- Jan 30, 2017
- 401
- 1,676
(copy-paste from our Patreon update post, v.31 is officially out today!)
Hey everybody! Before I get into the meat of the post, let me first apologize, the Warped Scientist BE H-scene rework is not in this version currently. The animation isn't quite finished yet, and I've been pretty much done working on v.31 for a few days now. I plan on releasing a hotfix adding the animation in once he finishes it, so no worries, it's still going to be added to this update, I just don't want to delay the release even more for just one animation.
With that out of the way, v.31 is officially finished! And (barely) in August, too! This is the first time CPE has had an update release on time in a while, and without scrapping any planned features too, so I'm pretty damn proud of it. Let's go over what was added, shall we?
UPDATE v.31 CHANGES
-Continue The Great Rework™
-Finish menu rework
-Implement Skill Trees and Skill Points systems
-Implement in-game CG gallery
-Rework every CG in the game's dialogue to fit the new "gallery" context
-Start implementing the storyline (4 cutscenes, 3 environmental dialogues)
-Give Alicia new, more useful melee attack
-Implement stagger/stun mechanic on enemies when meleeing or using heavy hits (uses temporary graphics currently)
-Rework one of our older, worst-looking H-scenes
-Add ability to warp between save points
-Continue preparing for new public demo release
So this was a very ambitious update in general. LOTS of new features were added, so please forgive me if the update ends up being unstable at all - I did tons of playtesting, one of which was playing through the game from start to finish, and fixed every major issue I could find, but there are still some small, non-gamebreaking issues in there, and it's possible I missed some major bugs too. If you do run into any, please report them, either by commenting here, sending me a DM, or joining our Discord server (invite link here
Now then, on to our plans for v.32!
UPDATE v.32 GOALS
-Continue(finish?) The Great Rework™
-Start implementing more interesting, hidden secret collectibles across the game
-Add in more blaster chip types
-More cutscenes and environmental dialogues
-Continue reworking older H-scenes, possibly add new H-scenes
-Finish reworking and updating older CG artwork
-Rework the level design of earlier areas where necessary to make exploration more interesting and difficult
-Implement difficulty modes when starting a new game
-Continue preparing for new public demo release
So for this next update, we're not really going to be adding as much in the way of new things - I mostly want to focus on really polishing up that first chunk of the game, adding in secrets that every good Metroidvania needs, continuing to add cutscenes to progress the storyline, etc. We've been working on The Great Rework™ for so long, I'm anxious to move past it and start developing new content again, and I think we're approaching that now - while we are going to continue reworking earlier stuff in small amounts as we go, I think we'll be able to call The Great Rework™ complete by the end of the year, if not the end of this update. It's a little questionable how much of v.31 was really reworking and how much was adding new stuff entirely to begin with, but eh, tomato tomahto.
Alright, I think that's all I got for today. As usual, I'll be posting the download link to v.31 in a $10+ Patron Only post after this one. For those of you who were pledged at $10+ during any point in v.31's development, keep an eye on your Patreon messages, you'll be receiving a download link through there even if you're no longer pledged. Sorry again about the lack of a finished Warped Scientist BE rework, but I promise we'll get that to you as soon as we can. Thank you so much for all of your support everyone, and I hope you enjoy v.31 of Crisis Point: Extinction!
-A42
UPDATE v.31 BUG FIXES AND MINOR CHANGES
-Glowing "fairies" in the Caves now react to more of Alicia's actions
-Sound of ground moving in Boss 1 room after dying and coming back has been fixed
-Memory leak issues when entering a new room or pausing have been fixed
-Tentacles can no longer be killed when underground
-BE vines should now reach down far enough to reach Alicia in all rooms
-Alicia no longer gets stuck in masturbation animation if hit by a Cumshooter while masturbating
-Game no longer bugs out if the player tries to open the pause menu while a game is loading
-Torn clothing animation added for Wire Ride pose
-Scientist's Blue and White vials now give the same kind of knockback as their Red vials
-Small graphical glitch fixed with Alicia's shooting pose when clothing is torn
-First pullable tiki in Deep Soil no longer resets after leaving the room
-Libido meter now flashes pink, more rapidly the higher Libido is, to make libido more noticeable
-Pullable pillars in the Summit and Catacombs no longer reset after leaving
-The boss room in the Summit now shows up properly on the map
-Minimap no longer bugs out when starting or loading the game, which caused it to not display any information for a while
-Enemies no longer glide across the ground when being hit by melee after an H-scene with them ends
-Enemies now react quicker after an H-scene with them ends, but only if the player attacks them
-Edovex enemies no longer become permanently stuck to Alicia if you enter an H-scene with them, climax, and then cancel the scene before the animation ends
-Boss game over screen text is white again, no longer hard to read
-Flare Shot can no longer be shot through some walls
-Infinite Flare Shot debug cheat now works properly
-Soldier's burst fire attack now causes I-frames on the final hit
-Flare Shot and Melee attacks now open doors in the environment
-Force Shot base charge generation has been changed from 5 to 4 per particle
-Health restoration collectibles now have lowered recovery amounts: 8 + (4 per max HP upgrade) for small pieces, double that for large pieces, both of which are doubled if the player has the appropriate skill
-Health upgrade pieces no longer bug out and disappear if the player starts a new game after collecting them in a previous game
-Warped Scientists have been recolored to differentiate them from non-enemy scientists better
-Split Shot's small bullets no longer pierce, but Split Shot has buffed damage around the board to compensate
-Lowered audio levels on all player bullet types to be less annoying, especially when shot rapidly
-Charge Shot blaster chip is now actually obtainable, in the room after killing the 3rd boss
-Fixed the player being able to get stuck after obtaining the Force Shot, but using all of their ammo without destroying the weak wall blocking their path
Hey everybody! Before I get into the meat of the post, let me first apologize, the Warped Scientist BE H-scene rework is not in this version currently. The animation isn't quite finished yet, and I've been pretty much done working on v.31 for a few days now. I plan on releasing a hotfix adding the animation in once he finishes it, so no worries, it's still going to be added to this update, I just don't want to delay the release even more for just one animation.
