CREATE YOUR AI CUM SLUT ON CANDY.AI TRY FOR FREE
x

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

4.70 star(s) 32 Votes

Anon42

Member
Game Developer
Jan 30, 2017
401
1,675
Medication is only half the work though, getting here took a lot of discipline and work from myself. We're creatures of patterns and a big struggle is entirely reshaping your current patterns to more healthy ones, while also being aware of road blocks created by le ADHD brain. How to ADHD is a channel that has helped me a lot with specific mental ADHD struggles, if you haven't seen their channel already, it's definitely worth a watch.
My SO actually just discovered How to ADHD in the past month, since she's been trying to understand what exactly it means so she can help me out more. I haven't watched too much of it myself yet, but I'll definitely take the time to do that, thank you for the recommendation!

Excuse me for being a bit speculative again, but; I know a lot of folk with ADHD who have a chronically high heart rate. Apparently its quite common. If you have not done so already, measure your heart rate in rest at home. I usually have a consistent heart rate of 100 bpm and sometimes only 80-90 when I am around people. Even with Doctors whom I'm very familiar with, this can occur. Its a stark contrast to my heart rate in rest at home, which is 50-65 bpm. Weight training and cardio help keep it that low for me.
If you've already measured in rest at home, feel free to entirely ignore what I just wrote.
Is your blood pressure fine though? If you don't mind me asking.
For the heart rate, I haven't measured my heart rate at home, but I can easily confirm it's still high even when I'm at home and relaxed. I've felt for a long while like my heart rate is unusually high, but without getting it measured (and with no idea what a "normal" heart rate felt like to compare), I wasn't certain. I remember a few years ago, when I was in that car accident, the heart rate monitor I was hooked up to wouldn't stop doing the "heart rate is high" beep, no matter how much water the nurse gave me via IV; at the time I just chalked it up to "stressful shit just happened", but I think it was just my resting heart rate being high even back then.
My blood pressure is also a little higher than the ideal numbers; not by as much as my heart rate I think, the doctor specifically said it wasn't high enough to start thinking about medication or anything, just that it was something to keep in mind and try to work on fixing through natural means.



Well consider me speechless.. Yours is officially the first fanfic I've seen for CPE, this is so awesome! I'm flattered you enjoy the game and our characters this much, and your writing is pretty good! I haven't had the chance to read the entire thing just yet, but I'll definitely finish reading soon, I'm curious to see exactly what you plan to put Alicia through haha. Thank you so much for taking the time to write this!!
 

f9account

Engaged Member
Mar 20, 2020
2,186
1,979
Well consider me speechless.. Yours is officially the first fanfic I've seen for CPE, this is so awesome! I'm flattered you enjoy the game and our characters this much, and your writing is pretty good! I haven't had the chance to read the entire thing just yet, but I'll definitely finish reading soon, I'm curious to see exactly what you plan to put Alicia through haha. Thank you so much for taking the time to write this!!
No problem, hope it helps. Do please let me know what you think of the overall story!

Here, I uploaded it in doc format with some typos fixed to make it easier to read offsite.
 
  • Heart
Reactions: Anon42

Anon42

Member
Game Developer
Jan 30, 2017
401
1,675
No problem, hope it helps. Do please let me know what you think of the overall story!

Here, I uploaded it in doc format with some typos fixed to make it easier to read offsite.
Thanks! I'll for sure give you my thoughts once I have the chance to sit down and read the whole thing.


actualy 0.44 was a while ago whats the official version up to now?
v0.44 is still the most recent version. Immediately after v0.44 came out, I got hit with the biggest wave of depression and burnout I've ever felt, and I've been on an extended hiatus from development to work on my mental health. That's what all the weekly updates recently have been about. Our other team members are still working on the game, but since I handle all of the core stuff like programming, the game itself hasn't been updated since then.







(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, sorry there was no update last week! I wasn't intending to skip it, it just sorta happened - you ever have that problem where you mean to respond to a message from someone, but you forget, and then hours later it feels weirdly late and awkward to respond, so you wait more, and ultimately end up not responding at all? It's that sorta thing. I really need to work on that lol, another thing to bring up with the eventual therapist.

So the new medication, the non-stimulant ADD pill, hasn't really made much of a difference for me unfortunately - I haven't felt any side effects really, but also no real benefits. Some basic googling tells me that non-stimulant medications tend to be much less effective at treating ADD, so I'm not too surprised by it, it just means I need to get that EKG done so we can figure out if taking a stimulant would be safe for me.

