Others Crisis Point: Extinction [v0.47] [Anon42]

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Anon42

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Jan 30, 2017
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(The following is (mostly) a copy-paste from our If you like what you see, If you enjoy the game, We couldn't make this game without our supporters!)


Hi again, everyone! Hope you're all doing well, today's update has been a long time coming.

First off, everyone in the house has thankfully recovered from covid now. There's still a few small lingering side effects, but we're all feeling much better, and we've been able to work on getting the house in order again. We've still got some unpacking left to do, but all of the really important stuff is in working order now.


The most important news I have today: I'm so incredibly happy to finally be able to say that as of today, the team - and myself especially - has officially begun full time work on Crisis Point once again! I'm writing this update at the end of my first real day back at work, and I feel fantastic. I'm not going to say that I've "cured" my troubles - these are things that I've been struggling with since even before Crisis Point, and they'll probably be with me for life - but I'm finally in a place where my motivation and drive to work is back in full force, and I'm equipped with so much more knowledge and understanding of myself. A combination of therapy, medication, heaps of lifestyle changes, having a private office, and creating a healthier work/life balance has done wonders for me, and I feel better than I think I ever have. I'm genuinely excited to be working again, which is a feeling I haven't had in a long time, and I can't wait to share some of the things we have in store with you all!


One thing that's been on my mind recently is the frequency of updates I post here on Patreon. As you likely know, when work was normal I would post weekly development updates for CPE, to talk about what the team was working on. During the past few months, while work on the game was at a standstill, I switched over to posting every other week instead; I'm thinking about keeping that schedule, and updating every other week rather than once a week. Try as I might to trim things down, I always end up writing a lot for these updates (you can thank my ADHD for that), and they can even sometimes take a few hours to put together, especially when I also need to take screenshots/make gifs to show things off. I really value keeping you all in the loop on what we're working on, and I don't want the quality of our development updates to go down, but I'd also like to spend less of my work hours on these posts since they don't directly contribute to the game's development. I want to stress that this is something I haven't decided on for sure yet - I might give it a trial period, see how it feels, and I very much want to know how all of you would feel about it! If you prefer the more frequent updates, please don't hesitate to let me know. Patreon as a platform is all about the relationship between creators like me and our supporters, and your feedback on this is something I will take very seriously, which is why I wanted to bring it up now that development has resumed.

One last thing before I finish this post up, regarding development streams - I still want to get them going again as soon as we can, but we've been having some bad internet problems ever since we moved, so we can't start them up again just yet. We're working on trying to get it fixed, so fingers crossed it won't take long!


I know I've said thank you a million times already, but truly from the bottom of my heart, I cannot thank you all enough. There are so few jobs in the world where someone can take a hiatus like I've been taking, and still be able to afford to live during it, and no amount of words I can say will ever properly express my gratitude towards you all. You gave me the time I needed to work on myself, and that is a blessing I don't take lightly. Things are so different to how they were a year ago, and I mean that in the best way. You guys are the best community I could ever hope to have, and I'm so happy I can finally start delivering you guys the content you deserve again. Thanks for taking the time to read all of this, and we'll see you again soon with our next update!
 

Anon42

Member
Game Developer
Jan 30, 2017
401
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(The following is (mostly) a copy-paste from our If you like what you see, If you enjoy the game, We couldn't make this game without our supporters!)


Hey everyone, and welcome to the first "normal" update we've had in a long time! As you all know, our team - specifically myself, Orexius, and Puffernutter - have finally been able to get back to work, after planning a schedule for the household. The scheduling has turned out to be a godsend for all of us, and we've all managed to be pretty productive these past two weeks! I've still had a day or two where it's a struggle, but it's a far cry from how things have been this past year.

I don't want to spend too long talking about personal stuff, since we have a REAL update to get to, but it's caused a huge improvement in my mental state, as well. I was already doing way better after spending so much time working on my mental health, and getting back to work feels like the last piece of the puzzle finally falling into place. Having CPE gives me a creative outlet, and a purpose and fulfillment that is otherwise lacking in my day-to-day, and I'm more confident than ever that now was definitely the right time to get back to it. Instead of work feeling like a drain, it's invigorating again, and I haven't felt that way in a long time! I really can't thank you all enough for sticking with us this whole time. My therapist has even recommended going down to visits every other week instead of every week, because of how much I've improved, and it's all thanks to you guys giving me the time and space to work on myself!

