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 a copy-paste from our If you like what you see, )

Hey everyone! Welcome again to another CP:E weekly development update, where I ramble on for a while before returning to my work hovel for another week. This week's update isn't particularly large - not because we didn't make much progress, but just because most of this update's major features have already been finished weeks ago, so right now I'm mostly doing cleanup and polish. Because of the sheer size of this update, that part is taking longer than usual, but I can safely say now that we're getting close to being able to put this update out! Right now I'm mostly waiting on assets from other members of the team, like sprite animations and the finalized Tentacle CG, which are both proceeding well. I fully expect to be able to keep our timeframe of releasing somewhere between January 15th-22nd right now. Enough about the future though, let's take a look into the past.. the past week, specifically. This isn't gonna be some major post where I reflect on development or anything, that can wait until the game's actually finished.

Again, not a lot of MAJOR things happened this week since most of that was done already, but I did boatloads of playtesting and fixed a lot of major glitches, both ones that were added during development of THIS update and some that have been in the game for quite some time now. Hopefully this update will be more stable than usual out of the gate.. but I promise nothing in that regard.
Aside from metric bunches of testing and bugfixing, I also managed to implement an improvement to the status menu, where you swap your blaster chips, check your upgrades, put in skill points, etc.


Higher quality here:

As you can see, instead of using an extra button to swap between the 3 sections of the menu, you simply scroll through the menus as if it were all one big menu. You still need an extra button to swap submenus (such as between the 2 blaster sets and the 3 skill types), but hopefully this will alleviate a lot of people's issues with the menus being cumbersome to navigate, as this functions a lot more like.. well, every other game out there.

So aside from bugfixes and improving menu navigation, I've been working on a lot of little bits of polish - from messing with audio volume, to adding sounds to things that needed them. Oh! I also finally finished retiling all areas of the Summit, so the old tileset is officially gonezo at long last. Feels good to finally have that finished.. and now I can start working on retiling the Deep Soil instead, joyous day! (kill me)

After this update comes out, like I've mentioned before, I'll be putting all of my efforts towards a public demo and an HTML5 port of said public demo. To recap my plans there, I plan on taking up to a full month off of regular CP:E development (other team members will continue creating assets) to work on those demos - if they end up taking LONGER than a month, though, then I'll stop focusing on them and resume regular development while working on those demos on the side, so that development of the game doesn't fall too far behind. So long story short, this is it. This is most likely the final weekly update before The Great Rework™ officially comes to a close, and primary development of Crisis Point: Extinction resumes at long last. There's still a LOT of reworking to be done, don't get me wrong - the Deep Soil hasn't really been touched much, Alicia's Breast Expansion debuff still needs to be reworked, and I still have some changes I want to make in the Summit - but that's just the nature of game development, and instead of focusing on just reworking things, we'll be maintaining a healthier balance of reworks and new content going forward. I dunno about you guys, but I'm beyond excited about what the future of Crisis Point has to offer, and thanks to all of you and your support, we're finally gonna get there. Let's fucking do this.
-A42
 

R-type

New Member
Jan 4, 2019
7
6
(The following is a copy-paste from our If you like what you see, )

Hey everyone! Welcome again to another CP:E weekly development update, where I ramble on for a while before returning to my work hovel for another week. This week's update isn't particularly large - not because we didn't make much progress, but just because most of this update's major features have already been finished weeks ago, so right now I'm mostly doing cleanup and polish. Because of the sheer size of this update, that part is taking longer than usual, but I can safely say now that we're getting close to being able to put this update out! Right now I'm mostly waiting on assets from other members of the team, like sprite animations and the finalized Tentacle CG, which are both proceeding well. I fully expect to be able to keep our timeframe of releasing somewhere between January 15th-22nd right now. Enough about the future though, let's take a look into the past.. the past week, specifically. This isn't gonna be some major post where I reflect on development or anything, that can wait until the game's actually finished.

