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Crimson Delight Games

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Game Developer
Nov 20, 2020
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Are there any plans for android?
Not at the moment... possibly in the future.

I'm currently on a business trip so I can't give you an indepth answer (typing this from my hotel room lmao), but the gist of it is that some of the game's customized scripts break android ports, otherwise we'd have released an android version already. The upcoming build is even worse in that regard because our scripter has done additional work to implement some of the newer features - the game runs fine even on a low-end PC in ~60 frames, but I seriously doubt it's playable on any sort of phone or tablet.
 

nolch1

New Member
Aug 29, 2018
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Not at the moment... possibly in the future.

I'm currently on a business trip so I can't give you an indepth answer (typing this from my hotel room lmao), but the gist of it is that some of the game's customized scripts break android ports, otherwise we'd have released an android version already. The upcoming build is even worse in that regard because our scripter has done additional work to implement some of the newer features - the game runs fine even on a low-end PC in ~60 frames, but I seriously doubt it's playable on any sort of phone or tablet.
That's a shame but understandable. Thanks for the reply.
 

Crimson Delight Games

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Nov 20, 2020
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That's a shame but understandable. Thanks for the reply.
You're welcome. We'll try to get it working on mobile devices eventually, once all the mechanics and scripts have been finalized.


Totally unrelated to that, here's a teaser pic from the intro area... Our scripter added a full day-night cycle with color-shifting (pic below was taken just before dawn), we have working 8-directional sprite movement on an isometric map, an updated dialogue UI that supports 12+ separate choices (the one below is used only when busts are on the screen), a ton of interaction icons for various events/triggers/dialogues, and a bunch of other stuff working under the hood to make the game look amazing while also running in 50+ FPS even on a toaster... Oh and also gorgeous 2D hand-painted area art - just look at that background! The art team is still working on NPC portraits and lewds, so I'm not gonna give any release dates, but we're getting there.

ToLLA_IntroArea_Teaser.png
 

thevoid089

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Jan 29, 2020
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You're welcome. We'll try to get it working on mobile devices eventually, once all the mechanics and scripts have been finalized.


Totally unrelated to that, here's a teaser pic from the intro area... Our scripter added a full day-night cycle with color-shifting (pic below was taken just before dawn), we have working 8-directional sprite movement on an isometric map, an updated dialogue UI that supports 12+ separate choices (the one below is used only when busts are on the screen), a ton of interaction icons for various events/triggers/dialogues, and a bunch of other stuff working under the hood to make the game look amazing while also running in 50+ FPS even on a toaster... Oh and also gorgeous 2D hand-painted area art - just look at that background! The art team is still working on NPC portraits and lewds, so I'm not gonna give any release dates, but we're getting there.

View attachment 1647400
As always the art are stunning, make me want to see the next update so badly. I love it so much
 

Crimson Delight Games

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Nov 20, 2020
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The game is amazing so far, I am really rooting for you guys to become a really, really successful team someday
Thanks friend, I really appreciate that! I hope you'll have fun playing the new release once it's finally finished and comes out. We love working on the game even though it's sucking up all our free time. Hopefully one day we'll be able to transition into full-time development, right now we still gotta work regular jobs to pay the bills.

In the meantime, he's a couple more pics from the starting area (gonna spoiler 'cause they're huge).

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thevoid089

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Thanks friend, I really appreciate that! I hope you'll have fun playing the new release once it's finally finished and comes out. We love working on the game even though it's sucking up all our free time. Hopefully one day we'll be able to transition into full-time development, right now we still gotta work regular jobs to pay the bills.

In the meantime, he's a couple more pics from the starting area (gonna spoiler 'cause they're huge).

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Look amazing as always, goddamn I have no word how to describe the area design without downgrade your team effort. Look like a map from WoW/Dota but in 2D, make me feel more eager to check out the update when it came out
 

Bingoogus

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Sep 5, 2021
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That looks awesome, a screen of interactables, is it anything like the hero of the kingdom series? I love those games. Not the whole game mind you, just the bit where you'll 'clear the screen' by clicking each interactable, doing its thing and moving on to the next until the whole screen is cleared and then moving on to the next location? Something super satisfying about that for a gameplay loop.
 

Crimson Delight Games

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Look amazing as always, goddamn I have no word how to describe the area design without downgrade your team effort. Look like a map from WoW/Dota but in 2D, make me feel more eager to check out the update when it came out
That's exactly what we were going for - a 2D stylized approach that would make the art timeless. You can play DoTA2 or WoW or hell even the old Fallout 1&2 and Planescape:Torment in 2022 and they still look beautiful. Meanwhile, 3D gets dated after just a couple of years (this might change with the new Unreal Engine 5, but we have neither the funds nor the manpower to pursue that kind of development). Cuphead is another game that's gonna look as good in 20 years as it does today. The recent Hades is yet another. Disco Elysium as well. We wanted the same for ToLLA, hence the hand-painted 2D art. The only downside is that it takes an ungodly amount of time and effort, but once it's done it really does look amazing.