Before I start the post proper, just a heads up - as part of the new schedule, we'll be posting updates on Sunday again, so expect to see us then instead of Saturdays like we were doing for a while. And since everybody seemed okay with me trying updates every other week, we'll be trying that out as well and seeing how it goes, so you can expect to get 2 development updates a month at minimum. Now, without further ado, on to the update!


For starters, let's talk about my work, which was decidedly the least glamorous part. Because of the inconsistent way I was working on the game for a while, there's a lot of things I was working on that I just never finished. My first priority now that we're back to it is going back and finishing all of those things; it's been kinda awkward, figuring out exactly where I was with all of it (melee attacking any enemies caused the game to crash, as one example of how borked things were), but I've been making good progress. The main thing I'm focused on right now is the upgrade to 960x540 resolution, up from the 640x480 the game used previously. I don't remember if I've ever shown off the difference in screen size, so here's a quick comparison shot:

screen size comparison.png


Please forgive the graphical issues and floating debug numbers, it's very much still a work-in-progress! Believe me when I say that this area used to have way more visual bugs than there are now. Playing the game with this new resolution is honestly a revelation, exploration and combat both feel so much better. The biggest negative is that the game's areas were designed around that 640x480 resolution; after some deliberation, I've decided to keep the 640x480 area designs where possible so I don't have to go updating every single level in the entire game, and if an area is too small to fill up the new screen resolution, it'll just be centered on the screen with black bars on either side.

I'm really hoping we'll be able to include this resolution upgrade in the next playable update, and I'm making good progress - I've fixed over half of the issues I have written down so far, but there are still a lot of things that need to be done. Pretty much every area's background was designed for 640x480, so all of them need to be fixed (and the code for them was terribly inefficient, so updating them has taken longer than you might expect), but the most daunting thing is probably updating the UI. I've never been completely happy with CPE's UI/UX, and now that we have so much more space to work with, we plan to revisit and redesign some of it rather than just updating graphics for the new resolution.

Aside from that I've been doing some code refactoring for how the game handles hitboxes - a boring task, but it'll make future development easier - and I'm still tinkering with the game's story. I especially want to edit down some of the early cutscenes to be a bit shorter and get players into gameplay quicker, doubly so now that we have systems for optional dialogue, so I can move some of the less necessary exposition into optional conversations. I still really want to get work done on our level editor as well, but unfortunately it's going to take a bit of a backseat right now, since I need to focus on finishing all this half-done stuff so the game's not completely broken anymore for our next release. (And just as a reminder, the level editor isn't something I'm releasing publicly - as fun as it would be, the way it works requires direct access to project files, so unfortunately it wouldn't be usable by anyone outside of the team.)


Next up is Puffernutter's work, and this is the most exciting thing in my opinion! Puffernutter (my wife, for those of you not in the know) has been working on the game's background art for a while, but she usually doesn't have a lot of free time thanks to her freelancing work, so she hasn't been able to work on CPE too much. Now that we have our schedules laid out, though, things have been a lot more consistent, and we have some really exciting things to show for it! Feast your eyes:

Cave tiles rework concept 1.png
Cave tiles rework concept 2.png
Cave tiles rework concept 3.png
Cave tiles rework concept 4.png
Cave tiles rework concept 5.png

These are all nowhere near final asset quality, to be clear. All of these were drawn in a single work day, essentially acting as concept art, and it's not even a guarantee that we'll be using all of them - but there's still a lot to talk about here!

One of my biggest problems with Crisis Point has always been our background art. None of it is explicitly bad, it's just often very boring, and areas blend together no matter how much I try to include unique level geometry. It's a mixture of the lack of unique areas and setpieces, and way too much focus on individual asset quality rather than scene composition as a whole. In my opinion, every single one of these pieces of concept art looks better than any of the ingame scenes, even though they're much less polished, just because they're so much more interesting to look at as a whole. There's a couple major things here that contribute to that, and I'll talk about each of them.

Firstly, the perspective in CPE currently is a perfect side-on camera view, meaning that the player can't see the floor or ceiling of any areas. That can help with creating clearly defined collision boundaries, which is good for gameplay, but it also removes entire surfaces from view and makes it a lot harder to make interesting tilesets. So, we're going to be updating every tileset in the game, at least a little bit; even in the areas where we're relatively happy with the background art (like the Summit), we're going to update tiles to add some perspective to the floors, like you can see in all the concept art above. We'll be doing our best to ensure that level collision is still easy to understand of course, but since we're only adding perspective to the floors, I don't expect to have much difficulty.

