Aug 9, 2020
54
141
148
Outside the Sin Spire I met Ophelia by chance. After some interesting conversations, if you enter and exit the Sin Spire again, she will give us a mission in which we will find a Green Pendant for a certain objective. The thing is that even Savina doesn't know where it is, or any idea where to look for it.
 
  • Thinking Face
Reactions: memeLordo

memeLordo

Member
Mar 3, 2021
268
856
193
I'm nearing the end of Blood West and its really making want a new update on this. Either a new version drops soon or I finally try S.T.A.L.K.E.R. for the first time. I know its very popular but I also know its very punishing.
If you do, definitely recommend to start with the first installation - Shadow of Chernobyl. Has a great plot and atmosphere, but lack shooter variety. The second game - Clear Sky - has a great shooting and fractions interactions, but kinda mid story. The last installation of the original series - Call of Pripyat - is something inbeween of previous games. It worth a try.
 

Sukiakikun

Member
Jul 24, 2022
193
134
166
I'm nearing the end of Blood West and its really making want a new update on this. Either a new version drops soon or I finally try S.T.A.L.K.E.R. for the first time. I know its very popular but I also know its very punishing.
I recommend the Golden Ball mod, but not on the new engine, but on the original one.
 
Dec 22, 2021
179
107
141
I'm nearing the end of Blood West and its really making want a new update on this. Either a new version drops soon or I finally try S.T.A.L.K.E.R. for the first time. I know its very popular but I also know its very punishing.
F.E.A.R. 1 & 2 were pretty good, I didn't mind F.3.A.R.(#3) but I always thought they went in a bit too hard on the horror/suspense aspect so it lost some of the atmosphere/tension the first two were better at invoking.
 

Mrbark1234

Member
Jun 3, 2022
222
1,602
267

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!
 

Artix0

Well-Known Member
Modder
Jun 26, 2017
1,206
2,347
401

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!
Absolute fucking cinema.
 

Tristan_2099

New Member
Jun 4, 2022
11
38
47
The vote culminates in the release of a polished version with more content later this month.
It speaks a lot as to how much people trust Krasue. The guy is REALLY pushing himself to complete the game, but the last thing I want is his fire and passion to burnout. “Let him cook” as they say. Give him time and we’ll get diamonds instead of gold. Definitely gonna buy this game on steam when it’s released.

I’m also glad most of his fans are understanding, some devs I’ve been seeing have some pretty harsh and just flat out mean peeps who refuses to empathise or understand. Thornsin is one of those examples. Nontheless, looking forward to this game genuinely.
 

Ankhesenamun

Member
Dec 17, 2017
462
1,504
246
There are actual reasons why some devs get shit on. Respect is earned, not given, and Krasue did earn it by his work and transparency.
Until he fails to meet a deadline, grows ill or has technical issues that impede the game's development from progressing. You'll then have hundreds of fellas calling him a Patreon leech, a liar or a cheat. It's not that simple, everyone here feels entitled to be given 300% from the dev, even without contributing with a cent to the game's development. Krasue does, but if some day he gets fatigued or has any trouble that prevents him from doing so, he'll quickly fall to infamy. Respect is earned as much as it's quickly lost here.
 

Tontongundar

Member
Sep 12, 2021
200
272
186
Until he fails to meet a deadline, grows ill or has technical issues that impede the game's development from progressing. You'll then have hundreds of fellas calling him a Patreon leech, a liar or a cheat.
I agree with your statement, but you gotta admit there have been so many "devs" abusing the Patreon system and milking as much as possible using bs excuses so many times. Can't be mad when people see those red flags and react accordingly.
I 100% agree on F95 people being entitled (even when they're not paying anything), though.
 

ViviX12

Engaged Member
Jan 5, 2019
3,206
5,029
698
I agree with your statement, but you gotta admit there have been so many "devs" abusing the Patreon system and milking as much as possible using bs excuses so many times. Can't be mad when people see those red flags and react accordingly.
I 100% agree on F95 people being entitled (even when they're not paying anything), though.
There's equally many people who are gonna be butthurt about any development hurdle and calling scam at any delay. I get calling out visible milking, but instead a lot of the time it gets assumed to be the case by default by some.
 

Tontongundar

Member
Sep 12, 2021
200
272
186
a lot of the time it gets assumed to be the case by default by some.
It's assumed that way exactly because it's been a trend for many years. Don't get me wrong, I still agree with what you're saying, but after seeing so many red flags, people tend to be more on edge.
 

oldmasterxd

Well-Known Member
Donor
Oct 14, 2016
1,259
4,722
506
omg another GREAT GAME unreal engine love it
was missing ''last hope'' style
 
4.30 star(s) 75 Votes