Again, not a lot of MAJOR things happened this week since most of that was done already, but I did boatloads of playtesting and fixed a lot of major glitches, both ones that were added during development of THIS update and some that have been in the game for quite some time now. Hopefully this update will be more stable than usual out of the gate.. but I promise nothing in that regard.
Aside from metric bunches of testing and bugfixing, I also managed to implement an improvement to the status menu, where you swap your blaster chips, check your upgrades, put in skill points, etc.


Higher quality here:

As you can see, instead of using an extra button to swap between the 3 sections of the menu, you simply scroll through the menus as if it were all one big menu. You still need an extra button to swap submenus (such as between the 2 blaster sets and the 3 skill types), but hopefully this will alleviate a lot of people's issues with the menus being cumbersome to navigate, as this functions a lot more like.. well, every other game out there.

So aside from bugfixes and improving menu navigation, I've been working on a lot of little bits of polish - from messing with audio volume, to adding sounds to things that needed them. Oh! I also finally finished retiling all areas of the Summit, so the old tileset is officially gonezo at long last. Feels good to finally have that finished.. and now I can start working on retiling the Deep Soil instead, joyous day! (kill me)

After this update comes out, like I've mentioned before, I'll be putting all of my efforts towards a public demo and an HTML5 port of said public demo. To recap my plans there, I plan on taking up to a full month off of regular CP:E development (other team members will continue creating assets) to work on those demos - if they end up taking LONGER than a month, though, then I'll stop focusing on them and resume regular development while working on those demos on the side, so that development of the game doesn't fall too far behind. So long story short, this is it. This is most likely the final weekly update before The Great Rework™ officially comes to a close, and primary development of Crisis Point: Extinction resumes at long last. There's still a LOT of reworking to be done, don't get me wrong - the Deep Soil hasn't really been touched much, Alicia's Breast Expansion debuff still needs to be reworked, and I still have some changes I want to make in the Summit - but that's just the nature of game development, and instead of focusing on just reworking things, we'll be maintaining a healthier balance of reworks and new content going forward. I dunno about you guys, but I'm beyond excited about what the future of Crisis Point has to offer, and thanks to all of you and your support, we're finally gonna get there. Let's fucking do this.
-A42

"Deep Soil hasn't really been touched much, Alicia's Breast Expansion debuff still needs to be reworked"

I'm so glad to hear that you plan on reworking (parts of) this stage. When I first encountered those plants I had no idea what they where doing, until I found the debug option which had a option to turn BE on or off XD

Until that time I had no idea why the plants slowed down Alicia so much. In Deep Soil there are a lot of enemies that slow down Alicia, this made the level pretty frustrating for me, because it felt very different from the rest of the game. (It also didn't help that I accidentally skipped the first save point in this level.-_-)

I speculate that those enemies made sense when the struggle mechanic was still in the game and players would try to actively avoid enemies. But now that sex is something the player can initiate to regain health, the slowdown and inability to jump doesn't add much accept waiting time.

IMO Removing the struggle mechanic improved the game-play a lot. It made the game a lot smoother to play. Funny how changing one thing can have such a big impact on the game as a whole. This change made the lewdness in the game almost more of a modular difficulty mechanic. Instead of encouraging the player to play poorly, players who need the additional health (or just want to see the lewd animations) can initiate sex with the enemies thus making the game easier. However if you want to challenge yourself you can avoid having sex and skip the health it gives you, this making the game harder. This makes me very curios on how you will rework Deep Soil and the BE mechanic.

Sorry for rambling so long, but this game made me think about game design and game mechanics.
(There is also a chance I'm completely wrong about every conclusion I made here, I never designed a game myself after all XD)
 
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Anon42

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Jan 30, 2017
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I'm so glad to hear that you plan on reworking (parts of) this stage. When I first encountered those plants I had no idea what they where doing, until I found the debug option which had a option to turn BE on or off XD

Until that time I had no idea why the plants slowed down Alicia so much. In Deep Soil there are a lot of enemies that slow down Alicia, this made the level pretty frustrating for me, because it felt very different from the rest of the game. (It also didn't help that I accidentally skipped the first save point in this level.-_-)
I've heard several people say this, and I was honestly never entirely clear on what parts of the Deep Soil everyone dislikes - is it just the breast expansion enemies slowing you down or are there other things as well? Just want to get clarification for when I do start reworking them.

