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Sadly, all the art is still in production due to various minor hiccups and artists’ problems in real life. It’s a bit of an uncomfortable shift, but I don’t think this will affect the release date. The new dress, Sarana’s mansion and Yorna’s H scenes should arrive during this week. I hope the new monster girl will join the fun too but it’s kinda iffy.
2 out of 3 H scenes are ready narrative-wise. Sarana’s and Yorna’s to be exact. So, I’m waiting for the art to arrive and code them into the game. After this, I’ll mark both of them as ready.
I’m done with the story maps tileset-wise and focus on adding the logic events and triggers. Despite this, I’m thinking about adding some extras for the endings cutscenes. We’ll see how this will play out.
Ambiance sound control is ready logic-wise. It took me some time to run all the tests, yet it was worth the effort – some potential bugs were fixed as the result. Now, I just need to adjust the options menu with a fitting background.
The new trap tack is ready too. It is similar to the one you can already see in the castle’s, but I added more spice to the action by using both dimensions to roll the boulders. If you liked the previous track, this one will be your cup of tea. Of course, these traps are optional and won’t affect the main plot.
Increased “heart” icons in trap track zones so players could clearly see how many tries they can do even with lower resolution displays.
All healing points where Ada can meditate in trap track zones are now renewable. You can use them only one time during the “run” but if you leave the zone and get back, they will be available again. This also affects the previous castle ruin trap zone.
New monster girls 0 / 1
New H scenes 0 / 5
New puzzles & trap tracks 1 / 1
New dresses 0 / 1