Second is that we want to start creating a lot more bespoke assets for individual rooms, rather than everything being shared on a tileset - for example, having a specific rock formation that only shows up one time, in a single room. Not only does that help with keeping the game interesting to explore and look at, but it also helps create landmarks in your memory, so you can more easily remember areas you've been to previously. That can be especially helpful for Metroidvanias, when you get a new powerup and need to figure out where to use it. There's a few points in CPE where it's easy to get lost, and I'm hoping more unique assets will help with those moments by making every part of the game more memorable.

Lastly, kinda related to the above, is that we're going to be kinda splitting each area of the game into sub-areas - we already do this to a small extent, like with the building interiors and outdoors areas in the Summit, but we plan to take it much farther. Each of the concept images above were made for the Caves, as an example; rather than one consistent tileset used across an entire biome, there will be multiple sections that each share a similar feel, but ultimately have a lot of visual uniqueness to them. This is all pretty obvious stuff, and most Metroidvanias before us have handled it much better than we have so far. It's something I always wished we could do, but we just never had the time to create enough assets to make it happen. The very nature of a Metroidvania is exploration, though, and if a world isn't interesting to explore, the whole thing kinda falls apart, so I'm excited to finally be able to make improvements on that front!

That's all for the background art for now, but I can't wait to be able to show more off in the future, CPE's about to get a lot nicer to look at!


Last thing to talk about today is Orexius's work. He's been working on a few animations, like a unique animation for sliding down steep slopes (right now we're just reusing another one of Alicia's animations for that), but the one I'm sure you guys would be most interested in is the updated Slime H-scene. It was one of the first H-scenes made for the game, done by me before Orexius was even around, and much like the other early H-scenes, it just doesn't match up with the quality of the game now.

Single_Slime_New_H-Scene_Loop_2.gif
For comparison, this is the old animation, so you can see how much it's been improved:

Old Slime H-scene.gif
He's done a great job on it if you ask me, the improvement is dramatic!


Alright, that's it for us this update! We're still having internet problems, so unfortunately I can't start up streams again yet, but hopefully we'll be able to get that figured out soon. Thanks for reading, and I hope you're as excited for more CPE content as I am to finally be delivering it! We'll see you again in another two weeks!
 

Artix0

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Jun 26, 2017
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Last thing to talk about today is Orexius's work. He's been working on a few animations, like a unique animation for sliding down steep slopes (right now we're just reusing another one of Alicia's animations for that), but the one I'm sure you guys would be most interested in is the updated Slime H-scene. It was one of the first H-scenes made for the game, done by me before Orexius was even around, and much like the other early H-scenes, it just doesn't match up with the quality of the game now.

View attachment 1958352
For comparison, this is the old animation, so you can see how much it's been improved:

View attachment 1958353
He's done a great job on it if you ask me, the improvement is dramatic!


Alright, that's it for us this update! We're still having internet problems, so unfortunately I can't start up streams again yet, but hopefully we'll be able to get that figured out soon. Thanks for reading, and I hope you're as excited for more CPE content as I am to finally be delivering it! We'll see you again in another two weeks!
This may just be me, but whilst I love the fluidity and detail of the new slime animation, I far prefer Alicia's head in the original.
- The one-eye-closed face delivers far more emotion and looks hotter to me (but obvs this is subjective, it'd be interesting to see what others think!) - I don't know if Orexius was planning to use that expression for the cum part of the animation? Or is the one-eye-closed expression just completely gone now?
- Much smaller nitpick but I think her ponytail looks nicer in the original, you get a great view of the bobble and the way it sways with their movement, now you can't quite tell it's a ponytail without already knowing Alicia's character design (which of course any player would know, hence it's a really small nitpick lol! But the new animation does sacrifice some of the ponytail's cuteness)

I'd also just like to say that your wife's background work is phenomenal. That those concepts were all created in a single day, whilst delivering such vibrancy, atmospheric depth and sense of perspective, is inspiring - I love them all so much!
 

Dahotshot

Newbie
Aug 10, 2021
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Fantastic updates Anon42! The new backgrounds and animations look stunning.

Just a question about the gameplay - are there any plans to add things like a lust meter (whereby it gets harder to control the more the protagonist is violated), pregnancy mechanics and/or even a special move where instead to enemies violating us, we do the reverse (like that CG where Alicia is dominating that blue alien) to reduce the aforementioned lust meter?

Otherwise, fantastic work, and can't wait to see your next update!
 