I speculate that those enemies made sense when the struggle mechanic was still in the game and players would try to actively avoid enemies. But now that sex is something the player can initiate to regain health, the slowdown and inability to jump doesn't add much accept waiting time.
Even back then they were kind of just a hassle because of the slowdown, imo. They used to make enemies approach you for H-scenes immediately, and touching you at all would cause one even if you weren't knocked down, but that just made it so if there were enemies nearby, it was an instant H-scene, and if there WEREN'T enemies nearby, it was just a waiting game. I love the H-scene variety we get from the breast expansion so I don't want to remove it entirely, but it's definitely needed a rework for a long time.

IMO Removing the struggle mechanic improved the game-play a lot. It made the game a lot smoother to play. Funny how changing one thing can have such a big impact on the game as a whole. This change made the lewdness in the game almost more of a modular difficulty mechanic. Instead of encouraging the player to play poorly, players who need the additional health (or just want to see the lewd animations) can initiate sex with the enemies thus making the game easier. However if you want to challenge yourself you can avoid having sex and skip the health it gives you, this making the game harder. This makes me very curios on how you will rework Deep Soil and the BE mechanic.

Sorry for rambling so long, but this game made me think about game design and game mechanics.
(There is also a chance I'm completely wrong about every conclusion I made here, I never designed a game myself after all XD)
Thanks man! I know some people feel like the changes made the H-content "too optional", but I'm glad not everybody feels that way, as I'm in the same boat as you - I think the game has been improved a lot because of the change. Like you said, the ability to heal with H-scenes acts as a sort of manual difficulty change - which works out really well, as players who are more interested in the porn content can see as much as they like while having an easier game because of it, and players who are engaged with the gameplay can continue focusing on the gameplay and get the intended difficulty level by doing so. Even then, once we start adding H-scenes in the storyline and such, it's not like you'll be completely missing out on all H-content by focusing on gameplay instead of fucking everything you come across. Enemy H-scenes are juuuust optional enough that the player isn't incentivized to spend all of their time fucking (which is a huge pace breaker), but there's enough reason to do it in regular gameplay if you're having trouble with the combat.
 
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TheDumbOne

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May 9, 2018
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I've heard several people say this, and I was honestly never entirely clear on what parts of the Deep Soil everyone dislikes - is it just the breast expansion enemies slowing you down or are there other things as well? Just want to get clarification for when I do start reworking them.
I think it's that there is no point to the slow down. When enemies assaulted you and you were (allegedly) trying to prevent it, there was a clear point to it, enemies would immediately attack you and you couldn't run away. This did lead to the problem of, as you put it, "instant H-scene or just a waiting game," but I'd argue that it at least added context to the H-scene (why yes I do watch porn for the plot, thank you).

Now with the rape removed BE just slows the game down... and that's all it does. I specifically remember one column where you need to jump to the top, but it's filled with scientists and those cum-shooter things, both of which can prevent you from jumping. Every time you get hit with BE or cum you're essentially forced to put the controller down for a while, which isn't fun.

Although I did learn during that section that the ledge grab ability still works when you're affected by BE, and you can jump from a ledge grab. So it's possible to intentionally fall off a platform, grab onto a ledge and jump from there when you're not supposed to. This probably wasn't intended, but I like to think of it as a feature, not a bug.

Thanks man! I know some people feel like the changes made the H-content "too optional", but I'm glad not everybody feels that way, as I'm in the same boat as you - I think the game has been improved a lot because of the change. Like you said, the ability to heal with H-scenes acts as a sort of manual difficulty change - which works out really well, as players who are more interested in the porn content can see as much as they like while having an easier game because of it, and players who are engaged with the gameplay can continue focusing on the gameplay and get the intended difficulty level by doing so. Even then, once we start adding H-scenes in the storyline and such, it's not like you'll be completely missing out on all H-content by focusing on gameplay instead of fucking everything you come across. Enemy H-scenes are juuuust optional enough that the player isn't incentivized to spend all of their time fucking (which is a huge pace breaker), but there's enough reason to do it in regular gameplay if you're having trouble with the combat.
I'm of two minds on this. On one hand I agree that the pace improves dramatically without you have to constantly fend off attackers and only have sex on your terms. On the other hand, I think you over corrected and now the mechanic is too optional. I got enough health from simply killing my foes that outside of boss battles I was never in danger of losing, and thus never used the system outside of curiosity. I was playing on Normal, so maybe it would be more useful in Hard... except apparently it doesn't heal you in Hard. So it does nothing for you when you would need it most...

