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

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Ardemos2

New Member
May 23, 2018
5
1
I'm having some trouble in the catacombs, I simply do not know what to do, I figured out a way to reach a room with a flotaing purple orb but apparently nothing can be done with it. Could anybody be so kind to help?
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,675
I'm having some trouble in the catacombs, I simply do not know what to do, I figured out a way to reach a room with a flotaing purple orb but apparently nothing can be done with it. Could anybody be so kind to help?
You're supposed to shoot the orb a few times to destroy it; you SHOULD be able to attack it with any form of attack, but I made a mistake and things other than shooting the orb don't affect it currently. I'll be fixing that for the next update, and making it so that once you enter that room you can't leave until you've destroyed it.


(The following is a copy-paste from our If you like what you see, )

Hey everybody, time for another weekly Crisis Point: Extinction development update! Before I start, let me just get your hopes down by saying this was kind of a slow week overall. The sheer size of this update has had me working a lot harder than usual, and I just didn't end up getting as much done this week, and most of the work I have left for this update isn't particularly exciting. Apologies for that, but we still made progress, so let's get to it!


First off, as you can see above, we have a gif showcasing the parallax effect for the starting area - it looks a lot nicer with the parallax if you ask me - but in addition to that, there's one more piece in the background, the ship Alicia and her crew used to reach the planet, art courtesy of Puffernutter! In previous updates, Alicia mentioned her ship crashing, which was never really shown before. In addition to the ship in the background there, this next update will have a short cutscene at the beginning of the game detailing the ship's crash and the moments leading up to it; I plan on using CG art for this one, but this update is most likely just going to have sketches of the art, as the full pieces won't be done in time. You can see the gif above in better quality here: and here's a static screenshot of it as well.
Screen_148.png



Sorry to say that's all of the visuals we have to show off this week; Orexius did get another enemy death animation done, and I've been working on some minor visual updates (like the caves tileset and some screen shake on certain actions), but I feel those are better saved for the game itself. Aside from that though, we were still making progress elsewhere - I spent the week on a few things, like changing level design and replacing the tilesets of more rooms in the Summit (I'm so close to finishing them all now), as well as doing bugfixes. One of the things that I implemented this week that I've been wanting to do for a long time was a function to dim the volume of Alicia's blaster when the player fires rapidly - before, the blaster sound effects could be pretty loud and sometimes drowned out the other sounds in the game. I've lowered the base volume of bullets slightly, but also made it so that when the player shoots repeatedly (whether manually or by using the Rapid Trigger), after a few shots, the volume of the sound effect will dim considerably to a little less than half of its original volume - it will stay that way until the player stops shooting for a few moments, at which point it'll return to normal. I tried to make the process quick, so that if the player is delaying their shots rather than shooting as fast as possible it shouldn't take effect and they'll be full volume every time; this is mostly to make the audio of the blaster less annoying if the player is shooting a lot, while still maintaining the satisfying punch of every shot.



Anyway, sorry for rambling for way too long about a minor background volume mechanic that nobody will care about half as much as I do :p If you haven't noticed by now this week's update is a bit light on content. A lot of my work on this update is finished already, especially the bigger stuff, I'm just waiting on work from other people while picking at the rather large handful of minor things I have left, so I can't promise next week will be any more interesting. I'll probably be focusing a lot on bug fixes and that doesn't make for a terribly exciting update, but hey, now you know not to get your hopes up. I think that's about enough outta me for this week though; sorry again for the sorta lame update, but as always, thank you all so much for your continued support! I'll see you all in the next update!

-A42
 
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Rukt

New Member
Jun 8, 2017
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0
Where to find guy's that did the double penetration? They were purple/blue...
Also a full save would be nice ^_^
 

pshnawnawman

New Member
Mar 15, 2018
8
2
I'm interested in this game, it looks quite good, but I'd prefer to buy-in after the great rework (tm). Do we know a rough eta for that? If not that's cool, but if there's a general timeline I'd like to know so I can keep an eye out around the time it's planned for.
 