I haven't really done any work yet, but there has been one.. let's call it interesting.. development, that doesn't really pertain to CPE itself but will be relevant for my future games. It won't really change anything on your end as players, but the engine that I work with recently announced they're shifting their pricing model, and instead of being one-time purchases, they're going subscription-only. Personally, I can't stand subscription-only business models for programs, especially not ones you have to use for your job, so basically I'm ditching it and moving to a new engine lmao. CPE will be finished in the current engine, so it's not going to affect that - they're honoring all previous permanent licenses, so nothing is changing for me in the immediate future - but when they inevitably release a new version of the engine it'll be subscription-only, and I ain't dealing with that. I've been tinkering with Godot a bit the past week, and it's super promising, so I'm strongly leaning towards changing over to Godot for future games. It's completely free and open source, so there's no risk of them pulling shit like this in the future.

Anyway, aside from the engine stuff and the medicine not really helping, things have been going pretty well thankfully. I've been trying to cook a little more and eat a little healthier (key word: a little), and once Puffernutter's ankle heals (she got a pretty bad twisted ankle about a week ago), we plan on starting up exercise again. I still feel bad about not getting anything done for CPE, but it's felt good to focus on real life for a bit, now that my mental state has evened out a lot more.

CPE hasn't been completely idle, though; Orexius has been powering through more and more xray animations, and we now have xrays for the tentacles, warped sentries, scientists, and poison alraune. Red has officially finished up the Azulisk CG, too. I still haven't sent scripts off to our VAs yet, so I plan on doing the little remaining script work I have over this next week, so I can send it to them and give them time to record. I meant to do that several weeks ago, but yeah, things weren't going so great several weeks ago. I have a friend visiting from out of town this week, so I'll be spending some time with them, but they're not going to be here 24/7 so I'll definitely have time to do a bit of writing.

I also have two doctors' appointments this week, one of which is a followup with my medication doctor, so I'll be able to find out if I can afford that EKG or not. Even if I can't afford it now, I'll be able to in the near future - I finally picked out a therapist and sent them an appointment request this week, though it was only a few days ago so I haven't heard back yet. Knowing that I'll be seeing a therapist weekly, I intend on getting on insurance as soon as the enrollment period opens. Irritatingly, one of the enrollment periods just closed like.. a week ago, so it'll be a while before I can sign up for that, but in the worst case scenario I'll be able to afford the EKG once I get that going. Because of the nature of insurance and deductibles and shit, I plan on going crazy with medical care in 2022, and trying to get all sorts of my issues figured out. I haven't really talked about any of it, but I have loads of minor physical problems in addition to the mental ones; it's all stuff I've learned to live with, but it would be lovely if I could sort it out, so that'll be a big goal for next year.


Alright, I've rambled just about enough for two weeks worth of personal updates, huh? Sorry again about missing last week, I'll try not to let that happen again in the future. Thank you all so much for continuing to read these updates, even when they're not really about the game! Sometimes it's easy to forget how many people are following my work, since comments are usually pretty quiet when things are going well, so I really appreciate all the comments and well wishes you guys have been sending me regularly. It makes this whole thing feel like it matters a lot more, and has me looking forward to the day when I can not only get back to work, but can do that work better than I ever could in the past when I was struggling with all this. See you all again in next week's update!
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,675
(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 all, gonna be another entirely personal update this week. My week was a lot busier than I realized it would be, between the two separate appointments (and the anxiety that came with them) and my visiting friend, who I thankfully got to spend a lot more time with than I expected. They were visiting from the other side of the USA, and they're in college right now so it's not a trip they can make often, so I'm really glad we got to hang out so much, and we had a great time. I didn't have the time for the CPE scripts I was planning to work on, but the good news is most of the script writing for this update has been completed for a while, so there's not too much left to do once I have the time for them.