I think there needs to be a stronger incentive for the player to actually use it. I'd suggest decreasing how much the health pick-ups appear, but I'm afraid that would bring us back to the same problem of constantly being in H-scenes which would kill the pace.
 
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R-type

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Jan 4, 2019
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I've heard several people say this, and I was honestly never entirely clear on what parts of the Deep Soil everyone dislikes - is it just the breast expansion enemies slowing you down or are there other things as well? Just want to get clarification for when I do start reworking them.



Even back then they were kind of just a hassle because of the slowdown, imo. They used to make enemies approach you for H-scenes immediately, and touching you at all would cause one even if you weren't knocked down, but that just made it so if there were enemies nearby, it was an instant H-scene, and if there WEREN'T enemies nearby, it was just a waiting game. I love the H-scene variety we get from the breast expansion so I don't want to remove it entirely, but it's definitely needed a rework for a long time.



Thanks man! I know some people feel like the changes made the H-content "too optional", but I'm glad not everybody feels that way, as I'm in the same boat as you - I think the game has been improved a lot because of the change. Like you said, the ability to heal with H-scenes acts as a sort of manual difficulty change - which works out really well, as players who are more interested in the porn content can see as much as they like while having an easier game because of it, and players who are engaged with the gameplay can continue focusing on the gameplay and get the intended difficulty level by doing so. Even then, once we start adding H-scenes in the storyline and such, it's not like you'll be completely missing out on all H-content by focusing on gameplay instead of fucking everything you come across. Enemy H-scenes are juuuust optional enough that the player isn't incentivized to spend all of their time fucking (which is a huge pace breaker), but there's enough reason to do it in regular gameplay if you're having trouble with the combat.
I would have to play this section of the game again before I could give you something like a list of things. (Hopefully I have time this weekend) However I do recognise what EatenByAGrue was saying about a certain column and that the boss fight was to easy

Wouldn't this BE mechanic problem be solved if you made players want to use the BE mechanic, just like the current implementation of the H-mechanic? Maybe something like a temporary power up. This could even make sense in the lore because they came to this planet for a cure, thus some things on the planet could have a positive effect. (maybe ask your patreons what they think about it?)

Most people who dissagree with this H-mechanic change don't seem to like the idea that Alicia is the one who initiates the sex. I haven't read many arguments that mentioned gameplay. The ones I've read mostly talked about rape beeing removed. EatenByAGrue is one of the few who mentioned gameplay and even he was torn about it beeing to optional but also recocnising that the pasing of the game did improve by this change. IMHO you should stay focused on gameplay if this is what you want the game to be about, just make a game you're proud of making. CP;E is already a standout lewdgame because of its gameplay and its not even done yet ;)
 

Anon42

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Jan 30, 2017
401
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I think it's that there is no point to the slow down. When enemies assaulted you and you were (allegedly) trying to prevent it, there was a clear point to it, enemies would immediately attack you and you couldn't run away. This did lead to the problem of, as you put it, "instant H-scene or just a waiting game," but I'd argue that it at least added context to the H-scene (why yes I do watch porn for the plot, thank you).

Now with the rape removed BE just slows the game down... and that's all it does. I specifically remember one column where you need to jump to the top, but it's filled with scientists and those cum-shooter things, both of which can prevent you from jumping. Every time you get hit with BE or cum you're essentially forced to put the controller down for a while, which isn't fun.
Yeah, I totally get why people aren't a fan of BE right now, that's why I've wanted to rework it for a while now. I just wasn't sure if it was ONLY the BE that bogged it down or if there were other reasons as well, which is why I was askin' about that specifically


Although I did learn during that section that the ledge grab ability still works when you're affected by BE, and you can jump from a ledge grab. So it's possible to intentionally fall off a platform, grab onto a ledge and jump from there when you're not supposed to. This probably wasn't intended, but I like to think of it as a feature, not a bug.
Nice! I did notice a while back that the dash still works during BE, but I didn't know about the ledge grab bits though. Since it doesn't break the game and I intend on reworking BE anyway, I don't plan on fixing any of those bugs. Kudos for finding such an interesting workaround.