Tyukaiw

Newbie
May 19, 2017
19
2
I'm having troubles with the fps. First time I launched the game it worked perfectly, and after defeating the first boss I saved the game and closed it. And now, everytime that I launch the game, the fps is really low =(
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,675
Where to find guy's that did the double penetration? They were purple/blue...
Also a full save would be nice ^_^
Those guys haven't been officially added to the game yet, they were only available in debug mode before, and their animation is super old so for now I just made them inaccessible. They'll be one of the next enemies added, though, once we get back to developing new content!

I'm interested in this game, it looks quite good, but I'd prefer to buy-in after the great rework (tm). Do we know a rough eta for that? If not that's cool, but if there's a general timeline I'd like to know so I can keep an eye out around the time it's planned for.
This update or the next one is going to be the end of The Great Rework™, actually! We still have plenty of stuff to rework, such is the nature of game development, but after we put out a new public demo we plan on going forward with a healthier balance of reworking old content while adding new content, instead of focusing exclusively on reworks.

somebody know what to do after beating the second boss i'm lost
I won't give you an exact answer, but try exploring the Caves area again using your new Dash ability. Keep in mind that it lets you go under low ceilings!

I'm having troubles with the fps. First time I launched the game it worked perfectly, and after defeating the first boss I saved the game and closed it. And now, everytime that I launch the game, the fps is really low =(
That's odd, have you had any performance issues like that in other games or just CP:E? Does starting a new save file also lag, or is it only when you load? Is it a consistent low framerate or does it vary? Have you tried redownloading the game just to be safe (your save file will remain intact if you do)? Have you tried updating your GPU drivers? Toggling between fullscreen/windowed and vsync on/off might help too. Would you mind posting your computer's specs (or DMing them to me if you'd rather keep it private)?
 
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Tyukaiw

Newbie
May 19, 2017
19
2
oh, ty for your time, anon, I didn't expect you to respond hahaha xD. Well, when I launch the game is like a fifty fifity. Loading a save or starting a new game doesn't matter if the game starts with the low fps problem, and now I notice that the same thing happens with the gallery. And of course, there's a chance to launch the with no issues, with the nice graphics, mechanics and dialogs that it has right now. Also, can I ask a dumb question? In the 0.32 version the animations are available in game or only in the gallery? It's not available in the easy mode (yeah, I suck at games xD)? but the game is a hit anyway, grats for your dedication and hard work o/
 

mixx0999

New Member
Dec 28, 2017
14
7
I'm interested in this game, it looks quite good, but I'd prefer to buy-in after the great rework (tm). Do we know a rough eta for that? If not that's cool, but if there's a general timeline I'd like to know so I can keep an eye out around the time it's planned for.
I supported during the initial development, but stopped when progress slowed while the creator was dealing with some personal issues (about 18 months ago). I really like the concept of this game, and will definitely consider supporting again once The Great Rework wraps up.
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,675
oh, ty for your time, anon, I didn't expect you to respond hahaha xD. Well, when I launch the game is like a fifty fifity. Loading a save or starting a new game doesn't matter if the game starts with the low fps problem, and now I notice that the same thing happens with the gallery. And of course, there's a chance to launch the with no issues, with the nice graphics, mechanics and dialogs that it has right now. Also, can I ask a dumb question? In the 0.32 version the animations are available in game or only in the gallery? It's not available in the easy mode (yeah, I suck at games xD)? but the game is a hit anyway, grats for your dedication and hard work o/
Not a problem dude, happy to help if I can. Considering the oddities with the issue you're having, I'm leaning towards it being an issue with your system somehow, or maybe some other software somehow interfering with the game, perhaps? If none of the things I mentioned up above helped, then your best bet would be to make sure you have the latest version of the game (currently v0.32 h1) and then test on different computers if you can.

To answer your other questions about the game though, you can access the H-scenes ingame in all difficulties - if you press and hold H to masturbate near enemies, they'll come towards you and start up H-scenes, which you can now control using the movement keys to go between phases, Jump to climax instantly, and Shoot to leave the scene. None of this is explained ingame in v0.32, but v0.33 will have tutorial popups explaining it.

