Didnt seem like a big update? Only 1 scene in 2 years. Only saying that in case I missed a huge part of the game, I just played it and it was over in less than 10 minutes.
Yes, the playtime itself is short in part because all the previously dialog has been scraped and rewritten from starch for the new storyline, plus all the development needed.
Mainly in 2019 I was working on my other h-game Immoral Sorceress and had put this on hold, for this year(2020) I wasn’t able to continue producing games until a lot of the year was already over(so I ended up releasing IS demo 4 in around September), then around October I started look at koikatsu and started rebuilding conception maiden(which lead to the demo releases in November and now), unfortunately I am only able to do this in my free-time as a hobby. Though I am sorry about delays, as I know there are people probably looking forward to these.
I consider this is a big update but many of the new things might not be obvious and they also help build a foundation for the future of the game.
Here are some of changes for demo 3:
-Upconverting from game maker studio 1 to game maker studio 2(was mostly done in the unplanned demo 2 release last month, but was still incomplete and intended for demo 3).
-new sprites(all sprites replaced by making new renders)
-new scene CGs
-new storyline, original dialog all deleted, and has been rewritten for new story
-smooth zooming in/out with possibly to replace sprites(so it can have HD sprites while zoomed in)
-sprite format changed to 3 direction sprites(demo 1 had 4 directions a sprite could face, demo 2 had 2 directions, not including sprite mirroring)
-fighters objects(the characters you see in combat) were deleted and merged into a new system that only needs the map characters(this removes the need to create a different object during combat)
-new auto-tiling system(part of GMS2, making map creation far easier and more similar to how it’s done in rpgmaker. Autotiles are basically background tiles that automatically join together to form the map. Was in demo 2 but only partly used.)
-switch system has been changed to make it more organized (this is used to the game knows what events already happened in-game)
-new eventing such as: talking mid-battle and alarms system that can trigger events during battle using text strings, pausing during dialog, playing sounds on certain frames of animation (like with h-animations), fixed bug when moving to certain points(fixed in demo 2),
-tutorial added
-completed stamina system added(causes fatigue which can effect stats)
-AI attacking patterns changed(such as they can now dodge attacks to some very basic degree)
-additional changes/additions
Also there were also a number of indirect things required to develop this demo, for example, for the new sprites, first I learned how to use koikatsu, import previously created mmd animations into it, and create character models with it that I would like to use. I learned more about lighting, exported the animations into image frames, organize the frame, then I wrote scripts to automatically resize the sprites at the highest quality I can make them, correct size for each character, and make a spritesheet(this was actually a long-term problem related to resizing I had for years that is solved recently, and saves a ton of time compared to doing it manually).
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The game does have a far better foundation now than it did before though, and the only thing really notably I think that is missing is being able to detect what terrain the character is standing on(this was in demo 2 but not in demo 3 because it wasn’t properly added for GMS2 yet).
Also with foundation built now, the next demos should hopefully have far more storyline and playtime. Thanks for the feedback and for playing the game, hopefully the next demo will be much longer.
In all fairness, this could be a very interesting game. I like big tits, but the old models were somewhat off-putting and the animations a bit weird. The improvements are quite welcome. I hope to see this being worked on, but I'll need to see more updates, before I consider supporting it financially.
Thanks alot, even if you can't, I appreciate you just playing the game and supporting me simply by being a fan.
i think he will redo a lot of the animations since he moved to koikatsu animations,honestly,as long the updates are not once per year...
I don't have any specific plans for next year right now, but I do intend to update this far more and it has been turning out rather well(I have also been posting a bunch of new stuff related to this game on my pixiv lately). I am hoping to have the next demo come out rather soon though.
Game crush when press on scroll wheel lol
Thanks for the bug report. Did an error message appear when that happen?
I will try to take a look into things relating to the scroll wheel.
Hi dev,
This is a pretty neat demo. Even though the game just go straight to the gallery room after the tutorial (that IS hella short lol), but it seems simple & easy to understand (the combat does remind me of fire emblem). Hopefully we get to experience some more of the story when the next version is out.
Also Victoria's mace is kinda suck while her daughter's bow is probably the best weapon in the game right now lol.
Thanks alot I'm glad you like it ^^, and yes, it will have more content in the future.
Game mostly doesn't respond to letter keys when in map mode or event mode, i.e. pressing z and x basically does nothing, I have to use spacebar to advance dialogue and Esc to call up the menu where z and x keys work normally. When I tried to trigger a map event like the second dialogue with spacebar or z key, neither worked and in the end Enter key did it. I am not on any IME, just regular EN(US) input.
Oh your right. Looks like the game may not even be set to use Z/X during dialog(though the tutorial says it does). I will take a look at it more deeply and try to fix it in the next demo. Thanks for the bug report.