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

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Anon42

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Game Developer
Jan 30, 2017
401
1,663
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
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,663
(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, not much of an update this week (and sorry it was a day late again!) - I had multiple doctor visits this week, so a lot of my time was taken up by appointments (and appointment anxiety), and I didn't get to work too much. The work I did do was mostly on shaders and special effects stuff, mostly for the Slam attack, but I also want to do another pass over most of CPE's special effects now that Orexius has been learning how to animate effects. He's been putting out some excellent effects that I'm looking forward to showing off in future updates!

We're also going back and reviewing each area in the game, and seeing where we can improve them visually; the Deep Soil is our first target, because to be honest, the current iteration of the area is basically not at all like I envisioned it, and we want to fix that. I made a lot of mistakes early in development with not writing things down, and not giving my artists enough information to go on, so that's something I'm working on improving. Me and Puffernutter went over the Deep Soil this week and wrote down key points, what improvements we want to make, and gathered references so when she has time to work on tilesets she'll have a much clearer picture of what to aim for, and we plan on doing that for every other area in the game as well. Since I don't have to be very involved in the process, it won't slow down my work much, so don't start worrying this is going to be The Great Rework™ 2.0 or anything like that :p

Anyway, aside from the little work I did this week, Orexius started working on some less-necessary animations for the main cast, stuff like Rodriguez using the computer at base camp and Alicia idle fidgets (including a lewd one I think you'll all like). I'll probably show those off in a future update, once we have a handful of them done.

Sorry I don't have much more to share, but all the appointments I had really took it out of me. There's not much to talk about regarding the appointments, either; we made a minor change to my ADHD medication (trying out 2 short-term pills per day instead of 1 extended release and 1 short-term, because I wasn't really feeling much of an effect from the extended one), and the rest is going to wait until mid-November to really get anywhere, since I'm waiting to get on insurance once open enrollment starts before doing anything major. I did get blood drawn for an allergy test though, which I've never done before, so it'll be interesting to see if I've been secretly allergic to anything all these years and just never realized it!

So that's more or less what happened this week. Sorry again it's such a short post, but I'm all done with appointments for a while now, so I should get some solid work in by next update! Thank you all for reading, and for continuing to be so patient with me as I try and get things back to normal. See you again next update!
 

Reckless4545

Member
Nov 25, 2020
184
68
either I'm an idiot or just bad at exploring, just got wire shot and finished the "course" that led me to a health upgrade, couldnt get onto the ledge from jumping out of the tar, decided to attempt exploring and ive been running in circles for 20 minutes now not knowing where to go or what to do.
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,663
either I'm an idiot or just bad at exploring, just got wire shot and finished the "course" that led me to a health upgrade, couldnt get onto the ledge from jumping out of the tar, decided to attempt exploring and ive been running in circles for 20 minutes now not knowing where to go or what to do.
You just got the Wire Shot, so you need to look for more areas to use the Wire Shot in. That part of the game is where it stops being mostly-linear and you have to start looking around more to find the right path forward; a general tip if you get lost is to check your map in the pause menu, and look for rooms you haven't filled in fully, or entrances/doors you haven't gone through yet. The way forward will always be in one of those spots!






(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! Someday I will succeed in posting the weekly update on Saturday, like it's supposed to be, but today is not that day :' )

I struggled to get stuff done more this week compared to the last few, so there's not too much to talk about. I think the change in ADHD medication last week might not be working as well as I hoped; I plan on giving it one more week to see if I just need more time to adjust, but if it still feels worse by next weekend I plan on scheduling another appointment to alter things again. I think I mentioned the details last week, but I switched from 1 extended release pill in the morning and 1 short release pill in the afternoon, to just taking two of the short release pills, one in the morning one in the afternoon. Now that I've been on that for about a week, I get the feeling that it wasn't that the short-term medication is more effective, and more that the long-term pill from the morning was still active when I took the afternoon short-term pill, and the combination of the two of them was what made it feel more effective. If that's the case, it's very possible that just upping the dosage would be a good solution, but I have no intention of trying that without approval from my doctor first, so we'll see what happens.