When will the next demo be released?
If you mean the new public demo we're working on, that'll be happening sometime next month if all goes according to plan, or February if it ends up taking longer than anticipated - I want to focus on it after finishing v0.33, which is easily the biggest update we've ever had, so it's taking a lot of time.

If you meant v0.33, well, that'll also be happening next month, but that one I'm confident will not be pushed back. I'm hoping to release sometime around the middle of the month, maybe early second half.

Game Version 32,Game Gallery v0.3,GG PACK(ALL IN On 7ZIP FILE) (Size=Pack 192/Unpack 244MB)
Now that asenaris has leaked the update, if anyone else can confirm they're the right files and then reupload it to more file hosts I'd be happy to update the main post with the new links. (F95's upload rules requires 3 download links from approved hosts; zippyshare and mega are approved but dropbox is not, )
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,675
(The following is a copy-paste from our If you like what you see, )

Hey everybody, time for another CP:E weekly development update! Before I get started, as you all know, I was dealing with an arm injury that kept me from doing work for a little over a week - on Thursday, though, it finally started feeling better, and I was able to start putting work in again. Because of how late in the week it happened, this will be a pretty small update overall, and because of that as you might imagine, v0.33 will definitely not be coming out this month. I'm really sorry I didn't make it on time everyone, but rest assured that everybody who pledged during v0.33's development will be receiving the update once it comes out, whether you're still pledged or not.
To elaborate more, because v0.33 can't possibly make it out this month (there's only 2 days left afterall), I'm going to push it back slightly rather than trying to rush it out as soon as possible in January - v0.33 is huge compared to our usual updates, and the extra time will give us the opportunity to polish things up much more in preparation for the public demo. It also gives Kuso the chance to finish the Tentacle CG rework he's working on, so we can have at least one final piece from him finished and implemented. My current goal is to release v0.33 in the second half of January, hopefully closer to the middle of the month.
Anyway, enough about all that, let's get to the update itself shall we?


Screen_154.png

First off we have the starting area, as seen above. You may have thought we were done with that area, what with the new background and all the detail going on there already, but no sir! We added some more background bits to show off the crash, and also a new tileset, as the old one kind of stood out now. With Puffernutter on our team, I plan on gradually adding a lot more to each area of the game - seeing as Crisis Point is a Metroidvania, important areas being memorable is very important to navigation, and that's one major area where Crisis Point has failed in the past, largely due to a lack of resources. With another background artist on our team, though, I'm hoping we can inject more variety and memorable, single-use background assets, like the ship in the background of this shot, to help make key areas of the game stand out more in the player's mind.

That's all the visual stuff we have to show off for this week, but I managed to get a few things done myself as well - primarily, I worked with audio from Alicia's voice actress, who recorded a few conversations that play before Alicia meets anyone on the planet, and also recorded a bunch of new moans for H-scenes. One thing that had been bothering me for a long time was how each phase of each scene only had 3 different moans; it lead to a lot of repetition, and I wanted to fix that, so in v0.33 we've tripled the amount of clips in each phase for a total of 9. All of the old clips were replaced, as the audio quality on them was lacking when put up next to the new recordings. Sorry if you were particularly fond of any of the old ones, but they stood out very harshly against the new ones.
Aside from that, I mostly tinkered around with various parts of the game - fixing glitches, adding small bits of polish, that sort of thing. I won't bore you with the details now, but both our bug fix list and our changes list this update are huge, and I'm really excited to get this one out into the wild. Thank you so much for the support, everyone - see you in the next update!
-A42
 
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R-type

New Member
Jan 4, 2019
7
6
I just finished the game that was linked here and I would like to share my thoughts on the game.

This game is a lot of fun to play. Its nice to see that a increasing number of developers have decided to focus on gameplay rather then just porn. IMO Its a great idea to get rid of all the rape mechanics that needlessly slowdown game's flow. I think this is one of the better executed lewd games I played so far.