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Anon42

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Game Developer
Jan 30, 2017
401
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This may just be me, but whilst I love the fluidity and detail of the new slime animation, I far prefer Alicia's head in the original.
- The one-eye-closed face delivers far more emotion and looks hotter to me (but obvs this is subjective, it'd be interesting to see what others think!) - I don't know if Orexius was planning to use that expression for the cum part of the animation? Or is the one-eye-closed expression just completely gone now?
- Much smaller nitpick but I think her ponytail looks nicer in the original, you get a great view of the bobble and the way it sways with their movement, now you can't quite tell it's a ponytail without already knowing Alicia's character design (which of course any player would know, hence it's a really small nitpick lol! But the new animation does sacrifice some of the ponytail's cuteness)

I'd also just like to say that your wife's background work is phenomenal. That those concepts were all created in a single day, whilst delivering such vibrancy, atmospheric depth and sense of perspective, is inspiring - I love them all so much!
That's fair, though like you said it's definitely subjective. I don't think we'll be using it for the whole animation, but I'll see if he can sneak it in during the climax, as a nod to the original if nothing else. As far as the ponytail goes, I get where you're coming from, and we'll probably tinker with it a bit more because I'm not fully satisfied with it either, but I had some issues with the original, mostly with the position of it, which was a mistake on my part. I appreciate the feedback, though!

Fantastic updates Anon42! The new backgrounds and animations look stunning.

Just a question about the gameplay - are there any plans to add things like a lust meter (whereby it gets harder to control the more the protagonist is violated), pregnancy mechanics and/or even a special move where instead to enemies violating us, we do the reverse (like that CG where Alicia is dominating that blue alien) to reduce the aforementioned lust meter?

Otherwise, fantastic work, and can't wait to see your next update!
Thanks! We do basically have a lust meter already, though there aren't many things in the game that affect it currently. I want to add some more of those eventually, but it's not really intended to be a core mechanic of the game or anything, it's basically there to make H-scenes happen naturally through gameplay occasionally. We won't be doing pregnancy or reverse H-scenes, though. No kinkshaming intended, but pregnancy content is not something I'm interested in creating (and it doesn't really make sense within the game's lore), and there is no nonconsensual content in the game to begin with. We do have a few H-scenes with Alicia taking a more dominant position, but it's true there aren't many, so we definitely plan to do more of them!
 

Anon42

Member
Game Developer
Jan 30, 2017
401
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(The following is (mostly) a copy-paste from our If you like what you see, If you enjoy the game, We couldn't make this game without our supporters!)


Hey everyone, welcome to this week's development update! Fair warning, there won't be as many visuals this week, but we still have some exciting stuff to show off! Puffernutter has been focusing on polishing assets to a game-ready level rather than pumping out fast concepts like last update, Orexius is still finishing up the slime H-scene and working on a rough animation for a new gameplay feature I'm surprised we haven't added yet, and for my part, I had a bit of an odd pair of work weeks, but the result is really exciting. I'll save the details for the post itself though, so without further ado, let's get into it!

First off, let's look at Puffernutter's work.

Cave tiles rework concept 6.png

Cave tiles rework concept 7.01.png

These are the two environments she was focusing on, and both of them are near-final asset quality now. There's still parts of each scene that aren't quite complete, especially in the first one, but you can see a clear difference if you compare them to the backgrounds we talked about last update!

In general, while working on these new environments, we have one major goal in mind: to bring the individual asset quality down a bit, while bringing the quality of the scene as a whole way up. That may sound counterproductive, but I think the images speak for themselves, if you compare it to the way CPE looks right now. In the past, we've put a lot of effort into making 1 tileset and then polishing it as much as possible - individual assets in the tileset look great, but it takes a HUGE amount of time to bring them up to that level, and once you put it all together in a scene, most of the work we put into them just gets lost. That's been a huge struggle for us, learning what point is "good enough" vs where it's worth putting the extra effort; you can theoretically spend an infinite amount of time polishing a single thing, but at a certain point you're essentially wasting time that could be spent somewhere else, and time is probably the most valuable asset when making a game.

This is something I've really started to learn while paying attention to other games, especially ones made by studios way bigger than us with way more money. If you're looking for it, you can find tons of places where they "cut corners" as it were, but it's done intelligently and with purpose. The end result is that the cut corners are placed in areas where you don't even see them, and it doesn't take away from the final product at all, letting them focus on the areas that DO need that polish. I realize it may come across as lazy at a surface level, that was my view on the matter until more recently, but after spending so much time on CPE's background assets, only to have Puffernutter come in and (in just two weeks) throw together environments that look WAY better than anything we have, it really made the point hit home for me.