In any case, between that and the fact that we also had both Puffernutter and Orexius's birthdays this week (send 'em some love!), it led to me getting less done than I'd hoped - but not nothing. I spent most of this week implementing some of the animations Orexius has been working on, as well as tinkering more with special effects and shaders. I redid the little dust clouds that Alicia leaves when she jumps, lands, or dashes across the ground - I don't have footage prepared to show it off, and it's a bit of a subtle change, but I like the new effect a lot more. We also gave Alicia a different ledge grab animation for when the ledge she grabs is too short to give her a foothold, so she'll grab on with both hands now instead. I also optimized various parts of the game's code; I'm still refamiliarizing myself with my codebase, since I hadn't worked on it in 4 months, and now has seemed like a great time to optimize and tweak things to be easier to work with. It's not exciting work, but it makes all my future work easier, so it's well worth it.

Like I mentioned last week, we're revisiting the visuals of older areas and analyzing them thoroughly to see where we can improve them, but we also spent some time this week working on the art design for a future piece of content as well. Too much of CPE's art design has been handled nonchalantly, since it all started back when the team consisted of just me (and I'm no art designer), so we're trying to be more thorough with stuff we create now. I know, in hindsight it seems like an obvious thing to do, but hey, mistakes now means we make better stuff in the future, and you can't learn from mistakes without making them in the first place :p

So that's the major stuff I worked on last week, but I do believe I promised a .gif dump in the title, didn't I? Here's a handful (but not all) of the animations Orexius has been working on, both character animations and effects:

Alicia Iron Boots Ground Slam.gif
Rodriguez Typing At Desk.gif
Underwater Mine Spin.gif
Warped Soldier Firing Gun New.gif
Spooky Cursed Torch.gif
Non-spooky Torch.gif

Even though I've been struggling with work, Orex has been a busy bee, with a good mix of new and reworked animations to fill the game out. As you can see he's taken to special effects animation very well, and we're finally giving NPCs some actions to do at camp so they're not just standing around idly whenever you come back.

Well, that's about all I have for this week. Thanks for reading everybody, and for continuing to be patient with me - it would be great if getting back to work meant I was at 100% right away, but that definitely hasn't been the case, and I really appreciate you all letting me take my return at a healthy pace. We'll see you again in next week's update!
 

haizan guzan

Newbie
May 4, 2020
38
7
I'm excited for this game to be completed, but while browsing the forum I found out that there used to be a hellhound enemy and I tried looking for the animation for it. I know its gone due to Patreon's policies but where can I find the animation? This type of art style is right up my alley.
 

tjsaft

Newbie
Sep 15, 2020
48
33
Is the game still in development? If the completion is 100%, what % has the current game reached?
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,663
(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. This week for the most part continued the trend of last week, in that work was.. difficult for me. I'll get into the details here, but in general I wasn't able to get much done for most of the week, with the exception of Friday.


After struggling so much during the rest of the week, I realized on Friday that I still had some of the previous ADHD medication that my doctor prescribed me. I detailed the medications in last week's update so I won't go into it again, but I decided to try the old prescription again to see if it helped. Lo and behold, my productivity came right back and I was able to sit down for several hours and get stuff done! So, I think it's pretty safe to say that the newer prescription isn't working well, and I'll be trying to schedule another visit with them to talk about changing it again.

I don't think I'll be going back to the exact same prescription as before, since I do still think it could be more effective/last longer than it does; I'm pretty sure it comes down to dosage quantity, because the two pills are the same type of medicine, just one is an extended release and one is a quick release, so it seems likely the combination of the two is what was making me feel the effects. I'm not sure if we'll try higher doses of the short-term pill, a higher dosage extended release, or what, but I'll work with my doctor to figure out what the next step will be.

Back to the game itself; thanks to Friday's burst of productivity, I managed to refactor the game's H-scene code again. As you all probably know, in v0.44 I reworked CPE's H-scene code to make it easier to work with, but unfortunately my implementation wasn't very well thought out, and it also led to a handful of crashing issues. I had already come up with a better way to refactor that code again, and I finished doing that on Friday. There's still a bit of testing left to do, but the system is much better now, and it shouldn't be nearly as crash prone! Normally things like code refactoring are really tedious and I struggle to keep my focus to get them done in a reasonable time, but ADHD medication really makes a world of difference.

