- Jan 30, 2017
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(The following is (mostly) a copy-paste from our
Hey everybody, welcome to another CPE development update! In this update, I'm going to be focusing on Puffernutter and Orexius's work; I've been having a rough few weeks thanks to having a LOT of doctor appointments, to figure out some of the health issues that have been plaguing me long-term, so to be honest I just didn't get a lot of work done. Appointments generally give me anxiety (especially when it's something new), and thanks to the sheer amount of them I had, I was almost always feeling some level of anxiety this past week and a half, and that gets pretty exhausting. Still, even though I personally didn't get much done, there's still a few fun things to show off and talk about, so let's get into it!
To start off, something that I've planned to add to CPE for a long time, but we just never had the time to do. Introducing, BIG ALICIA
Standing at about 3x the size of Alicia's regular ingame sprite, this massive Alicia sprite is going to be used in the pause menus, as you can see below.
The nude version might not even be available ingame, since Alicia always has some level of clothing on during gameplay, so think of that one as an exclusive easter egg for following the development of the game!
Big Alicia probably won't have any animation, because we're planning on changing her based on what's going in ingame; clothing state, BE status, libido/HP levels, etc. There's not too much else to say about it, but we figured it would be fun to have a much larger sprite of Alicia, so here she is!
Next up, those animations Orexius has been working on. His focus right now is split between the BE vines animation, and preparing the new gameplay animations Alicia will need as part of the 360 degree aiming update. They're all still VERY WIP, but we figured it might be fun to show yall what our animations look like in the early stages, so let's start with those gameplay animations!
Because Crisis Point wasn't designed with movement and aiming being separate, we never needed backwards movement before, but that's not the case anymore. In order to avoid the dominant strategy becoming "run away from the enemy while shooting at them", Alicia's backwards movement will be slower than regular movement; but if you stop shooting for a brief moment, then Alicia will go into her regular running animation at full speed. I'll probably tweak this a little bit based on player feedback, so once the update comes out feel free to let me know how you feel about it, but I'm personally pretty happy with the way it feels now - it prevents strafing from being too powerful, but cancels quickly enough to not feel annoying if you're just trying to run away.
And lastly, the BE vines H-scene update:
Obviously none of these animations are anywhere near finished, but hopefully it's fun to get a look at what they look like early on in the process!
That's it for the development updates this week, but I haven't been talking about personal life much lately, so here's a fun life update for everyone:
Our family has grown by +1, 'cause we adopted another cat! We named her Bug, on account of her insane cuddlebug levels. We adopted her a few weeks ago, and she was extremely shy and nervous at first, but she's opened up to us pretty quickly and she's already a joy to have around the house.
Our other cat Papyrus is still struggling to adjust to no longer being a "single child", so to speak, but for the most part they're getting along well now.
I mean c'mon, how can you not love this little dork?
I'll stop overloading the post with cat pics now, but I don't think I've talked much about ours before, and everyone on the CPE dev team absolutely loves cats. Plus, they act as our HR team and keep us all happy, so technically they're relevant to the project
Alright, that's all I have for today. I can't say for sure how the next biweekly update will be; after my anxiety caused so much work trouble for me these past two weeks, I've been cutting down on the amount of appointments I have going on so I can get work done more consistently. That said, I do have an invasive exam happening in about a week to hopefully figure out what's causing one of my biggest health problems, so I'm definitely feeling nervous there - and then the week after that is my birthday, so it's a hell of a hectic month for me haha.
This was a bit of a small update, but we're all working hard to get the next playable update out as soon as we can, so I hope you're excited about it! Thank you all for reading, and for continuing to follow the project - we'll see you again in the next update!
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We couldn't make this game without our supporters!)Hey everybody, welcome to another CPE development update! In this update, I'm going to be focusing on Puffernutter and Orexius's work; I've been having a rough few weeks thanks to having a LOT of doctor appointments, to figure out some of the health issues that have been plaguing me long-term, so to be honest I just didn't get a lot of work done. Appointments generally give me anxiety (especially when it's something new), and thanks to the sheer amount of them I had, I was almost always feeling some level of anxiety this past week and a half, and that gets pretty exhausting. Still, even though I personally didn't get much done, there's still a few fun things to show off and talk about, so let's get into it!
To start off, something that I've planned to add to CPE for a long time, but we just never had the time to do. Introducing, BIG ALICIA
Standing at about 3x the size of Alicia's regular ingame sprite, this massive Alicia sprite is going to be used in the pause menus, as you can see below.
The nude version might not even be available ingame, since Alicia always has some level of clothing on during gameplay, so think of that one as an exclusive easter egg for following the development of the game!
Big Alicia probably won't have any animation, because we're planning on changing her based on what's going in ingame; clothing state, BE status, libido/HP levels, etc. There's not too much else to say about it, but we figured it would be fun to have a much larger sprite of Alicia, so here she is!
Next up, those animations Orexius has been working on. His focus right now is split between the BE vines animation, and preparing the new gameplay animations Alicia will need as part of the 360 degree aiming update. They're all still VERY WIP, but we figured it might be fun to show yall what our animations look like in the early stages, so let's start with those gameplay animations!
Because Crisis Point wasn't designed with movement and aiming being separate, we never needed backwards movement before, but that's not the case anymore. In order to avoid the dominant strategy becoming "run away from the enemy while shooting at them", Alicia's backwards movement will be slower than regular movement; but if you stop shooting for a brief moment, then Alicia will go into her regular running animation at full speed. I'll probably tweak this a little bit based on player feedback, so once the update comes out feel free to let me know how you feel about it, but I'm personally pretty happy with the way it feels now - it prevents strafing from being too powerful, but cancels quickly enough to not feel annoying if you're just trying to run away.
And lastly, the BE vines H-scene update:
Obviously none of these animations are anywhere near finished, but hopefully it's fun to get a look at what they look like early on in the process!
That's it for the development updates this week, but I haven't been talking about personal life much lately, so here's a fun life update for everyone:
Our family has grown by +1, 'cause we adopted another cat! We named her Bug, on account of her insane cuddlebug levels. We adopted her a few weeks ago, and she was extremely shy and nervous at first, but she's opened up to us pretty quickly and she's already a joy to have around the house.
Our other cat Papyrus is still struggling to adjust to no longer being a "single child", so to speak, but for the most part they're getting along well now.
I mean c'mon, how can you not love this little dork?
I'll stop overloading the post with cat pics now, but I don't think I've talked much about ours before, and everyone on the CPE dev team absolutely loves cats. Plus, they act as our HR team and keep us all happy, so technically they're relevant to the project
Alright, that's all I have for today. I can't say for sure how the next biweekly update will be; after my anxiety caused so much work trouble for me these past two weeks, I've been cutting down on the amount of appointments I have going on so I can get work done more consistently. That said, I do have an invasive exam happening in about a week to hopefully figure out what's causing one of my biggest health problems, so I'm definitely feeling nervous there - and then the week after that is my birthday, so it's a hell of a hectic month for me haha.
This was a bit of a small update, but we're all working hard to get the next playable update out as soon as we can, so I hope you're excited about it! Thank you all for reading, and for continuing to follow the project - we'll see you again in the next update!