One last note about the second image specifically - you may notice a ladder placed in the center of the scene, and that's because we're going to be adding ladders to the game! That's the other animation Orex has been working on, and I'm surprised we haven't done it already honestly. The level design in the early parts of the game was tricky to work with because of how few tools Alicia has for vertical ascension, which lead to me making the levels pretty claustrophobic. Now that we're updating the background art, we're going to do another pass over the level designs themselves as well, and ladders will be super helpful for making verticality easier to work with. Plus, it just makes sense that the humans would've set up ladders to help them get around.



Now, let's get into what I worked on. After putting together the last update post, I wanted to create a small tool for Puffernutter to basically import a background she's working on, and then add the CPE lighting engine on top of it, so she could tune the colors for what they would actually look like ingame. I decided the obvious solution would be to add it to the level editor, since it would be helpful for testing the lighting while designing levels as well. So I got to work late Sunday, and by late Tuesday I had made.. exactly 0 progress. Not because I wasn't trying, mind you, but because I could not for the life of me get the lighting engine to work in another project. I copied everything over directly from CPE, but it's been so long since I messed with the lighting engine that I just didn't even understand it anymore, thanks to the complete lack of notation. I was a total amateur when I started CPE and I'm still paying for those mistakes all these years later, haha.

So, after basically wasting an entire work week, I reconsidered the angle I was attacking it from. CPE's lighting engine isn't terrible, but it is more obtuse than it needs to be, and lacks some features that I would love to have but wasn't skilled enough to pull off back then, like proper colored lighting. I've learned a lot over the years though, and I had some ideas. After thinking things out over the weekend, I started experimenting last Sunday - and in contrast to the slow failure of the previous week, I had gotten enough done by the end of that very first day to know that all of my ideas and theories worked exactly as I hoped.

Long story short, Crisis Point's lighting engine is in the process of being completely overhauled right now. It's nowhere near done being implemented yet - the lighting itself is done and works perfectly, since it was easy to set up a new lighting system in a new project, but actually ripping out CPE's old lighting and replacing it is a far bigger task, especially when I don't even remember how the damn thing is put together. That being said, I did take the time to put together an example:

Old Lighting.png

New Lighting.png


(Note that this example was not put together in CPE itself, since I'm still working on implementing the new lighting; I took a screenshot of this spot with and without lighting, and threw the screenshot into the project I was testing the new lighting in. This is pretty close to how it will look ingame, but there might be some differences - the new system plays off of the environment better, so more complex scenes with walls and such will benefit even more than this, and it also works really well with different-colored lights in a single scene, so you can expect an even bigger difference as we add more lighting pieces into the environment!)

As you can see, the difference is staggering. In addition to the tint of the darkness itself, each colored light source also tints the area around it, unlike before where it was just a simple overlay sprite. There's still a lot of tweaking we can do, like I think the fires do need a little more going on now that they don't have the overlay sprite anymore, but that's something we can work on.

To dive into this a little bit more, CPE's lighting was previously split into two parts. The first was the most important part; in each area, the game screen was drawn twice, first normally and then a separate version above that, with the colors tinted and darkened based on how dark the area was. Then, the "lights" essentially just cut away from that second darker image, which made the normally-lit version behind it visible through the areas where there was light. The second part was technically "colored lighting", but it's hardly even worth talking about - all I did was overlay a partially-transparent colored orb over things that I wanted colored, which is the most half-assed way to handle that, on top of doubling the required draw calls.

Now, this new system doesn't require the layering of the old system, and the colored lighting is a baked-in part of the lighting itself, so it doesn't require any additional draw calls or anything. It looks better, is simpler to implement and understand, AND it's more efficient! We have so much more freedom over the colors and shape now, because all of the lights are tied to gradient maps, which allows us an infinite amount of customization - for example, the orange light in the screenshot up above is using this gradient map:

Orange light gradient map.png

The center of the light is mapped to the right side, while the outer edges are on the left side, and it uses that to tint the image. Pure white means it just draws the color normally, so the very center of the light where it's at its brightest is untinted, just like you would see in a real light. If we want the full light to be tinted, we can easily just give it a different gradient map without any pure white on it, and I can even add animation to the lights by changing the shape of the gradient, and shifting the vertical position the light pulls from over time. The options are quite literally infinite, and we'll be tinkering with it a lot to make the lighting look as good as we can!





Alright, that's pretty much all I have for today. I hope you guys are as excited about this new lighting as I am; between the new resolution, the new lighting engine, and Puffernutter's new background work, Crisis Point is about to get one hell of a makeover, and I can't wait to share more of it with you all! See you again in the next update!
 
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