Maybe I'm wrong, but i think that black lines help giving the characters and objects a bit more relief, and removing / decreasing them too much would make them look pretty flat.It would be interesting if the outlines were a little less black so as not to stand out so much. Maybe a touch closer to the colour of the object? It's silly, but...
From the very beginning of the rework the plan has always been clear and public: to change the plot of the demon girl and some lore, but almost all the characters and events from 0.8 will return.Btw, are you reenacting all the freaking scenes from the previous game? Wasn't this supposed to be a "completely different game"? LOL.
This is one of those things that some people like and some don't.No pregnancy :/
This was funny and made me do a double take lolVirtually everyone will just play on easy mode to avoid it anyways because when your fans said they wanted to see Krystal thristy, they meant for dick, not water.
This means the characters have 8 sprite sets for each of the directions they can move: up, up-left, up-right, left, right, down-left, down-right, and down, given the left and right ones are just mirrored, so it's actually 7.what is 8-way models? or how they look i tried google byt its shows joystick for topgun ( plane simulator)
Actually front-side left and front-side right, as well as back-side left and back-side right can be mirrored as well for symetrical characters/clothes, reducing work to 5 angles. However many are not symetrical and all directions have to be done.This means the characters have 8 sprite sets for each of the directions they can move: up, up-left, up-right, left, right, down-left, down-right, and down, given the left and right ones are just mirrored, so it's actually 7.
I feel you're confused: this project restarted only once, in august 2019, and the team has nothing to do with the old LOK flash games.The way this project keeps stopping and starting and restarting over from scratch with a new engine and constantly trying to add new features that nobody asked for and don't work makes me think this is the Duke Nukem Forever of indie porn games.
You're forgetting this game is still using the same name as the flash version, and the flash version should've been what got all of this started, are you saying no inspiration came from the flash version at all?I feel you're confused: this project restarted only once, in august 2019, and the team has nothing to do with the old LOK flash games.
huh, I don't think I really ever noticed the belly button, can't remember if they had them ever. Some people might have beef with lizards that have boobs, navels are probably in that same category.
This is precisely why game designer and project manager are such important roles in game development. Any team in order to be time- and resource efficient requires a man or two with experience in game development subject with a more mercantile and objective view on features that should be developed, who could understand the approximate amount of time for things to come and who could limit artistic+perfectionistic impulses that slow overall development down.What this represents is that, for each sprint/delivery cycle you do, instead of delivering something people can see and use and at least be "OK, I see progress happening but I can still use this!" you are pissing everybody off because you have nothing to show until you are basically feature complete, and at that point everybody is pissed off and believes you've wasted a ton of time.
The other value to that is you're taking a huge amount of time building X, and by the time you build X, maybe you discovered you actually want Y. Now instead of shift to Y somewhere in the middle, you've got to scrap a bunch of shit just to turn around and get to Y again.
There have been examples of that in this very project over the course of its many deployments. :|
Seems like a lot of software in general goes from "This is awesome!" to "Wait. Stop. STOP!" Basically, scope creep. It's rare for software to be feature-rich and intuitive at the same time.It feels like the last video game project I assisted with went like this:
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I cannot stress enough at just how critical proper management is to keep things from going overboard, in one way or another.