Aside from that it was business as usual; I started implementing some of Orexius's H-scene xray animations, and Orex continued working on character and special effects animations. Since we're already messing with a bunch of old H-scene stuff, he's working on updating the regular Slime H-scene, since it's pretty outdated by now; I plan to have him go over almost all of the other older H-scenes as well, to give my old animations a new coat of paint and bring them up to the game's newer quality standards. They'll keep the same poses of course, just with improved artwork more in line with the game's recent H-scenes, but it's a low priority so don't expect to see a lot of them in the near future.


Well, that's about all I have for you this week. I don't really have anything visual to show off, sorry about that, but I'm glad I was able to get SOMETHING done last minute this week! The more I try different medications and prescriptions, the closer I get to finding the right mix of things to help me with my ADHD. Even though the last few months have been the worst of it, I've struggled since the beginning of development with all of the quirks of ADHD and what it does to my brain, and considering what happened this week, I think figuring out the medication will be the point where things really get back on track. It's absolutely wild how much of a difference it makes. Anyway, thanks so much for reading everyone, and for continuing to stick around and support us! It might still be a few weeks before things really pick up, but I'll continue updating you as much as possible, both on the game's progress and on my own progress. We'll see you again in next week's update!
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,663
(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! This week in CPE development, I decided to take a pause from the other things I was working on, and tinker with a few things that I've been curious about for a while. The first I have a visual for, and the second is still something I'm figuring out, but seems promising.



First off, the video above! I've mentioned before that I'm trying to learn shaders, which is a laborious process - shaders are written in a different programming language than the game itself, so there's already a layer of difficulty in learning them. That's not a big deal since most programming fundamentals carry over regardless of the language used, but then the more difficult part is just that shaders are so much more complex and obtuse than anything I've coded for the main game. A lot of game creation engines will have visual shader creators, like Unity's Shader Graph, but my engine has none of that, so every shader has to be written by hand.

All that is a long way to say that even though it's a difficult process, I'm making progress! The video above is a showcase of that, because this week I managed to design and implement a fiery dissolve effect shader, which is now being used on the vines you burn away using the Flare Strike. The video shows the old effect on the left, and the new effect on the right, so you can really get a picture for how much better it looks. I'm thrilled with it; this is the kind of effect I've always wanted to be able to create, and I can apply a lot of the things I learned in making the effect to other parts of CPE as well! In general I'm spending a lot of my time right now trying to learn new techniques, and find ways to improve my development pipelines, especially the tedious parts, to try and prevent the burnout I was feeling for such a long time - which brings me neatly to the next thing.

One of the most time-consuming parts of making Crisis Point is level creation. At the moment, every room in CPE requires every single asset to be placed by hand. CPE is made up of 32x32 pixel tiles, and the screen size is 640x480, which is the smallest size a room in the game can be - that's a size of 20x15 tiles, or 300 total tile spaces, in the smallest possible room. Not every tile will be filled of course, many of them need to be blank space for gameplay, but often there are multiple layers of detail required in a room, and most rooms are bigger than 640x480! On top of that, my engine's default level creation tool.. kinda sucks. It works fine for smaller and simpler things, but large rooms cause it to lag, and it lacks some features that would be tremendously helpful. The end result is that creating and fully detailing a room often takes several hours, and there are hundreds of rooms in the game already, and hundreds more to come. It's honestly a really boring process and I should've done something about it a long time ago, but I never got around to looking at other options.

This week though, I decided to look into the idea of creating a level design tool of my own, or at least finding some way to make the process easier. With CPE already being so far in development, and my plans to switch engines for my next game, creating a fully-featured level designer doesn't seem like a prudent option at this stage - however, I don't necessarily need a fully-featured design tool. I decided to take a look at how my engine stores the data for levels, and as it turns out, they're basically just json files with a custom file extension - they're written in plain text that can absolutely be read, edited by hand, and auto-generated using the tools available to me. I still have some testing to do to know for sure if this route is going to work out, but my early testing seems extremely promising that I'll be able to, at the very least, create an auto-tiling tool that places tiles for me, and exports them into a format that my engine can load natively. This would quite literally save over an hour per room designed, and since I'd be able to load them into the project files like any room created using the IDE itself, it wouldn't cause any changes to the game on the user end! Generating tiles at runtime could cause extra loading time, for example, but this method wouldn't have any effect on the game once exported.