So, healthcare update time. I haven't heard back from that therapist yet, so I'll be contacting them again soon to hopefully get that going. Until then, my behavioral doc is seeing me monthly to basically fill the place of a therapist temporarily, so I'm not navigating this completely alone. It's going well and she's helping me take some steps towards getting out of my comfort zone, but I won't talk about that side of things more than that; it's a little too personal, and also pretty boring. For the medication side of things, though, I was thankfully able to get the EKG as hoped - it was much cheaper than I feared it might be, and the results came back good. I do have a high heartrate as we already knew, but the EKG didn't show anything unusual or concerning beyond that. With that result, my medication doc cleared me for stimulant usage, and I started taking them just this morning. So far I don't feel too different, but I do feel a bit more alert than usual - I talked to Orexius about it as well, since he started taking stimulants several months ago, and he also didn't feel very different when he got on them, aside from the benefits when he's actually working. I think I already feel a bit of a difference there, too; normally I put off writing weekly updates for a while, but I was able to get into it much more easily today, so that bodes well.

Since I only just started with the stimulants today, I don't know if there's any noticeable side effects yet, or how effective they will be, but I should have more to report on that next week. Plus, even if this kind isn't the right one for me, now that I'm cleared for stimulants we have a lot of other medications we can try, so it's only a matter of time until we find one that feels right!

Aaaand that's pretty much all there is to report. Now it feels like we're really getting things moving, and I'm really excited to see how I'm feeling by the end of the year. I'm going to wait a few days before I try diving into work again, so I can get used to the new medication and see how it makes me feel outside of the context of work, but at some point during this next week I'm going to give a "normal workday" a try, and then we'll go from there. Thank you all so much, again, for your incredible patience during this - it's safe to say that all of you are directly responsible for me being able to take this time to work on my mental health, not only because of the financial side of things, but also just because you've been so accepting and supportive of me taking this break from development. I can't imagine what it would've been like if I was dealing with this and a standard 9:5 dayjob, and I am eternally grateful to each and every one of you for the opportunity you've given me. You guys are the real MVPs here. We'll see you again in next week's update, and it's one I'm very hopeful for!
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,675
(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 everybody! It finally happened this week. I was able to wake up in the morning feeling ready to go, make my way down to my desk, and actually successfully work for the first time in months! As you can probably tell, I'm feeling pretty pumped. I wanted to give myself some time to adjust to the medication, so I didn't work for the first half of the week; it was on Thursday that it happened, and so far, every day since then I've also been able to work. I think I might have pushed myself a bit too far yesterday, I was pretty tired by the end of my workday and I felt like I was going to delay the weekly update to Sunday since I wasn't feeling up to recording footage at the time - but when I woke up today I felt much better, so here we are! I'm going to try and limit how much time I spend working for a while, so I don't push myself too far and end up going backwards, but it really does feel incredible to be creative again.

With that, I don't have too much else to talk about on the personal side this week, so let's get to the update!



First off, the video up above. How often has it happened while you're playing Crisis Point that you try to jump up to a ledge, but just barely don't make it, so you have to wait for Alicia to fall down far enough for you to ledge grab, then you can finally jump up? Well, it happened to me one too many times for my taste, so we're fixing it!

Once Alicia gets the Kilogrip upgrade, in addition to being able to normally ledge grab, she'll also get the ability to quickly parkour-vault up onto ledges she just barely didn't make it to. Since you need the Kilogrip first, you won't be able to do this right out of the gate - and it doesn't enable you to reach any ledges you couldn't already reach by ledge grabbing - but it improves the flow of platforming considerably! The animation doesn't lock you into it either; there's a short period at the start where you can't shoot, but that's the only restriction. You can cancel out of the animation at any time by pushing away from the ledge, and once you're up on the ledge you can start shooting again. There's still some work to do on the ability - as you can see the art isn't complete, for one, and there's also quite a number of bugs still - but the main functionality is done, and the issues will get ironed out before long.


The other thing I worked on this week is another ability I've been considering for the Iron Boots. Previously, the Iron Boots only let you sink in water and that was it - now, they have a second ability: an air slam attack!



This one is still VERY WIP right now, there will be special effects and whatnot. Functionally, the air slam serves as a way to descend quickly (which also helps you control your movement underwater better), and it also allows you to bounce off enemies while dealing melee damage if you slam into them! The latter functionality hasn't been implemented yet, which is why it doesn't show up in the video. I'm hoping to use this to make early underwater exploration more enjoyable, as well as implement some fun enemy-based platforming challenges.


