Wednesday, January 25, 2017

Characters


Dialog art for the girls in demo. 6 main characters but there will be some extra side characters with content and animation, I'm thinking 4 more to make things more varied.

Feel free to give ideas for more characters based on your preferences, I'm not done designing extra characters since I'm focused on the art and animation of the main cast.

With some luck I might be able to reach 20 characters for demo including enemies in battle. Feature creep is a crazy thing, can't believe it reached that number so fast.

Oh well, more titties to bounce, more futa to enjoy.

Monday, January 16, 2017

Changes to Libellia and first demo content

 Old shit
  New shit

 Old shit
  New shit
 New shit

I have finished revamping most of the assets from the old concept of the game for higher quality, animated tiles and effects are still missing but they're my next work on the list. I'm no longer working with RPGM tileset format, instead I'm drawing and parallaxing each map in hopes that it will help the game to have a more unique feeling. There's still work to do with maps and sprites regarding clutter and details but there's a lot less work to do there so I'm starting with H-animations now.

Here's the content that I have planned for the first demo and what SHOULD be released with:

WIP art for dialog boxes

SCENES

-There will be 7-9 girls, these don't include enemies/monster girls.
-A minimum of 10 Sex animations and scenes will be in the first demo.
-Sex animations mentioned above are Pixel Art animations, sprite animations aren't part of that counter, there's no definite number for these as I make them as I go through the story and events.
-The demo will cover the first city and first half of the game, the game is short so don't expect many hours of dungeons and exploration between scenes.
-Because of the number of scenes maxed to 10 it is possible that the first demo doesn't cover the entirety of the first half, either way once there are 10 animations ready the demo is out.

In development:

[These might be scrapped or not make it to the final demo as I'm still experimenting with how to handle these]

-Options for how to approach each girl and scene (Consensual, Coerce, Rape, Etc).
-Variations of scenes depending on how you treat each girl.
-Different paths to clear the story depending on what girl/group of girls follow you.
-Male characters and scenes with them. This is only if people ask for it, if you want it say so or I won't touch it.

GAMEPLAY

-RPG exploration and combat.
-Items and information found while exploring will change the flow of the game and scenes.
-Enemies will ambush you before you are ready for an encounter if you fall into the traps they set.
-Traps can be evaded by letting other girls fall into them, looking for victims or finding information about the monster/enemy.
-Exploring and finding new areas will lead to different ways to reach your objective.
-Combat is turn based
-There are different ways to clear encounters (Negotiation, fighting, threaten, etc). Think Shin Megami Tensei negotiation system.
-Defeat will lead to Game Over (No scenes that force you to lose).
-For now there are no human enemies only monster girls.

In development:

[These might be scrapped or not make it to the final demo as I'm still experimenting with how to handle these]

-Extra areas unlockables if you're clearing the game alone or with every girl. Extra areas have special enemies/boss with scenes and a different path to reach your objective.
-Options to fight NPCs, humans and rape them (Extremely unlikely, will require more assets and animations).
-Bestiary will keep a note of every item and info you find about your enemies: Weaknesses, items that can harm them, they hate or want as well as traps that they have set in the area.
-Submit to monsters and enemies. (Tricky, still thinking about this without falling into GoR.)



That's all for now, I'll return to weekly updates after this with ramblings about the game, art or whatever.

If there's anything not on the list that you'd like to see or just ask about something feel free to throw a comment.

Saturday, December 24, 2016

How should I balance Dom and Sub content?





I've been thinking about how to make H-content for the game since I'm finally at that step of the development, but I always get stuck planning and making mostly scenes where the Player/MC can dominate or rape NPCs, characters and enemies. At this point I don't know how I should handle content where the MC loses, is raped or tricked without going the old GOR (Game Over Rape) route.

I would like to know what people think about this, I'm still going to focus on content where the player initiates the action but I would like to have a balance of both dom and sub content for the game to make more interesting situations.

So, how would you handle this kind of thing? How should a RPG where you fight monster girls and humans while dealing with NPCs handle content where you're submisive without going for the "rape on loss" and "game over rape" way?

Saturday, December 3, 2016

November progress report

 Old map design WIP

New map design WIP


Spent most of the time making maps and testing animations, this obviously on my free time when I'm not working on commissions so the progress wasn't as good as I wanted.

I want to get everything mapped this month so I can start playing with animations in-game, things like the screens showing some ads, NPCs on the vending machine talking or buying something, maybe some machines moving. Little details to make things look less empty and boring, a good criticism I got in my last try with the game before it was reworked.

Other than that I have to make battle animations and art too so the demo isn't anywhere close to end at this point sadly.

Old battle animation -Idle-

New battle animation -Idle- WIP

I'm trying my best with the sprite animations to make them more dynamic, hopefully people will like them. Before I used small loops with blinking, now I'm using more clean animation loops and adding blinking and other details, maybe 20+ frames for the full loop when I finish adding everything to each animation, I'm still testing to see what works better but I'd be really happy if I can make good idles over 20 frames long, most people use 3, 5, 8 or 10 at best so I'm curious about how the quality would be if I add more.

No word on the hentai for now, the foundation of the game is my priority and I'd rather save the fun part for later.

Sunday, November 13, 2016

Second collaboration artist: "Lustfire"




Second artist that collaborated and designed enemies for the game. Lustfire is also the artist behind the CG work of Crisis Point: Extinction, if you want to see more works from him you can check that out. His designs are more focused on tentacles and monsters while mine are inclined to futa work, a nice way to add variety to the game but don't worry most of the game is still centered on futa.

There might be a third artist that I'll hire for the game but I'm still contacting people for that last spot so no collaboration work next week or anytime soon.

Also, scene test:

 

Scene test WIP, monochrome comic, page 1.

Some pages will be animated.

Tuesday, November 1, 2016

First collaboration artist: "Vincius"






Vincius is the first artist that was hired for special enemies in the game, here are his sketches for the enemy designs and some keyframes for the scenes.

As usual the sprite work is mine and while his work is amazing even in sketch format what you see here will be adapted for pixel art in my style and animated for the game. You will be able to see his artwork in-game along the animated works.

Vincius is one of what I hope will be many artists that contribute to designs and content for the game, his work making clean sketches for animation and designs for sprites was obviously paid as he put a lot of work and time into them, and I hope to hire more artists for enemy designs and content in the future (as long as my wallet allows it).

Those that I hire work for full references like you see above (Full body sketch in 2 angles minimum + H-scenes sketches 3 frames minimum).

NOTE: Those that contributed art and designs for the game for free should contact me for payment via E-mail as soon as possible, from now on any contribution will be paid as long as it meets the quality expected and needed. The same applies to any artist that wishes to contribute to the project from now on.

Tuesday, October 25, 2016

Sprites sprites

 New sprite size and format for exploration and overworld

Not a lot to show other than the new sprites for the game, about 2x the size compared to the past models. Too many clothes to make for them so I couldn't finish in time for this post sadly.


Old models and sprites

 And new art for the MC which might or might not change before the final demo.

I hired a CG artist to help make the keyframes for animations in the game, the first scene has already been sketched and is in the process of being moved to pixelation and animation so maybe I'll show those for the next post.

Nothing much to say other than progress is a bit slow. No deadline for this yet, especially with maps and models being bigger so please be patient with this project.