I'm of two minds on this. On one hand I agree that the pace improves dramatically without you have to constantly fend off attackers and only have sex on your terms. On the other hand, I think you over corrected and now the mechanic is too optional. I got enough health from simply killing my foes that outside of boss battles I was never in danger of losing, and thus never used the system outside of curiosity. I was playing on Normal, so maybe it would be more useful in Hard... except apparently it doesn't heal you in Hard. So it does nothing for you when you would need it most...

I think there needs to be a stronger incentive for the player to actually use it. I'd suggest decreasing how much the health pick-ups appear, but I'm afraid that would bring us back to the same problem of constantly being in H-scenes which would kill the pace.
Yeah. I didn't want having sex to invalidate the challenge of hard mode, which is why I removed the healing - but I'd rather err on the side of optional than forcing the player to use sex to heal, in most cases, since I really want to avoid H-scenes breaking regular gameplay, especially for players who want to focus on the gameplay itself. Keep in mind the enemy H-scenes are only one kind of porn content, though - we have CGs and enemy/boss H-scenes now, but we'll also have storyline H-scenes and optional hidden H-scenes in the future, so even if the enemy H-scene content feels a bit too optional, hopefully those, and the general story and context being designed with sex as a major theme, will make up for it.

I would have to play this section of the game again before I could give you something like a list of things. (Hopefully I have time this weekend) However I do recognise what EatenByAGrue was saying about a certain column and that the boss fight was to easy
That boss fight will be getting a complete rework in the future, so I haven't worried much about making it harder. Much like the 2nd boss, I wasn't happy with the way the fight turned out anyway, and just raising the damage numbers wouldn't fix it being too easy, so that'll have to wait a bit longer I'm afraid!


Wouldn't this BE mechanic problem be solved if you made players want to use the BE mechanic, just like the current implementation of the H-mechanic? Maybe something like a temporary power up. This could even make sense in the lore because they came to this planet for a cure, thus some things on the planet could have a positive effect. (maybe ask your patreons what they think about it?)
I do definitely have plans in mind for making the BE mechanic more relevant, don't you worry. Just not ready to share those plans quite yet.

IMost people who dissagree with this H-mechanic change don't seem to like the idea that Alicia is the one who initiates the sex. I haven't read many arguments that mentioned gameplay. The ones I've read mostly talked about rape beeing removed. EatenByAGrue is one of the few who mentioned gameplay and even he was torn about it beeing to optional but also recocnising that the pasing of the game did improve by this change. IMHO you should stay focused on gameplay if this is what you want the game to be about, just make a game you're proud of making. CP;E is already a standout lewdgame because of its gameplay and its not even done yet ;)
Thank you so much! I'm glad you enjoy the gameplay itself - like you mentioned, gameplay is definitely a major focus of mine, so yeah, I definitely plan on continuing forward with my current H-content plans. I know it'll ruffle some feathers (as it already has), but in the end it is my work, and I'll do what I feel results in the best product I can make. And even if it changes, it's not like the H-content is going away at any point - I'll be making porn games for a long while if I can help it!
 

Anon42

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

The day you've all been waiting for so patiently has finally arrived, ladies and gentlemen. Pop the champagne and get ready to party, because The Great Rework™ is officially COMPLETE! Thanks to all of your support, Crisis Point: Extinction has made frankly unbelievable progress in the past few years. It took a lot longer than I wanted thanks to many factors I won't go into here, but we're finally here. Crisis Point is almost unrecognizable compared to the game it was when we started, and it's all thanks to all of you, your incredible patience with me and my failures, and your unending support as we worked towards making this the game that you all deserve. This is one hell of an update, so strap in as we go over everything that was added.