And that's all for this week! It feels almost strange to be able to write a normal weekly update for once, but strange in a good way. Feels like things are finally getting somewhat back to normal. I still have a long way to go to be "healthy" - I don't think I've been mentally or physically healthy since well before starting Crisis Point, honestly - but this is a really big step forward, and I owe it all to you guys. Combining my already-bad mental health with the stress and burnout of working on the same project for such a long time brought me to a really bad place, and the only reason I'm here now, able to start recovering and trying to reach a happier place in life, is entirely because of you all. Thank you guys so, so much. I owe you more than I'll ever be able to repay, but I'll do my best to repay it by making Crisis Point the best game it can be! We'll see you next week with another update!
 

ZeroNoHero

Newbie
Apr 25, 2019
57
44
(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 everybody! It finally happened this week. I was able to wake up in the morning feeling ready to go, make my way down to my desk, and actually successfully work for the first time in months! As you can probably tell, I'm feeling pretty pumped. I wanted to give myself some time to adjust to the medication, so I didn't work for the first half of the week; it was on Thursday that it happened, and so far, every day since then I've also been able to work. I think I might have pushed myself a bit too far yesterday, I was pretty tired by the end of my workday and I felt like I was going to delay the weekly update to Sunday since I wasn't feeling up to recording footage at the time - but when I woke up today I felt much better, so here we are! I'm going to try and limit how much time I spend working for a while, so I don't push myself too far and end up going backwards, but it really does feel incredible to be creative again.

With that, I don't have too much else to talk about on the personal side this week, so let's get to the update!



First off, the video up above. How often has it happened while you're playing Crisis Point that you try to jump up to a ledge, but just barely don't make it, so you have to wait for Alicia to fall down far enough for you to ledge grab, then you can finally jump up? Well, it happened to me one too many times for my taste, so we're fixing it!

Once Alicia gets the Kilogrip upgrade, in addition to being able to normally ledge grab, she'll also get the ability to quickly parkour-vault up onto ledges she just barely didn't make it to. Since you need the Kilogrip first, you won't be able to do this right out of the gate - and it doesn't enable you to reach any ledges you couldn't already reach by ledge grabbing - but it improves the flow of platforming considerably! The animation doesn't lock you into it either; there's a short period at the start where you can't shoot, but that's the only restriction. You can cancel out of the animation at any time by pushing away from the ledge, and once you're up on the ledge you can start shooting again. There's still some work to do on the ability - as you can see the art isn't complete, for one, and there's also quite a number of bugs still - but the main functionality is done, and the issues will get ironed out before long.


The other thing I worked on this week is another ability I've been considering for the Iron Boots. Previously, the Iron Boots only let you sink in water and that was it - now, they have a second ability: an air slam attack!



This one is still VERY WIP right now, there will be special effects and whatnot. Functionally, the air slam serves as a way to descend quickly (which also helps you control your movement underwater better), and it also allows you to bounce off enemies while dealing melee damage if you slam into them! The latter functionality hasn't been implemented yet, which is why it doesn't show up in the video. I'm hoping to use this to make early underwater exploration more enjoyable, as well as implement some fun enemy-based platforming challenges.


And that's all for this week! It feels almost strange to be able to write a normal weekly update for once, but strange in a good way. Feels like things are finally getting somewhat back to normal. I still have a long way to go to be "healthy" - I don't think I've been mentally or physically healthy since well before starting Crisis Point, honestly - but this is a really big step forward, and I owe it all to you guys. Combining my already-bad mental health with the stress and burnout of working on the same project for such a long time brought me to a really bad place, and the only reason I'm here now, able to start recovering and trying to reach a happier place in life, is entirely because of you all. Thank you guys so, so much. I owe you more than I'll ever be able to repay, but I'll do my best to repay it by making Crisis Point the best game it can be! We'll see you next week with another update!
Just wanted to say thank you for the Kilogrip update, because that was a small peeve of mine and the fact that you were thoughtful enough to go "Hey that's kinda annoying" and fix it was great.
 
  • Like
Reactions: Anon42

Alexandra69

Member
Feb 12, 2021
152
81
(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 everybody! It finally happened this week. I was able to wake up in the morning feeling ready to go, make my way down to my desk, and actually successfully work for the first time in months! As you can probably tell, I'm feeling pretty pumped. I wanted to give myself some time to adjust to the medication, so I didn't work for the first half of the week; it was on Thursday that it happened, and so far, every day since then I've also been able to work. I think I might have pushed myself a bit too far yesterday, I was pretty tired by the end of my workday and I felt like I was going to delay the weekly update to Sunday since I wasn't feeling up to recording footage at the time - but when I woke up today I felt much better, so here we are! I'm going to try and limit how much time I spend working for a while, so I don't push myself too far and end up going backwards, but it really does feel incredible to be creative again.