With that out of the way, v.31 is officially finished! And (barely) in August, too! This is the first time CPE has had an update release on time in a while, and without scrapping any planned features too, so I'm pretty damn proud of it. Let's go over what was added, shall we?
UPDATE v.31 CHANGES
-Continue The Great Rework™
-Finish menu rework
-Implement Skill Trees and Skill Points systems
-Implement in-game CG gallery
-Rework every CG in the game's dialogue to fit the new "gallery" context
-Start implementing the storyline (4 cutscenes, 3 environmental dialogues)
-Give Alicia new, more useful melee attack
-Implement stagger/stun mechanic on enemies when meleeing or using heavy hits (uses temporary graphics currently)
-Rework one of our older, worst-looking H-scenes
-Add ability to warp between save points
-Continue preparing for new public demo release
So this was a very ambitious update in general. LOTS of new features were added, so please forgive me if the update ends up being unstable at all - I did tons of playtesting, one of which was playing through the game from start to finish, and fixed every major issue I could find, but there are still some small, non-gamebreaking issues in there, and it's possible I missed some major bugs too. If you do run into any, please report them, either by commenting here, sending me a DM, or joining our Discord server (invite link here
You must be registered to see the links
) and posting them in the Bug Reports channel in there.Now then, on to our plans for v.32!
UPDATE v.32 GOALS
-Continue(finish?) The Great Rework™
-Start implementing more interesting, hidden secret collectibles across the game
-Add in more blaster chip types
-More cutscenes and environmental dialogues
-Continue reworking older H-scenes, possibly add new H-scenes
-Finish reworking and updating older CG artwork
-Rework the level design of earlier areas where necessary to make exploration more interesting and difficult
-Implement difficulty modes when starting a new game
-Continue preparing for new public demo release
So for this next update, we're not really going to be adding as much in the way of new things - I mostly want to focus on really polishing up that first chunk of the game, adding in secrets that every good Metroidvania needs, continuing to add cutscenes to progress the storyline, etc. We've been working on The Great Rework™ for so long, I'm anxious to move past it and start developing new content again, and I think we're approaching that now - while we are going to continue reworking earlier stuff in small amounts as we go, I think we'll be able to call The Great Rework™ complete by the end of the year, if not the end of this update. It's a little questionable how much of v.31 was really reworking and how much was adding new stuff entirely to begin with, but eh, tomato tomahto.
Alright, I think that's all I got for today. As usual, I'll be posting the download link to v.31 in a $10+ Patron Only post after this one. For those of you who were pledged at $10+ during any point in v.31's development, keep an eye on your Patreon messages, you'll be receiving a download link through there even if you're no longer pledged. Sorry again about the lack of a finished Warped Scientist BE rework, but I promise we'll get that to you as soon as we can. Thank you so much for all of your support everyone, and I hope you enjoy v.31 of Crisis Point: Extinction!
-A42
UPDATE v.31 BUG FIXES AND MINOR CHANGES
-Glowing "fairies" in the Caves now react to more of Alicia's actions
-Sound of ground moving in Boss 1 room after dying and coming back has been fixed
-Memory leak issues when entering a new room or pausing have been fixed
-Tentacles can no longer be killed when underground
-BE vines should now reach down far enough to reach Alicia in all rooms
-Alicia no longer gets stuck in masturbation animation if hit by a Cumshooter while masturbating
-Game no longer bugs out if the player tries to open the pause menu while a game is loading
-Torn clothing animation added for Wire Ride pose
-Scientist's Blue and White vials now give the same kind of knockback as their Red vials
-Small graphical glitch fixed with Alicia's shooting pose when clothing is torn
-First pullable tiki in Deep Soil no longer resets after leaving the room
-Libido meter now flashes pink, more rapidly the higher Libido is, to make libido more noticeable
-Pullable pillars in the Summit and Catacombs no longer reset after leaving
-The boss room in the Summit now shows up properly on the map
-Minimap no longer bugs out when starting or loading the game, which caused it to not display any information for a while
-Enemies no longer glide across the ground when being hit by melee after an H-scene with them ends
-Enemies now react quicker after an H-scene with them ends, but only if the player attacks them
-Edovex enemies no longer become permanently stuck to Alicia if you enter an H-scene with them, climax, and then cancel the scene before the animation ends
-Boss game over screen text is white again, no longer hard to read
-Flare Shot can no longer be shot through some walls
-Infinite Flare Shot debug cheat now works properly
-Soldier's burst fire attack now causes I-frames on the final hit
-Flare Shot and Melee attacks now open doors in the environment
-Force Shot base charge generation has been changed from 5 to 4 per particle
-Health restoration collectibles now have lowered recovery amounts: 8 + (4 per max HP upgrade) for small pieces, double that for large pieces, both of which are doubled if the player has the appropriate skill
-Health upgrade pieces no longer bug out and disappear if the player starts a new game after collecting them in a previous game
-Warped Scientists have been recolored to differentiate them from non-enemy scientists better
-Split Shot's small bullets no longer pierce, but Split Shot has buffed damage around the board to compensate
-Lowered audio levels on all player bullet types to be less annoying, especially when shot rapidly
-Charge Shot blaster chip is now actually obtainable, in the room after killing the 3rd boss
-Fixed the player being able to get stuck after obtaining the Force Shot, but using all of their ammo without destroying the weak wall blocking their path