That looks awesome, a screen of interactables, is it anything like the hero of the kingdom series? I love those games. Not the whole game mind you, just the bit where you'll 'clear the screen' by clicking each interactable, doing its thing and moving on to the next until the whole screen is cleared and then moving on to the next location? Something super satisfying about that for a gameplay loop.
Yup! I know exactly what you mean - it really gets that dopamine drip going when you play digital slot machines! :D
Hell, it's why Diablo 1&2 were so damn popular back in the day (in addition to their amazing atmosphere, of course).
Here, have a look... I recently uploaded 2 new clips to our channel - one of 'em is the area systems demo.

 

thevoid089

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Jan 29, 2020
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That's exactly what we were going for - a 2D stylized approach that would make the art timeless. You can play DoTA2 or WoW or hell even the old Fallout 1&2 and Planescape:Torment in 2022 and they still look beautiful. Meanwhile, 3D gets dated after just a couple of years (this might change with the new Unreal Engine 5, but we have neither the funds nor the manpower to pursue that kind of development). Cuphead is another game that's gonna look as good in 20 years as it does today. The recent Hades is yet another. Disco Elysium as well. We wanted the same for ToLLA, hence the hand-painted 2D art. The only downside is that it takes an ungodly amount of time and effort, but once it's done it really does look amazing.


Yup! I know exactly what you mean - it really gets that dopamine drip going when you play digital slot machines! :D
Hell, it's why Diablo 1&2 were so damn popular back in the day (in addition to their amazing atmosphere, of course).
Here, have a look... I recently uploaded 2 new clips to our channel - one of 'em is the area systems demo.

The footage really make me see how the map function, they truly are well done and much better than what I anticipated. The day-night system look good too and yeah 2D games tended to be timeless and replayable than 3D games, in exchange for more time consumed and more effort to do the drawing
 

Bingoogus

Engaged Member
Sep 5, 2021
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Yup! I know exactly what you mean - it really gets that dopamine drip going when you play digital slot machines! :D
Hell, it's why Diablo 1&2 were so damn popular back in the day (in addition to their amazing atmosphere, of course).
Here, have a look... I recently uploaded 2 new clips to our channel - one of 'em is the area systems demo.
Awesome, that's basically the same thing in the HotK series, though those games are slower and you need skills and items to do all of the interactables like a bow to hunt and antidote to kill snakes, a pickaxe to mine and an axe to fell trees etc. and each one has a little vignette type thing for its use, a few chops for the tree and few metal on stone dings for the pickaxe etc.. It's largely a pretty brainless system, but it's really satisfying and effective, click for dopamine, buy axe for more dopamine, 'ha HA die snake!' (50cc's dopamine straight to the vein).
 

desmosome

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Sep 5, 2018
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That's exactly what we were going for - a 2D stylized approach that would make the art timeless. You can play DoTA2 or WoW or hell even the old Fallout 1&2 and Planescape:Torment in 2022 and they still look beautiful. Meanwhile, 3D gets dated after just a couple of years (this might change with the new Unreal Engine 5, but we have neither the funds nor the manpower to pursue that kind of development). Cuphead is another game that's gonna look as good in 20 years as it does today. The recent Hades is yet another. Disco Elysium as well. We wanted the same for ToLLA, hence the hand-painted 2D art. The only downside is that it takes an ungodly amount of time and effort, but once it's done it really does look amazing.


Yup! I know exactly what you mean - it really gets that dopamine drip going when you play digital slot machines! :D
Hell, it's why Diablo 1&2 were so damn popular back in the day (in addition to their amazing atmosphere, of course).
Here, have a look... I recently uploaded 2 new clips to our channel - one of 'em is the area systems demo.

The full cRPG experience with porn and lots of fetishes would be a dream. This game is looking more and more like that dream coming true. AFAIK, there is one other game that is attempting this. I think it was called Price for Freedom: Avarice. I have that game on watch and will play it eventually, but I'm waiting for it to cook a bit more. Maybe it's just the furriness that doesn't make me immediately jump at it, but the gameplay, combat, and the RPG stuff looks great.

TOLL is a different story though. I don't know exactly what makes it that much more enticing to me, but I'm just itching to play it immediately after the update drops.

Btw, the teaser video in the quoted post looks great, but I have a few questions about it. Is this the final build, or is it more of a showcase video? I'd guess that this wasn't the final state and it's for testing and showcasing purposes, but just in case, I'll point out a few potential issues. The day/night cycle seems incredibly rapid. That would be an issue with immersion. You walk around for a bit and talk to some people, and it's already night. It might be a good idea to refer to classic cRPGs and try to see what their real time : game time ratio is. And then add a "wait" mechanic where you can pass some time.

The other issue is that there are so many items in random places. Like the armor stand in some shrubs. At this point, I'm positive this is a test build, but just in case...

I really hope your next 2-3 updates garner enough support that you guys can eventually can make the transition into full time devs.
 
