Tuesday, June 12, 2012

Expanding the Bestiary

No pic with this update... basically, I'm working on adding a lot more monsters to the game, to make it feel more like a true Roguelike.  That doesn't mean they're all going to have unique CGs.. I've got a recolor feature, although I may make some of the dialogue different.  Unique CGs would be nice, but especially if they're rare mobs, I don't want people to have to grind forever to try and find some obscure mob CG.

Wrote some more endings for the snakes (just common mobs with some vore) and the cockatrice (a boss.)  Other than that, a lot of detail work to do.

Friday, May 11, 2012

More artwork

My time on the project this week was spent doing some more of the artwork, in particular game over sequences from the player actually dying (girls as angels, there's no real gore in this game) and giant spider game overs, as seen below:




Not sure yet how I want to handle the giant spiders, given that really, your girl should be rescueable if reached within a certain amount of time.  I may let you add former players rescued in this way as NPCs, which should be the next big technical thing added to the game, anyway.

Also, I'll probably make the silk a little less yellow in the actual game... maybe the current color would would for getting mummified by mummies?  You never know...

Thursday, May 3, 2012

Path Finding Fixed

I know it's not a particular glamorous subject, and it doesn't really lend itself to screenshots:


...but proper path-finding is now working, preventing you from cheesing monsters on obstacles, and allowing for the eventual implementation of mobile monsters, patrols, and NPCs.  Amusingly enough, compared to my rather amateurish implementation of tile  graphics, it doesn't appear to slow the game down at all.

Tuesday, April 24, 2012

A technical problem out of the way

Previously, I'd had problems with all the dungeon rooms actually being connected, thanks for the rather haphazard way hallways were drawn in.  I think I've solved that problem, and in a lot less time than anticipated.  Still, completion will probably slip into at least early summer, as there's a fair amount of art left to do, along with some basic game balancing before it goes out the door.

See the minimap below for an example of the new map styles:


Sunday, April 8, 2012

More like a game

Yeah, long break in updates, but a lot of of it was artwork, which isn't terribly eventful, and I'm not going to post all of it to the blog anyway.  However, now I've got a lot more of the game working, so here's some shots of it as it stands:


So I added several "boss" enemies into the game, which is to say, they're tougher than normal, and have some associated artwork with them.  Some all have their own quests.  This particular bandit lady will eventually be the object of a side quest.  The quote below is before she's beaten any of the protagonists.


Since Janet just wandered into this boss when she was already low on mana, it won't be long before an h-scene:


As Rachel (the names bandit) looks on, her henchmen finish off our downed heroine.  The image is the same as the default bandit kill for this one, but text is different.


A few adventurers later, Rachel now brags about who she's defeated to the current girl.  The top insult doesn't make a lot of sense seeing as they were all designed for female casters (the tentacles) so I ended up removing the brag feature from Rachel and putting it onto the Kobold sorceress sisters.


Here's Mitzi Bravepaw (the first boss added) with her new text, but before getting any kills.



...even though I've nerfed the damage on the kobold sorceresses, running into one injured or surprised is pretty much game over for lower-level players.  So Mitzi gets her first kill this game...


Here, I come back down to her with a more experienced and nearly fully healed Enchantress, to whom she brags about doing in Megan, the gnome girl.


...and Demeter takes care of Mitzi without too much trouble, gaining 10 mana from her.  All the monsters in this game can gain XP from defeating players, and in the case of magic users, mana as well.  This adds some realism, and together with the fame option, keeps players from zerging bosses.

Monday, March 19, 2012

Some more customization

Have added randomly assigned personalities for each character, so that their lines in scenes (both hentai and non) make sense given their personality.  A relatively small touch, just trying to keep things from being too repetitive.

Other than that, mostly artwork, there's still a fair amount to do before game completion, although the game engine itself is rapidly nearing completion.

Friday, March 9, 2012

The pots are moving!





Nothing out of the ordinary here, not a monster to be seen...


Wait... did that pot just move?

...and now his cover is blown.  They still need a bit of work so they only move when you're not looking, right now in certain cases they don't correctly detect that you can see them.

Lots of other things being worked on as well, it's starting to resemble more of a functioning game now.