CPE intro ship.png

v0.33 MAJOR CHANGES
-Finished The Great Rework™
-Completed tiling the Summit area, including minor level redesigns and proper animation for flowing tar
-Added in-game sprite H-scene gallery, similar to the current standalone gallery
-Added Boss H-scenes to the CG list ingame so you can view them without dying to that boss
-Added death animations for more enemies (all pre-Deep Soil enemies now have death animations)
-Added intro 18+ and gamepad disclaimers, and improved intro text crawl sequence
-Added toggleable in-game tutorials explaining basic controls and functions at various points of the game
-Added warp animation effect to enemies when they're captured and warped back to base, and when Alicia warps between areas
-Screen shake effect added to various things (such as the Force Shot exploding)
-Tentacle CG replaced by a new CG drawn by our new artist, Kuso
-New dynamic music added to Summit and Caves that changes based on where in the area you are
-New music added to the title screen
-Added a few more environmental dialogues to the beginning of the game, before Alicia meets anybody else on the planet
-Tripled the number of sex moans Alicia has for each sprite H-scene, for more audio variety and less repetition
-Added more secret rooms
-Completely reworked the starting rooms with new artwork
-Re-coded background parallax drawing code to be far more efficient, should lead to performance gains for anyone who had lag before
-Stagger animations for all enemies that can stagger were finished and fully detailed
-More small unique animations for certain cutscenes were added
-The human base camp, where you meet Rodriguez, has been given a number of new visual elements to make it appear more base-like, including some that get destroyed after the first boss attacks camp
-Fixed a metric buttton of glitches, both major and minor (see the end of the post for details)

And that's just the major stuff I felt was worth mentioning. As you can probably tell by comparing this to our previous updates, v0.33 is HUGE. Orders of magnitude bigger than any update before it, despite the development cycle only being 2 weeks longer than usual. I did my best to pull out all the stops on this one to make it something special, so hopefully you'll have a fantastic time with it. I'm immeasurably proud of how far we've come in just one update, and it's a good sign of things to come - development from here on out is going to be different, in a much better way.
There is one thing I want to mention - at the end of Alicia's voiced monologue during the intro, there's a small bit of text detailing that their ship crashed, etc. That's a temporary measure, as we didn't have enough time to get the animations for a real intro cutscene finished in time for this update release. It's my hope that we can finish that cutscene and release it along with the public demo, and hotfix it into the Patreon builds as well, so keep an eye out for that. There's also a CG sequence planned to be added to the intro, but that's a ways off still.

Because of my plans for the upcoming public demo, I'm actually not going to detail my plans for the next major update yet - for those of you who weren't aware, I'm going to be taking up to a month off from regular CP:E development to instead work on a public demo - both a downloadable copy, and an HTML5 port to be hosted on various places like Newgrounds. The downloadable copy shouldn't be too difficult, but the HTML5 port is new territory for me, and I have no idea how much effort it's going to take - if I get those demos done quicker than a month, then I'll start work on v0.34 once they're done. If it takes LONGER than a month, though, I'm going to start development on v0.34 anyway, and just work on the HTML5 port in my spare time, so that development on the main game doesn't fall too far behind.

Well, that's about it from me for this update. Remember to check the bottom of the post if you want to see the (frankly absurd amount of) bugs I fixed this update, and one final time.. thank you all, from the bottom of my heart. Your endless support for this game and me means more than I can ever say, and I'm gonna do my best to deliver you all one of the best H-games out there.
-A42