Needless to say, if this works out it will take a bit of time to develop the tool, but the time (and tedium) saved by doing it would be immeasurable. I'm super excited about the idea, and I'll be looking into it more thoroughly next week, so I should have a good idea of how feasible it is by the next update!


So that's most of what I spent my time on this week. I did a few other things, like implementing a pink vignette on the screen when Alicia's libido gets high, but those were the big things. Like before, I'm trying to not push myself too much with work for the time being, so I'm only putting in a few hours a day, but I'm generally feeling more and more capable of getting stuff done as time goes on! Unfortunately my medicine doctor's schedule is backed up, so I won't be able to see them about changing my prescription again until mid-November, but I have enough of my old prescription left to last me most of that time, so everything should be fine.

On Orexius's end, he worked on a bunch of smaller things this week; finishing up some of the new ledge grab/vault animations, some BE alts for the new animations being added, a crouched version of Alicia's "taking damage" animation, updating the Tentacle H-scene, and so on. Not super exciting stuff, but all important!

And that's pretty much it for this week. Thank you guys for reading, and I hope you like the new effect as much as I do - I look forward to implementing some more stuff using my new shader knowledge in the near future. We'll see you again next week!
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,663
Im glad to see all the effort being put into this gameman.

Can I just ask is the Gallery "Mod" being update as the game moves forward.
Yes, the gallery gets updated whenever we release a new playable update, to add any of the new sex scenes included in that new version.

If you're specifically talking about the standalone gallery given to our $5 patrons, though, that's just a temporary thing we're doing while the game is in development; once it's completed, the standalone gallery will be removed, and the game itself will have a full gallery inside it like most other H-games.
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,663
(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 for the late update - Saturday ended up being super busy with chores and errands, so I wasn't able to get to writing the update post until today.

There's not too much to talk about this week, but not because we didn't make progress! I spent the entire week working on one specific thing - a custom level editor, like I talked about last update. I did some testing early in the week, and determined that as far as I can tell, the method I came up with to export levels from my own editor works perfectly! I was able to make a simple level and pull it into the main CPE project file, then load it, enter it, and leave it with no issues. The room was mostly just made up of collision blocks (no tiles or anything yet), but I was also able to implement a room transition, just to make sure more complex things work as well.

There is a bit of manual file editing I have to do to make it work, so before you start wondering, no, this will not be a publicly released editor. It would unfortunately be impossible for anyone without access to the project files to be able to import levels using this method, but because the levels are imported directly into my project files, it also means there won't be any kind of impact on the game's performance or loading times.



Needless to say, I'm thrilled! I spent the entire week working on the editor itself, which you can see an example of in the video above. It's proving to be a pretty tricky process, especially being able to zoom and drag the room around, but I'm already excited to start using it. It may look pretty simple at the moment, but I'm doing quite a bit of optimization in the early stages to make sure the editor will perform well even when working on huge levels. Right now, I've optimized the way the editor is handled so that it doesn't really matter how many things I place in the level, it won't really have a performance impact. I wanted to get the basics working properly here before working on filling in assets, which is why the menus I open in the video are all empty.

The default level editor in my IDE is missing so many features I want from it, and it lags to hell when rooms get big or complicated, so seeing my editor running at ~9,000 FPS even when filled to the brim with objects is exciting. I'll be able to implement any features I want into this thing, so once it's finished, designing levels for Crisis Point will be so much easier and faster. It's also just been a lot of fun to work on, honestly! It's a nice change of pace to program something like this.


I'll likely be continuing to mostly work on the level editor over the next week, but I'll be doing some work on implementing more of Orex's animations as well. He has a lot of smaller animations that he's been working on and updating, like the Warped Soldier's combat animations, that just need to be implemented by me now.