With that, I don't have too much else to talk about on the personal side this week, so let's get to the update!



First off, the video up above. How often has it happened while you're playing Crisis Point that you try to jump up to a ledge, but just barely don't make it, so you have to wait for Alicia to fall down far enough for you to ledge grab, then you can finally jump up? Well, it happened to me one too many times for my taste, so we're fixing it!

Once Alicia gets the Kilogrip upgrade, in addition to being able to normally ledge grab, she'll also get the ability to quickly parkour-vault up onto ledges she just barely didn't make it to. Since you need the Kilogrip first, you won't be able to do this right out of the gate - and it doesn't enable you to reach any ledges you couldn't already reach by ledge grabbing - but it improves the flow of platforming considerably! The animation doesn't lock you into it either; there's a short period at the start where you can't shoot, but that's the only restriction. You can cancel out of the animation at any time by pushing away from the ledge, and once you're up on the ledge you can start shooting again. There's still some work to do on the ability - as you can see the art isn't complete, for one, and there's also quite a number of bugs still - but the main functionality is done, and the issues will get ironed out before long.


The other thing I worked on this week is another ability I've been considering for the Iron Boots. Previously, the Iron Boots only let you sink in water and that was it - now, they have a second ability: an air slam attack!



This one is still VERY WIP right now, there will be special effects and whatnot. Functionally, the air slam serves as a way to descend quickly (which also helps you control your movement underwater better), and it also allows you to bounce off enemies while dealing melee damage if you slam into them! The latter functionality hasn't been implemented yet, which is why it doesn't show up in the video. I'm hoping to use this to make early underwater exploration more enjoyable, as well as implement some fun enemy-based platforming challenges.


And that's all for this week! It feels almost strange to be able to write a normal weekly update for once, but strange in a good way. Feels like things are finally getting somewhat back to normal. I still have a long way to go to be "healthy" - I don't think I've been mentally or physically healthy since well before starting Crisis Point, honestly - but this is a really big step forward, and I owe it all to you guys. Combining my already-bad mental health with the stress and burnout of working on the same project for such a long time brought me to a really bad place, and the only reason I'm here now, able to start recovering and trying to reach a happier place in life, is entirely because of you all. Thank you guys so, so much. I owe you more than I'll ever be able to repay, but I'll do my best to repay it by making Crisis Point the best game it can be! We'll see you next week with another update!
lol she turns into saitama in the iron boots slam attack
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,675
(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, I don't have too much to talk about this week. Like I talked about in last week's update, I'm trying to limit the amount of time I spend doing work for now - the last thing we want when I'm finally making progress is to push it too far and end up going backwards.

This week, I pretty much just continued working on the same things from last week, the ledge vaulting and slam attack. They might have looked fairly complete in last week's update (aside from the WIP animations), but there were lots of bugs and missing functionality, which is what I worked on this week. The slam in particular had some annoying issues when trying to bounce off of slimes that were on the ground, so it took a good bit of tinkering to get it all working properly. It's nearly finished now, I just need to make it actually deal damage to enemies, and do some more testing to make sure everything is working as intended.

Aside from work this week, I had another doctor's appointment, this time a followup with my general doctor. We mostly talked about my high heart rate (and I scheduled another visit for some other health issues I want to talk about), but there's not too much to talk about there. I've been measuring my heart rate at home, so I can confirm that it does reach the ~110-120 range that they measured, even when I'm at home, but my heart rate was actually a little lower this time than the last few visits which is good. Still too high, but it wasn't at the 120 they've been measuring the last few times. My appointment anxiety is getting better, too; it's still there, but I'm starting to be able to deal with it better and not get quite as worked up. Anyway, she's going to give me a referral to cardiology so I can get more thorough testing, probably using a holter monitor, and then we can figure out where to go from there.

I'm going to continue taking it slow with work - I'm paying a lot of attention to my brain when I'm working, and any time it starts feeling stressed or overwhelmed I stop - but it feels really good to actually be able to work semi-regularly again. My mental break happened pretty much immediately after the last CPE update came out, so unfortunately the next one is still a ways off - I'm basically starting at the very beginning of the update development process, and I'm not going to be working as much as I was before. I just want to be upfront about that so you guys know it'll be a while, even though I'm able to work again now. I'm also thinking about streams, but I'm not sure if I'm going to be doing them again any time soon - I think I want to wait until I can consistently work for several hours straight without stress, so I'm not just streaming for an hour or two then stopping. I'll keep you updated on that in the weeks to come, maybe something will change.


