You must be registered to see the links
Hello everyone! Last week, I had hoped to release a new
small build update, and crunched over the weekend to try and make it happen – but in the end, I didn’t have enough time to actually complete what I had set out to do
and polish it. Realizing this, I decided to put out a poll for the first time. In it, I asked if I should delay the release or follow through with an unfinished build and with over 200 votes in favor of delaying, I decided to take a very short break and then get straight back to work.
Quite a bit has been done since then, so let’s go over what’s new.
New Scene System
Originally, the update was meant to just include Savina’s sex animations once you reach a certain relationship level (this value is invisible). Currently, when you get to the appropriate level or
somehow give her the 100 mil she jokingly asks for, you’ll get a text box with placeholder text. The goal was to replace this text box with a full set of animations complete with a scene selector.
For this, I had to build a brand-new
selectable sex scene system, which differs significantly from the standard
Purification system. It’s tied directly to dialogue and features an additional set of UI showing the available animation options, letting you click on whatever scene you want to start.
One of the big changes in this system is environmental interaction. As I wanted Savina’s scenes to stand out more, I wanted to make use of environmental assets to allow for different kinds of poses. Thus, I had to build additional functionality tied into the scene selector. Unlike Purification, which just plays animations wherever you are, this new system now uses specific positions and can be paired with furniture in the environment. While not dynamic (maybe in a future project), the scenes with Savina can be paired with chairs, tables etc.
Naturally, adding this system broke a bunch of things, so I spent a lot of time fixing them. I’m still ironing out how to make scene selection work smoothly on
both keyboard and gamepad, as right now only the mouse works.
Animations
Before starting work on the selectable scene system, I had finished two of Savina’s sex scenes. After completing the selectable scene system, I then moved back to animation and finished a third. With Savina’s animations now done (for now) I’ve decided to shift focus to expanding purification animations for enemies. So far, I’ve made the following animations:
- Two new Purification animations for the Bound enemy (front and back)
- A new Purification animation when interacting with the Witness enemy from behind
This is part of an effort to address feedback about the overused Witness missionary animation on most new enemies. Some enemies will still share animations due to time constraints, but my aim is to add enough variety to keep things fresh.
Additionally, I will also start working on animation sequences for Ophelia too. Her scenes may require moving both the player and Ophelia to a new map, so I’ll likely need to tweak the current system or create a dialogue-triggered level transition. This might not be done for the next update, but it’d certainly be nice to have both Ophelia and Savina’s sex sequences complete.
Free Mode
I’ve finally begun work on
Free Mode using the new selectable scene system. As the new system as a whole is quite developer friendly, I’ve been able to start designing the dedicated level where you can interact with all the characters and enemies in the game. Currently it features the following:
- Non-hostile versions of enemies you can interact with
- Selectable scenes for said enemies that expand beyond what is possible in the main game (basically animations from other enemies are available for some)
- Outfit selection and bonus information via dialogue (so you can switch between the different versions of the enemy seen in other dungeons)
- A shooting range to test out weapons (mostly for fun and not very fleshed out)
Since this mode includes enemies and bosses throughout the game, including those not seen yet, it will be locked behind progression. That means that it likely won’t be available in the next version, though if enough people want to see it, I could try and temporarily make it available for testing purposes.
What’s next?
From here on, it’s mostly animation work until the next update. I still need to complete the
two final boss fights, which I’ll shift focus to once the next update goes live. I don’t have a release date in mind for the update, but I want to try and aim for around the middle of the month (about two weeks from now).
To make up for the delay and indecision, I’ll be temporarily returning to
weekly dev logs until the next update. Big or small, you’ll hear from me again next week. Once the update is released though, I’ll be knuckling down and focussing on finishing the game.
Anyway, that’s all for today. Thanks for reading and I’ll see you guys next week!