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Crimson Delight Games

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Nov 20, 2020
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I don't know exactly what makes it that much more enticing to me, but I'm just itching to play it immediately after the update drops.
I think it's the sense of scale, and grittiness of the background maps... What blew me away back when I first saw it was the area and doodad art - the way it's stylized, and accented with a ton of black (you don't notice this because there's so much color everywhere, but there's a ton of black in all the art). The character miniatures are also big enough to see, but still small enough to offer a size contrast to the surroundings. So your brain fills in the missing pieces from lack of visual information. It feels like playing through a wargame diorama! The old Infinity Engine games had the same thing going for them, which is why they look great even today.

I'd like to say that we thought of everything ourselves, but a lot of what you see in ToLLA was inspired by old 2D RPGs; we analyzed things we loved about those games (BG1/2, IWD1/2, PS:T, Arcanum, ToEE, Diablo1/2, Fallout1/2, etc.), then adapted certain elements to fit our needs while trying to hit those same visual notes in ToLLA. I wrote about this in detail a few months ago on our Patreon, it's a public post so anyone can read it:

Btw, the teaser video in the quoted post looks great, but I have a few questions about it. Is this the final build, or is it more of a showcase video?
Showcase video. We removed most of the quests and NPCs to avoid spoilers. I had to beg our lead artist to allow a showcase - she wanted to keep everything under wraps 'till release, but I managed to convince her because it's been a while since we showed any game footage... The map you saw in the video(s) is actually a small woodland area just south of the main Fort - Ninevus itself is double the size, with two dozen buildings and even more icons (it's a loot hound's paradise). The area art has been finished for a long time, but very few characters there have miniatures and portraits, so there was no point showing it since it feels empty (and we want to save it for the big release).
EDIT:

The day/night cycle seems incredibly rapid.
Done on purpose to show time cycling and ambience change. We originally had it set to 1:1 with real time, and played through the demo together at one of our previous team meetings... problem is, we cleared the whole map before even a single ambience change. So our scripter just sped everything up by like x100. The final release build will have a much, much slower day-night cycle. Time only advances quickly if your character sleeps in his cabin for 6/12/18/24 hours.

The other issue is that there are so many items in random places. Like the armor stand in some shrubs. At this point, I'm positive this is a test build, but just in case...
Yup, showcase again. You might find armor or weapons out in the wilderness, but they'll be in forgotten crates or locked chests, not on weapon stands... and the item generator will lean toward giving you broken wargear to account for environmental degradation from being left outside for so long. Building interiors are the ones that house things like scrollcases, bookstands, armor/weapon racks, reliquaries, etc. But the interiors are far from finished (and aren't scheduled to be in the next release), so we just tossed everything outside to show looting functionality and item randomization.

However, there is a layer of abstraction to the game - for example, recruiting soldiers into your Retinue is done via a special helmet-icon which you can find just about anywhere... This was a necessity, because there's no way our tiny art team (currently 2 people) can churn out dozens of separate sprites to make this look 'realistic', and just copy-pasting the same soldier miniature everywhere gets old fast. So we're forced to take some liberties when dealing with certain systems and mechanics, like aforementioned Soldiers/Materiel/Supplies that make up elements of the Captain's Retinue.

I really hope your next 2-3 updates garner enough support that you guys can eventually can make the transition into full time devs.
Fingers crossed! :cool: (y)
 
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Crimson Delight Games

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Nov 20, 2020
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Hopefully it atleast works on joiplay even without a full-on port.
Possibly, but I wouldn't count on it. Custom scripts and plugins are the problem, they tend to break emulators... at least that's what I heard from our scripter. I dunno, maybe we'll get it up and running in the future - right now we're just focusing on content creation.
 

Belphegor22

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Nov 24, 2017
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Possibly, but I wouldn't count on it. Custom scripts and plugins are the problem, they tend to break emulators... at least that's what I heard from our scripter. I dunno, maybe we'll get it up and running in the future - right now we're just focusing on content creation.
Well I like your game enough that I'd play it regardless.
The port would just be a bonus anyway.
 

Snowmanly

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Dec 24, 2018
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I agree. The potential is just gigantic, so long as you capitalize on it properly and don't do like Hreinn games did, with lackluster updates, and half-hearted progress. So far you guys are going in the completely opposite direction, which is very commendable. I hope you people start cranking out a ton of games.
 
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Crimson Delight Games

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Nov 20, 2020
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The port would just be a bonus anyway.
A lot of people have asked for it. It's on our to-do list (nowhere near the top, but it's there).

I hope you people start cranking out a ton of games.
That's the plan, yes. Hopefully the next build will bring in more support so we can hire additional devs. We're only limited by how much free time we have on our hands after taking care of regular work and other IRL stuff. Art is the biggest bottleneck right now, despite having 2 artists on the team.

I have high hopes for this,dont dissapoint us!
Thanks! Here's some new art to ease the wait! ;)

ToLLA_Lewds_Goblina_Cunnilingus.png
 
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