Comrades! This week, I’ve completed the first cutscene and worked out the various bugs that come with doing cutscenes. I’ve also got a lot of the placeholder work in and have asked the artists to get me flat-colored images until Rune can finish up the to-do list.
It is my objective to have the first prototype released in March, but it might wind up being early April as I don’t want to knowingly release something that is broken.
Here’s what will be featured in the first prototype release:
- Defeat scenes for all of the above
- Mei’s Slime form, Bee form, and Alraune form.
- Level-up UI
- Possibly Saving and Loading
I think this will be enough to start getting bug-test feedback and such going, as well as whet your collective appetites.
Have a screenshot of some of the placeholder graphics.
Salty here. Didn’t get quite as much as I wanted done this week, as I had some contract work that took priority. That’s all handled and sent off now.
For coding, I’ve completed the combat interface as far as I wanted it, including the victory screen. I’m now working on the level-up interface, which takes inspiration from other RPGs to provide a system that’s fun, deep, and not intrusive. Because, let’s face it, you’re not here for the mechanics, but you’d notice if they were absent.
We also have some public art posted on the Patreon – the slime girl! This is the sketched copy provided by Chickenwhite, it is currently inked and waiting for Rune to color it.
We are now most of the way through the primary concepts of the characters for Chapter 1. Werecat and Rilmani still need sketching and a lot of coloring needs to be done. I’m not quite ready to begin scripting work, but that should begin fairly soon.
Salty here. This week, we conducted a poll of Patrons to see what monsters they wanted in Chapter 1, since we had some slots open. The results can be found here.
The monster list for Chapter 1 is currently: Alraune, Bee, Cultist, Slime, Werecat, Maid Clone, and Rilmani.
In other news, the emotions page for Mei’s dialogue has been sketched and inked. I’ve completed most of the combat handling for now, I still have to finish up multiple attacks per turn, retreating, and item usage.
Here’s a list of things that the engine needs to complete before a prototype can be put forward: Retreating, Multiple attacks per turn, Item Usage, Experience/Cash handling, Saving/Loading, testing cliffs, per-topic dialogue handling.
I expect the first prototype will be sent out sometime in mid-to-late March. It’ll likely be a fully public release since we don’t have a lot of patrons and I’ll need more testers than that.
I’ve compiled the budget information for January and February into a pdf for everyone (patron or not) to view. That’s right, unlike most producers you can see where the cash actually goes.
I won’t include specifics on exactly what the artists made until the chapter it is in has been completed, just because I don’t want to confuse people when we revisit pieces or redo old work. It’s part of the development process. If you would like to see an in-depth report, I can provide one – just ask!
Special shout-out: Kasumi Takanawa, our first 10$ credits patron.
Salty here. This week, we’ve got some progress on maps and I’ve got most of the prototype UI for Adventure Mode’s combat in place. It’s not functional yet in all respects, but it looks a lot better than it did before. Expect screenshots next week!
On the art front, Rune is behind on his coloring work due to midterms, but sketch and ink work is proceeding as expected. We currently need four more species completed before we start working on the transformations of Mei.
For Patrons, this week we’re conducting our first-ever Pericles-Pal Vote-stravaganza! That’s right, Patrons get to vote on which monster species will be included in Chapter 1 of Adventure Mode. If you want to get in on the action, click here and bring 5 bucks (since only 5$ or higher patrons get to vote).
There may also be a bugfix version released later this week. I’m currently waiting on the person who is having the bug to report if the version I sent him is fixed. If it is, 2.00c will be released with that fix incorporated.
Comrades! This week we have a small update to Corrupter Mode, adding a few spells to the Golem and weapon durability. Head to the downloads page!
In Corrupter Mode, weapons will now last 15 swings before they break. Humans will need to seek out new weapons as they battle your army of monsters. Golems can use their Shock spell to damage those weapons, and their Reverse Polarity spell to booby-trap a weapon and make it deal considerably less damage and break earlier.
For Adventure Mode, I’ve completed cutscene work and added some basic enemy encounter capability. Patrons will be getting a prototype release sometime fairly soon, once I’ve redone the combat UI (it’s currently a text-only placeholder), added saving/loading, added enemy respawning, fixed the remaining incomplete UI parts… okay maybe not that soon.
As always, I’m open to suggestions for Corrupter Mode additions. If I don’t get any more bug reports for it, I’ll work on migrating it into 3D mode sooner or later.
Currently, Adventure Mode’s first prototype release will come out sometime in mid-March for the public. How long it will take before it is completed is unknown, we have a lot of art to go. I’ve got my artists working on it, and they do good work. Patrons get to see their art sooner, so sign up today! Or, you know, don’t.
Salty here. I spent the previous week house-sitting for some vacationers, so while I got a lot done on Adventure Mode, I’m still behind (working with an unfamiliar keyboard in a chair that hurts my back is not a recipe for success). As such, the planned update to Corrupter Mode will be released next week.
The update will include some more Golem spells and a slight reworking of the mechanics to include weapon durability. Weapons will spawn more often, but they can break from use and humans are vulnerable if you can break their weapons. Of course, some spells will allow you to even trap weapons in this regard. Classic mode will be unaffected, of course.
On the Adventure Mode front, I’ve added room connectivity, a prototype combat system, doors, examinable objects, NPCs, and script-triggers for puzzle solving. I’ve also completed about half of the maps for Chapter 1, with the other half requiring a few more tiles from our tile artist before I can get to them.
For patrons, you can see the process videos of the artists sketching, inking, and coloring the bee girl, a new enemy who will be present in Chapter 1. Any patron can see the videos, and other character art will also be released to patrons before the mode releases.
At the current rate, I expect the mode will have its first prototype sometime in March for public consumption, though most of the art will likely not be finished.
Until next time!
Salty here, a development update this week. I’ve been house-sitting this week so I haven’t gotten as much done as I might like to.
Version 2.00a has gotten over 1500 downloads in its first week, which is better than expected! I’ve gotten some good suggestions on the forums and will be putting out a new update for Corrupter Mode probably next week.
A Patron-exclusive mini-update will be coming up this week as well to show off some of the new enemy art for Adventure Mode. If you want to see it you’ll need to become a patron, or wait until Adventure Mode’s first release comes out (ETA unknown). We’ve got the design work done for Adventure Mode and I’ve been working on the scaffolding for the combat system. It’s not much to look at yet, but at least it’ll be functional.
I’ve also been posting a series of Meet-the-Team posts on Patreon. You can find Chickenwhite’s here and Stinkehund’s here, with more to come for the other team members. These posts also show a bit of upcoming enemy concept art, so check them out!
As always, a huge thanks to our (currently) 10 backers for 31USD per month! The sprites for the game are currently being funded directly by your contributions. If you want to see this game continue, become a patron today!