This update may be a smaller one, but the work I'm doing now is a gateway towards the game being finished faster, AND it'll let me do some more exciting stuff with the levels in the game! Stuff like more interesting lighting, and more parallax objects, which would've been far too cumbersome to implement in the default level editor. I can't wait to see what I can cook up with it. In the meantime, thank you so much for reading, and for continuing to be so patient with us! I wish we were closer to releasing an update to the game, since you all have had to wait so long, but since I'm still getting in the swing of working, we haven't quite figured out the right medication for me, and I'm trying not to overwork myself, it's still a little slow going. I did manage to have an 8 hour work day this week though, working on the level editor, and I felt fine afterwards! Hopefully I'll be able to start doing longer work days more often, so things can really get back on track, and I'll be able to see my medicine doctor again mid-November to try changing up my medication again. Things are looking really good lately, but I still have to ask for your patience just a little longer before I'm back at full power.

And that's about it for this week! Thank you so much for reading, and for continuing to support us. We'll see you again in next week's update!
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,663
(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, just a text update today. This was a slightly weird week for me; I had a few days where I felt off and was struggling to get work done, and I think I had my first experience with a "concerta crash" - right around the time my medication started wearing off for the day I just lost all of my energy, and spent the rest of the evening feeling bummed for no discernible reason. I did some googling the day after, and it sounds like it's a fairly normal side effect of the ADHD medication. Since it's a stimulant, when it wears off it can end up making you feel pretty terrible. It's only happened the one time so far, so hopefully it won't be a regular occurence, but there are ways to counter it and I plan on talking to my doctor about it when I see her again mid-November.


With all that being said, even though the week was kinda off, it's far from all bad news! I didn't get as much done as I hoped, but I got some good work done on the level editor; programming menus is kind of a hassle, but I managed to get a foundation for the menus that I can use for most of them, allowing me to populate a list of unlimited size with objects for placement in the level editor, scroll through that menu, select what object to place, and put it in the level.

I also finished early work on the exporting process, so now when I'm done with a level I can easily save it and drop it straight into Crisis Point, and it will come out the exact same as it does in the editor. I also managed to finish implementing both room size and grid options, and fixing any of the minor bugs that have popped up. Basically, this week was more foundational stuff, and I should be able to pretty easily add in new assets to the level editor from here on. Tilesets will require a unique menu, since they're functionally different from objects, but the work I've done will be applicable to all objects in the game; collisions, enemies, triggers, and so on. It's still got a ways to go, especially to implement some of the features I want like auto-tiling, but the core feature set is looking great.

Aside from my work, Orex has finished updating all of the Warped Soldier's gameplay animations, and he's been doing some more experimentation with 3D models and rendering. He found some pixel rendering techniques online, and was able to get some surprisingly good looking assets out of it! With the golem animations from before, he simply traced over renders with pixels, which takes quite a bit of time - but the new rendering techniques he found allow him to export 3d animations directly to the ingame pixelated resolution, with basic shading and everything. They're a bit rough around the edges, naturally, but they work extremely well as a base to build animations off of, and save him a lot of time - especially with animations that have complex 3D motions. I'll try to post some examples of animations using that technique next week, but I can assure you that you can't even tell it was made using 3D models for help, once the full detail is applied.


Hopefully this next week will be less strange for me (fingers crossed, since it's also my birthday week), so I can get more stuff done. I'm really enjoying working on this editor, at least when my brain's behaving. I'm trying to make some changes in my house and work schedule to accommodate my ADHD, as well; one of the negatives of having so many people living in one house is that things can get pretty loud/active here sometimes, and since my "office" is in the main room of the house, it can unfortunately be really distracting, especially with my ADHD. I spent some money this week on setting up a nice upstairs office in our bedroom, so I have a quiet place to work when I need it. We still need a few things before it's usable, but they're in the mail and should arrive this week. Fingers crossed it'll help me out!

And that's about it for this week. Coming to terms with my mental health is a difficult process, but I'm realizing I need to start making changes in life aside from just taking medication to accomodate my mind and work with it, instead of against it. In addition to the office upstairs, I started doing intermittent fasting again (which has previously worked great for me, both in terms of weight loss and generally feeling way better), and our household has started going on almost-daily walks, to try and work on our physical health and hopefully get my heart rate under control. I've said it a million times already, but seriously, thank you all so much for giving me the time and opportunity to work on all of this! I'm so grateful to all of you for sticking with us.