And that's about all I have to talk about today. Thank you so much for reading, and for being such incredible supporters! I don't know where I'd be without you guys; most people don't get the luxury of being able to essentially take a 4 month break from work for mental health reasons, and the fact that I was able to do that is just.. still mindblowing. You guys are absolutely amazing to me, and I will never forget that. Anyway, see you again in next week's update!
 

f9account

Engaged Member
Mar 20, 2020
2,186
1,979
(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, speaking of Patreon, may I please get some information about their policies? Is it ok if I PM you to get some advice?
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,675
Hey, speaking of Patreon, may I please get some information about their policies? Is it ok if I PM you to get some advice?
I mean, sure you can, but you'd probably be better off asking Patreon directly about their policies, they're much more knowledgeable about their internal workings than I am
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,675
(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 guys, sorry I didn't post a weekly update on time! Now that I'm back to work, and trying to not do too much, I'm still trying to figure out exactly how to work around my mental health. I worked for probably 7 hours on Friday, because I felt fine the entire time - but after I was done, it hit me real hard how much of a mental toll that took, and I had to step away for a few days. Sorry about that; I'm all good now, but I'm still learning that I need to be careful with how much I work, even when I feel fine in the moment, so that sort of thing doesn't happen again. I'm going to be changing up my work schedule a bit, but update days will remain Saturday for the time being, so that won't impact much on your end.

Just to give you guys a quick update from what went on last week, there wasn't too much - I'm starting to get used to the ADHD meds, and it definitely feels like they're helping with my focus. The 7 hour work day last week was spent doing a big refactoring to our animation system that I've been wanting to do for ages, but stuff like refactoring and rewriting code has always been one of my biggest struggles in development. With the medication though, I had no problem staying pretty focused the entire time, so it definitely seems to do the trick! Aside from the refactoring, I also pretty much finished up the Ledge Vault and Slam abilities. There's still a tiny bit of work to be done on them, mostly bug testing, but they're 95% complete now so I should get some time to work on other stuff this week, like implementing the H-scene xray animations. I'm also planning on doing another refactoring for the H-scene system; as you all know, with last update's refactor, there were some unfortunate crashing issues introduced, and upon reexamining the whole system I realized there's a much better way to handle it that should be easier to work with and avoid crashes. I wouldn't be surprised if I made some stupid mistakes on the last refactor too, since I was heading in a bad mental direction while working on it, and didn't have the benefit of medications.

As one small aside, Orexius is basically done with the xray animations now (the only thing left is the Azulisk BE scene); he's working on more special effects now, and I plan to have him work on some less-important animations after, like Alicia idle fidgets, and stuff for the rest of the gang to do back at base camp instead of just standing around. He's still waiting on me to implement the Golem WIP animations in-engine, so he won't work on finishing the Golem animations up until after I get to that.


Like I've said before, v0.45 is still a ways off, between me just now getting back to work and needing to take things slow for now. Thank you guys so much for being so patient with this. I was admittedly worried about how it would feel when I finally got back to work, before; I have a tendency to feel real guilty about things when I feel like I've let someone down, and since it's been so long, I had the fear that I'd feel pressured to crunch hard to get the update out in a reasonable time since you've all been waiting so long. After all of your support and kindness, though, I've been able to stay rational and not wreck myself from self-inflicted pressure like I normally would, so getting back to work has been much easier and more enjoyable than I expected. All that to say, thank you again, and I can't wait to deliver you guys more real content! See you again on Saturday!
 
Dec 11, 2019
407
402
(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 guys, sorry I didn't post a weekly update on time! Now that I'm back to work, and trying to not do too much, I'm still trying to figure out exactly how to work around my mental health. I worked for probably 7 hours on Friday, because I felt fine the entire time - but after I was done, it hit me real hard how much of a mental toll that took, and I had to step away for a few days. Sorry about that; I'm all good now, but I'm still learning that I need to be careful with how much I work, even when I feel fine in the moment, so that sort of thing doesn't happen again. I'm going to be changing up my work schedule a bit, but update days will remain Saturday for the time being, so that won't impact much on your end.