And before I forget, here's a lil' preview of what $10+ patrons have to look forward to in that new Tentacle CG I mentioned.
tentacle-1_s.png


v0.33 BUG FIXES AND MINOR CHANGES
-Alicia's arm no longer disconnects from her body when you aim directly up while in the run-to-stand transition animation
-Text in the Boss 2 H-scene is no longer double sized
-Fixed an EXTREMELY rare glitch where Alicia could get permanently locked in her sliding animation if a slide was performed in a very specific position and time
-Fixed a bug where player could keep debug mode active into a new game
-Fixed a softlock where interacting with a save point in the middle of a dash, then warping to a new location, would make Alicia unable to move when the warp finished
-Added a beam wall in the room leading to the Deep Soil where you have to use Dash to progress in the hopes of making it clearer how to proceed
-Fixed a few optional rooms in the late Deep Soil being impossible to traverse with current powerups
-Implemented a possible fix for strong computers having their FPS capped at ~50 instead of 60 in rare cases
-Fixed a softlock bug when you use the Wire Shot just before transitioning into a new room, leading to Alicia being permanently stuck in the Wire Shot animation unless an enemy knocks her out of it
-Fixed a bug that caused erratic movement when you dashed into a wall while also touching a ghost platform
-Fixed a bug where sliding on a platform that's rising upward, and being pushed upward into a ceiling while sliding, would cause Alicia to get stuck in the ceiling with no way out
-Fixed an issue where the Warped Soldier BE H-scene looped itself infinitely until you manually cancel it
-Player no longer continues running after interacting with the letter at the end of the game, if they were holding left or right when interacting with it
-Sound effect added to crumble floors when they break
-Fixed a bug where dashing into a tight spot where a Ghost Platform was below you and a solid ceiling was above you would lead to Alicia getting stuck in the ceiling
-Status menu has been reworked to allow standard movement keys to go between the three sections, rather than using an extra button to switch between tabs
-Force Shot and Melee attacks should now be capable of damaging Boss 3
-Environmental conversations should no longer continue playing when the game is paused if the player pauses at the same frame a conversation starts
-Fixed a small amount of incorrect text in some CG scenes
-Fixed "automated sex scenes" option not saving and loading properly
-Fixed a softlock bug in the Catacombs where leaving the room with the Cursed Orb before destroying the Cursed Orb made it disappear without removing the curse, disabling progression
-Reworked boss fight H-scenes to use the same code as other H-scenes, giving them consistent audio and length with the rest of the game's H-scenes
-Reduced volume of looping Laser Wall sound and fixed a bug where their volume was not changing with global sound effect volume setting
-Fixed an issue where tar rain would briefly appear when the player boots up the game and loads into a Summit area after having already killed boss 2
-Boss H-scenes are now affected by the "Automated H-scenes" option, and the player can control boss H-scenes as well
-Background in the Boss 3 H-scene has been updated
-New jingles added for collecting certain powerups, and jingle volume reduced around the board to be more in line with the rest of the game
-Boom Shot primary chip damage raised from 4 to 6
-Walking into a room transition, then immediately dashing in the opposite direction, no longer leads to getting behind room transition blocks
-Fixed glitch where you were able to switch between solo/duo and BE/non-BE H-scenes in gameplay
-Dashing under a platform that was right above water no longer leads to Alicia getting stuck
-Boss H-scene rooms now load their darkness and lighting values properly
-Moved Electro Shot bullet chip to a new, much more secret location
-Fixed a minor memory leak that happened every time the game was paused
-Slightly optimized code for Force Shot charge particle effects
-Implemented volume change on blaster weapons where, when shooting frequently, the volume will dim after a few shots until the player doesn't shoot for a few moments, to make the sound less annoying in extended fights (also lowered the max volume of the blaster slightly)
-Screen shake added to Force Shot explosions, enemy death, and a cutscene
-Melee weapon attacks can no longer open security doors (changed because it made it possible to skip obtaining the gun at the start of the game)
-Minor lighting engine behavior added so that the lighting level gradually lowers as the player falls from the Summit to the Catacombs
-Made it so the sound that plays when changing volume levels in the Audio/Video menu changes its volume based on the volume of the setting you're changing
-Icons meant to signal interactions have been changed to display the appropriate keybind rather than a generic up arrow
-Environmental Dialogue text is no longer zoomed when an H-scene starts during a conversation, which made it either go completely offscreen or only show a small bit of the conversation text
-Destructible blocks should no longer occasionally stop a bullet from destroying them as if they were a normal wall
-The map should no longer glitch out when the window size is changed or fullscreen is toggled in the menu
-Fixed some unintended collision behavior with the Laser Shot
-Game can no longer be softlocked by enemies in an H-scene dying from fire damage
-Changed CG list to only display currently unlockable CGs, to make it clear when the player has found all current CGs
-Pressing Shift no longer causes duplicate text to appear when typing in map notes
-Crumble blocks no longer disappear visually if the player pauses and unpauses while in a room with them
-Stepping over save points now refills your Force Shot ammo (but not Overcharge)
-Laser Shot can no longer hit enemies through walls
-Cutscenes now cancel environmental dialogues, which previously led to overlapping voice clips
-FINALLY FIXED BOSS 2 CRASH
-Colour of the Alraune's cum is now consistently slightly green in all scenes
-Lowering yourself to the ground during a Wire Ride no longer causes Alicia's animations to bug out until you do something to reset her state
-Fixed more issues involving Ledge Grab, should be functionally stable now
-Fixed an issue where Alicia could stand up while crouching under low ceilings, but only under certain types of blocks
-Fixed a missing wall in the entry area of the Summit that allowed players with the debug double jump to get out of bounds
-Fixed some issues with certain Skill Points and Health Packs disappearing even if you hadn't collected them
 