As one last thing before I go: I can't promise anything yet (especially with the weirdness of the past week), but I'm seriously considering trying to stream again soon - maybe not on a schedule, but just a stream or two here and there - so keep an eye out for that if you're interested. We'll see you again next week with another update!
 

Anon42

Member
Game Developer
Jan 30, 2017
401
1,663
(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 for not posting an update last week, I've been struggling to be honest. With all of my health issues coming to light thanks to my medical appointments, I've been trying to make a lot of life changes to improve things, and it's been kind of overwhelming to have so many things change so suddenly. I've never been good with change, I'm very much a creature of habit, and these last few weeks have been rough. It's all stuff that will be great for me in the long run - going on daily walks, eating out less, cutting sugar from my diet, changing our office setup to accommodate my ADHD brain, and more - it's just difficult to get used to all the changes at once. Work is still progressing, especially from Orexius who has been getting a lot done lately, but my half is going slower than I'd like.

For the time being, I'm putting a pause on the level editor, and focusing on trying to get the most important stuff done so I can put out a new update for you guys asap. We've kept you all waiting so long already, I don't want to push it back any longer if I don't have to. To that end, I've been working on some bugfixing, and implementing the Golem enemy's animations that I posted ages ago; he's proving to be more complex to implement than most enemies, thanks to his floating movement patterns, attack variety, and hands/body being disconnected in many animations, but I think that'll make him pretty interesting as an encounter once all is said and done.

Orexius has been doing a lot of work in a lot of different places: he's currently in the process of updating all of the special effects for Alicia's blaster, and the various upgrade chips you can collect for it. I'll post a few of them here - keep in mind these are just direct exports of the animations, not actually ingame, so they'll look a little different.

Normal blaster-export.gif
Split shot-export.gif
Electro shot-export.gif
As you can see, the bullets themselves are getting more animation, but they're also getting unique muzzle flashes, and unique impact and dissipate animations, depending on whether the bullet hits something or reaches its maximum range without hitting anything.

He's getting real good at special effects animation lately, as you all saw with the underwater mine explosion, so having him go back and update a lot of our old effects is exciting. He's been getting so many animations done lately that I'm just playing catch-up at this point, trying to implement them all :p

Aside from effects animation, he also started working on the Poison Alraune BE H-scene; it's not animated yet, but he's finished the base sprite and pose. Here's a preview of that, and with the amount of "more futa" requests I get, I imagine it'll be at least a few people's new favorite!

Poison Alraune BE-export.png
And that's about all I have for game updates. As far as personal updates go, I had a follow-up doctor's appointment a few days ago, and we decided to try raising the dosage on the ADHD medication I'm taking. I'm pretty sure I've mentioned it before, but the medication I'm on right now does seem to work, buuuut only sometimes. Some days I can feel it working and it really helps with productivity, and other days I feel nothing, so with any luck a higher dosage will do the trick. I have another follow-up with her in a month, and I also talked over my options with her during our appointment; if just raising the dosage doesn't help, I have a few other things I can try, like taking the pills in a different order, or taking more than one of the short-term pill at a time. The medicine I'm on is a controlled substance, so I went over all of those things thoroughly with her, to get her approval on what I should and shouldn't do with them. I want to make sure I don't have to wait another full month to try something new if this doesn't work right away, but I'm not about to start messing around with pills without doctor approval, so this seems like a happy medium.


To wrap up, I have high hopes for this coming week; there's loads of stuff for me to implement from Orexius and hopefully the higher dosage of ADHD medication will help me do it. Our upstairs office setup is nearly done, all that's really missing now is a dedicated computer; my laptop will be fine for some types of work, but it struggles to handle the size of CPE's main project file. Still, I should be able to start doing a good amount of work there, and it's a much quieter and more isolated space that should help avoid the ADHD distraction pitfalls of living with a lot of people.

Anyway, that's it for this week. I was hoping I would've been back at full capacity by now, but mental (and physical) health are no joke, especially after years of pushing through the difficulties instead of dealing with them in a healthy way. Thank you for reading, and doubly so for sticking with us even though the path back to full-time work has been a difficult one! It means so much that you've all continued to be so supportive and understanding even after all this. With any luck, we'll see you next week with a better update - and with any luck, I'll also be able to stop prefacing everything with "with any luck" soon!
 