There was only one area in the game where I felt bogged down and this was the "green" level. The enemies there really halted my progress in a frustrating way. The rest of the game is like I said before, a lot of fun to play. I especially like the small puzzles here and there. This makes interacting with the world interesting. What really took me by surprise is the quality of the voice work. I caught myself a few times just standing in one place to listen to the character's banter. This world that the devs created seems like a interesting place and I hope that it gets fleshed out more :)

Thank you for making this, Anon42

When this game releases on Steam, I would definitely consider buying it.
Is there any indication of a release date yet? (No need to rush, of course ;) )
 
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Anon42

Member
Game Developer
Jan 30, 2017
401
1,675
I just finished the game that was linked here and I would like to share my thoughts on the game.

This game is a lot of fun to play. Its nice to see that a increasing number of developers have decided to focus on gameplay rather then just porn. IMO Its a great idea to get rid of all the rape mechanics that needlessly slowdown game's flow. I think this is one of the better executed lewd games I played so far.

There was only one area in the game where I felt bogged down and this was the "green" level. The enemies there really halted my progress in a frustrating way. The rest of the game is like I said before, a lot of fun to play. I especially like the small puzzles here and there. This makes interacting with the world interesting. What really took me by surprise is the quality of the voice work. I caught myself a few times just standing in one place to listen to the character's banter. This world that the devs created seems like a interesting place and I hope that it gets fleshed out more :)

Thank you for making this, Anon42

When this game releases on Steam, I would definitely consider buying it.
Is there any indication of a release date yet? (No need to rush, of course ;) )
Thanks so much for all the kind words, man! I'm glad you enjoyed everything so much! As for release date, sorry, but I'm definitely not ready to talk about that yet - it's an "it'll be ready when it's ready" sorta deal, I don't want to compromise quality by trying to deliver too early, and I'm still a relatively inexperienced developer.



(The following is a copy-paste from our If you like what you see, )

Hey everyone, time for another Crisis Point: Extinction weekly update! To be honest I don't have much at all to show this week - between New Years celebrations, my arm pain making a slight return (it's not nearly as bad now that I have good ways to manage it, but still distracting), and my mother currently visiting us, I haven't had as much time to work as I'd like, so most of my work has been more minor things. Luckily those things still need to get done before this update, so it's not like nothing happened, it just doesn't make for an exciting update!

This week I spent most of my time playtesting and bug fixing Crisis Point, as well as continuing to re-tile areas in the Summit. There were a lot of pretty severe bugs introduced during this update's development, due to the sheer size of it, so this week I did a lot of cleanup there, as well as doing a few playthroughs to find bugs. I've also been working with members of the Crisis Point team to finish up certain things I wanted for this update, like adding a few new jingles for finding collectibles (so each collectible can have its own jingle), and getting Kuso the info he needs to finish up the Tentacle CG - speaking of which, while it isn't finished just yet, here's an update to Kuso's Tentacle CG!

soft shaded.png

Alright, that's pretty much it for this update. Sorry for such a disappointing/small update, but this week has been real busy IRL and I just haven't had the time to sit down and work much! We're also getting very close to being done with this update, so there's not really much exciting stuff left for me to do in general. As of right now, I'm estimating the release for this update to be somewhere around the 15th-22nd of January - normally I don't do release dates, but since this update is late I think it's only fair that I give you all some idea of when to expect it.

As always, thank you all so much for your support - we're going to make 2019 an amazing year for Crisis Point, just you wait!
-A42
 

leninja13579

Member
Dec 5, 2017
248
142
Anon don't worry about the small update man, at least you're keeping all of us updated frequently.
The tentacle cg looks really good.
Will the other cg be reworked as well?
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,675
Anon don't worry about the small update man, at least you're keeping all of us updated frequently.
The tentacle cg looks really good.
Will the other cg be reworked as well?
Thanks! And yes, the other CGs will definitely be getting reworked by Kuso over the next few months.
 
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