was a scene for defeating Mitzi, of course, but I didn't want to put all the HCG in the blog posts. :P

It doesn't do her any good, though, as she needed to kill the regular kobold behind the boss in one shot, and didn't do enough damage.
...so that's all they wrote for that heroine.  Think there may be a coloration bug in the kobold game over picture for her eyes, too.  Well, more work ahead...

Sunday, September 11, 2011

Still working...

Added magic (summoned) tentacle scenes for the non-gnome heroines when defeated by enemy magic users.  (Generic, bosses may get their own scenes.)

Dealt with ongoing bugs, colored the elf's board icon so now she looks like herself,  based on eyes colors, etc.

Should be putting in some of the bosses soon, and maybe fleshing out a bit more of the town, hopefully that'll lend itself a bit more to screenshots.


Friday, September 2, 2011

Secret doors and elves

Made some decent progress on the game, added a bunch of game over scenes that I'd drawn and colorized earlier, but that hadn't been imported or scripted.  For example, the elf has one if defeated by a kobold now:


I've also added doors and secret doors, plus fixed some bugs and given characters more species-appropriate names, although Deerwatcher may be kind of hackneyed for an elf:

Hopefully, next update in a week or so will show our heroine vanquishing some of her female opponents.  Nothing quite like some magically summoned tentacles...

Monday, August 22, 2011

Secret doors and more scenes

Nothing terribly exciting, added doors and secret doors, still working on some bug fixes.  Have drawn lots of new game over pics for our elven heroine, now need to work on the relatively unexciting artwork for the townspeople and such.

Thursday, August 11, 2011

Classroom Showdown

Here's a teaser pic from my other project, it's a continuation on the memory-style games I did previously, this time with cloudwindgate providing the art.



It's going to be very similar in game play, but will have a bit of actual story, being a school-themed battle.

Wednesday, August 10, 2011

Some soft vore

Although most of the game overs in Dungeon of Lost Maidens will be sexual in nature, I'm going to add some soft vore and transformation endings from various monsters as well.  One of them is below:


I've mainly been working on artwork at the moment.  Should be on schedule to get a fair amount done, but it's still going to be a couple of months at minimum.

Unlike my previous games, this one may see expansions, although the game will be complete on release.

Saturday, July 16, 2011

Work on "Corpses"

Well, defeated girls, really, since this is a GOR game.  Later on, you'll be able to rescue defeated girls, and there'll be different "corpses" included some actual ones for monsters that actually kill you.

Right now, fixed some bugs regarding them, and now color the downed girl and her panties correctly.


This girl gets defeated by this kobold moments later, and our second protagonist finds the downed girl and takes her panties from the kobold that violated her:


Just working for the gnome girl so far, but soon I'll have the graphics for the elf and half-troll in.  Think I'm going to stick with three possible protagonists at this point.

Wednesday, June 29, 2011

Bosses for the upcoming game

Since just having Game Over Rape doesn't really make for a good game experience (kind of a perverse incentive) there's also going to be a number of female bosses... the ones below are a kobold sorceress and a female bandit leader.  The female kobold looks a little too innocent, so I may change the designs somewhat, but this is the preliminary. 




Only bosses will have scenes... using them for individual monsters would require either massive reuse or too much art to be plausible.  Will probably work some petrification and vore in to a certain extent.

Ported the game partially to the new version of the engine, so most of it is running again, although there's plenty to do.  Tentatively titled "Dungeon of Lost Maidens"

Wednesday, May 25, 2011

First Screenshots from the Rogue-Like Project

Well, I'm going to have to redo things significantly, because newer versions of the game engine I'm using add a lot of features I want in the final game, but here's some shots of stuff from the old version


A gnome sorceress named Emerald sets foot in the dungeon...


She takes heavy damage from a bandit right behind the door!


In serious trouble, she makes a break for it!


...only to run into a kobold down the hallway, who drops her to zero health...

He doesn't waste any time getting what he wants from our helpless heroine.

GAME OVER.


A more fortunate heroine finds poor Emerald.

An elven heroine faces down a slime.


A little less conventional a heroine, this girl is a half-troll warrior.

Wednesday, April 13, 2011

Slow progress

I haven't posted in a while because things haven't gone as quickly or well as I'd liked...

My artist on the memory game has gone missing after doing 2 of the characters, so that project is stalled.  Progress has been made on the rogue-like game, in particular I think the OS engine for it is now at the stage I can do the game, and lots of the graphics have been done, but there's still a lot of coding and game design to do.

I'll try and post some pictures from that, at least, in the coming weeks.

Monday, January 17, 2011

New projects

I've got two new projects in the works... another memory game, this time with someone else as the artist, and a rogue-like game where I'm the artist, with a open source engine at the core.

There's a fair amount of progress on both, but no screenshots yet, I'll post some when they're available.