Epiczor

Newbie
Sep 1, 2018
38
41
(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 for not posting an update last week, I've been struggling to be honest. With all of my health issues coming to light thanks to my medical appointments, I've been trying to make a lot of life changes to improve things, and it's been kind of overwhelming to have so many things change so suddenly. I've never been good with change, I'm very much a creature of habit, and these last few weeks have been rough. It's all stuff that will be great for me in the long run - going on daily walks, eating out less, cutting sugar from my diet, changing our office setup to accommodate my ADHD brain, and more - it's just difficult to get used to all the changes at once. Work is still progressing, especially from Orexius who has been getting a lot done lately, but my half is going slower than I'd like.

For the time being, I'm putting a pause on the level editor, and focusing on trying to get the most important stuff done so I can put out a new update for you guys asap. We've kept you all waiting so long already, I don't want to push it back any longer if I don't have to. To that end, I've been working on some bugfixing, and implementing the Golem enemy's animations that I posted ages ago; he's proving to be more complex to implement than most enemies, thanks to his floating movement patterns, attack variety, and hands/body being disconnected in many animations, but I think that'll make him pretty interesting as an encounter once all is said and done.

Orexius has been doing a lot of work in a lot of different places: he's currently in the process of updating all of the special effects for Alicia's blaster, and the various upgrade chips you can collect for it. I'll post a few of them here - keep in mind these are just direct exports of the animations, not actually ingame, so they'll look a little different.

View attachment 1499314
View attachment 1499316
View attachment 1499318
As you can see, the bullets themselves are getting more animation, but they're also getting unique muzzle flashes, and unique impact and dissipate animations, depending on whether the bullet hits something or reaches its maximum range without hitting anything.

He's getting real good at special effects animation lately, as you all saw with the underwater mine explosion, so having him go back and update a lot of our old effects is exciting. He's been getting so many animations done lately that I'm just playing catch-up at this point, trying to implement them all :p

Aside from effects animation, he also started working on the Poison Alraune BE H-scene; it's not animated yet, but he's finished the base sprite and pose. Here's a preview of that, and with the amount of "more futa" requests I get, I imagine it'll be at least a few people's new favorite!

View attachment 1499319
And that's about all I have for game updates. As far as personal updates go, I had a follow-up doctor's appointment a few days ago, and we decided to try raising the dosage on the ADHD medication I'm taking. I'm pretty sure I've mentioned it before, but the medication I'm on right now does seem to work, buuuut only sometimes. Some days I can feel it working and it really helps with productivity, and other days I feel nothing, so with any luck a higher dosage will do the trick. I have another follow-up with her in a month, and I also talked over my options with her during our appointment; if just raising the dosage doesn't help, I have a few other things I can try, like taking the pills in a different order, or taking more than one of the short-term pill at a time. The medicine I'm on is a controlled substance, so I went over all of those things thoroughly with her, to get her approval on what I should and shouldn't do with them. I want to make sure I don't have to wait another full month to try something new if this doesn't work right away, but I'm not about to start messing around with pills without doctor approval, so this seems like a happy medium.


To wrap up, I have high hopes for this coming week; there's loads of stuff for me to implement from Orexius and hopefully the higher dosage of ADHD medication will help me do it. Our upstairs office setup is nearly done, all that's really missing now is a dedicated computer; my laptop will be fine for some types of work, but it struggles to handle the size of CPE's main project file. Still, I should be able to start doing a good amount of work there, and it's a much quieter and more isolated space that should help avoid the ADHD distraction pitfalls of living with a lot of people.

Anyway, that's it for this week. I was hoping I would've been back at full capacity by now, but mental (and physical) health are no joke, especially after years of pushing through the difficulties instead of dealing with them in a healthy way. Thank you for reading, and doubly so for sticking with us even though the path back to full-time work has been a difficult one! It means so much that you've all continued to be so supportive and understanding even after all this. With any luck, we'll see you next week with a better update - and with any luck, I'll also be able to stop prefacing everything with "with any luck" soon!
I really appreciate you taking the time to keep us posted and both the game and your health. Thank you and take care
 
4.60 star(s) 30 Votes