zensei

Member
Jan 20, 2018
211
282
Wait. Is it possible that I missed a double jump upgrade or it isn't implemented yet? When you come to the grass area, you can't do much without the double jump
Crisis Point Extinction 2019-01-19 03-09-13-23.png
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,675
Wait. Is it possible that I missed a double jump upgrade or it isn't implemented yet? When you come to the grass area, you can't do much without the double jump
View attachment 227276
There is no official double jump upgrade in the game right now, you can only get double jump through the debug mode unlocked at the end of the game. You can progress through the Deep Soil without it
 
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zensei

Member
Jan 20, 2018
211
282

So I'm supposed to be stuck here now? because I tried everything else. Thanks for the clarification
As a sidenote I love how meaty the new sounds are, adds to the immersion. Very nice Anon, keep up the good work lad
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,675

So I'm supposed to be stuck here now? because I tried everything else. Thanks for the clarification
As a sidenote I love how meaty the new sounds are, adds to the immersion. Very nice Anon, keep up the good work lad
Nah, you're not stuck there - to my knowledge there aren't any areas in CP:E where you can become "stuck" like that, you just need to figure out what to do to progress. You need to use the Wire Shot on the totems to pull 'em down. Thanks for bringing that point up, though - I kept forgetting to add the little "use the Wire Shot here" indicator to the bottom of the totems, so I need to remember to do that asap. Also, thanks for the compliments on the sounds! Sound design is a hugely underrated element of games in my opinion, and I wanted to make sure ours were a cut above, which our sound guy has been doing a great job of imo. Glad to hear it's paying off.
 
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zensei

Member
Jan 20, 2018
211
282
Nah, you're not stuck there - to my knowledge there aren't any areas in CP:E where you can become "stuck" like that, you just need to figure out what to do to progress. You need to use the Wire Shot on the totems to pull 'em down. Thanks for bringing that point up, though - I kept forgetting to add the little "use the Wire Shot here" indicator to the bottom of the totems, so I need to remember to do that asap. Also, thanks for the compliments on the sounds! Sound design is a hugely underrated element of games in my opinion, and I wanted to make sure ours were a cut above, which our sound guy has been doing a great job of imo. Glad to hear it's paying off.
Wait what?? I was convinced I already tried that. Haha, my bad.

Yeah the sounds are really nice, especially the jumping and stomping sounds. It honestly makes a huge difference atleast for me. Especially in platformers, where usually there's either low quality or just reused sounds. Kudos to your sound guy and to the whole team for the game
 
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Dyhart

Well-Known Member
Jul 30, 2017
1,985
1,474
wow this game came a long way. I remember when there was barely a menu and certainly no CG scenes. Those are amazing.
 
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Staboo

Member
Nov 12, 2017
117
103
A "side-scroller"done right.No stupid amounts of enemies that chain stun/irritate you and responsive controls.If devs keep adding content then not supporting this game will be a sin.
 
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4.70 star(s) 32 Votes