Just to give you guys a quick update from what went on last week, there wasn't too much - I'm starting to get used to the ADHD meds, and it definitely feels like they're helping with my focus. The 7 hour work day last week was spent doing a big refactoring to our animation system that I've been wanting to do for ages, but stuff like refactoring and rewriting code has always been one of my biggest struggles in development. With the medication though, I had no problem staying pretty focused the entire time, so it definitely seems to do the trick! Aside from the refactoring, I also pretty much finished up the Ledge Vault and Slam abilities. There's still a tiny bit of work to be done on them, mostly bug testing, but they're 95% complete now so I should get some time to work on other stuff this week, like implementing the H-scene xray animations. I'm also planning on doing another refactoring for the H-scene system; as you all know, with last update's refactor, there were some unfortunate crashing issues introduced, and upon reexamining the whole system I realized there's a much better way to handle it that should be easier to work with and avoid crashes. I wouldn't be surprised if I made some stupid mistakes on the last refactor too, since I was heading in a bad mental direction while working on it, and didn't have the benefit of medications.

As one small aside, Orexius is basically done with the xray animations now (the only thing left is the Azulisk BE scene); he's working on more special effects now, and I plan to have him work on some less-important animations after, like Alicia idle fidgets, and stuff for the rest of the gang to do back at base camp instead of just standing around. He's still waiting on me to implement the Golem WIP animations in-engine, so he won't work on finishing the Golem animations up until after I get to that.


Like I've said before, v0.45 is still a ways off, between me just now getting back to work and needing to take things slow for now. Thank you guys so much for being so patient with this. I was admittedly worried about how it would feel when I finally got back to work, before; I have a tendency to feel real guilty about things when I feel like I've let someone down, and since it's been so long, I had the fear that I'd feel pressured to crunch hard to get the update out in a reasonable time since you've all been waiting so long. After all of your support and kindness, though, I've been able to stay rational and not wreck myself from self-inflicted pressure like I normally would, so getting back to work has been much easier and more enjoyable than I expected. All that to say, thank you again, and I can't wait to deliver you guys more real content! See you again on Saturday!
God speed, I hope you recover well!
 
  • Heart
Reactions: Anon42

VariedOne

New Member
Jun 30, 2020
1
0
Hey does anyone have a walkthrough for this game, or anywhere I can find just general guidance to move along? I was giving the game a go before I decided whether or not I wanted to sub to it, but I feel just entirely lost at certain points, perhaps I'm just not great with puzzles or directions. I just got the grappling hook, I made it to ascending the summit but there's laser gates blocking me (and a place if you fall into you get permanently trapped.). I went around looking for switches to turn them off but I've yet to find one that works to let me through. Beyond that I don't know where else to look and it is incredibly frustrating as there's no tips really within the game either that point you in the right direction.

I understand it's a metroidvania game, which is what I'm expecting (And I like it so far!) But there's some things that are just so unintuitive or hard to see/find that I feel entirely like I'm just wasting my time. I've backtracked about everywhere I've found.
 
Last edited:

Anon42

Member
Game Developer
Jan 30, 2017
401
1,675
Hey does anyone have a walkthrough for this game, or anywhere I can find just general guidance to move along? I was giving the game a go before I decided whether or not I wanted to sub to it, but I feel just entirely lost at certain points, perhaps I'm just not great with puzzles or directions. I just got the grappling hook, I made it to ascending the summit but there's laser gates blocking me (and a place if you fall into you get permanently trapped.). I went around looking for switches to turn them off but I've yet to find one that works to let me through. Beyond that I don't know where else to look and it is incredibly frustrating as there's no tips really within the game either that point you in the right direction.

I understand it's a metroidvania game, which is what I'm expecting (And I like it so far!) But there's some things that are just so unintuitive or hard to see/find that I feel entirely like I'm just wasting my time. I've backtracked about everywhere I've found.
Sorry for the confusion, but to my knowledge, there's nowhere in the game you can get permanently trapped at the moment. It sounds like you're talking about the room where you get the Dash upgrade, which gives you invincibility frames when you use it that allow you to bypass laser doors. The description of the dash when you pick it up says as much. There's a lot of spots in Crisis Point where you get a new upgrade, and you have to use that new upgrade to get out of the room you get it in, which is done to ensure the player knows how to use that new upgrade and how it can benefit them before they can continue exploring
 
4.70 star(s) 32 Votes