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Gonna try and field as many of these as I can...

  • The intro quest isn't *quite* the same from this point on. For the updates going forward, there should be more quests and things to do in the town before the actual event. Pineridge has been neglected while trying to flesh out the rest of the game, but now I'm moving back into that area and there should be more to make it work better and actually be interesting.
  • Skipping animations should be less of an issue once I can get interactive sex scenes in, so every time should be as long or short as you want.
  • I agree about the worldmap. It worked until I updated the foliage system, and now it blocks it. I'm probably going to move the text and available directions the the user interface or try something a little different.
  • There is a plan that has already started to be able to earn money in Pineridge, or even to avoid paying for accommodation
  • The lower town is blocked for now. I was going to open it all up at once, but it needs a load of buildings and I didn't have time to spare on them,  so it's just concentrating on the upper town for now. I'm undecided if I'll add the lower town as explorable from the start, or set it as a barred off area until the player completes one of the worlds.
  • Capture states means ways and circumstances to be caught. So for example, at the moment there's 3 states: standing and facing away from the capturer / crouching and facing the captor / stepping on plant. So basic ones would be to add standing and facing captor, crouching while facing away, even if it just means an additional animation to turn them around to start the the other directional state. I'd like to add things like capturing from a lower level than the player, capturing while near a low wall, capture near a high wall and so on. Ways the player can be caught and adapt the animation used to how and where they are. So a capture done in a field would lead to sex on the ground, while near a wall would give something to lay on and get height. But then it would also add in specific ones for specific enemies.
  • I'd like more info on breaking the camera. This is a bug I haven't seen yet. If its the ingame camera, it suggests something tried to take control of the camera or release the camera and failed, so knowing what you were doing will help figure out what is failing. That'll be why save & quit works, it's just restarting the level. Usually it'll be around a capture and struggle, which is one of a few times camera control is disabled to let you do the mouse wiggle without flailing the camera around.

on the camrea break i noticed it happens around the flying lizards you added, primaraly when an enemy grabs you. could the event be bugged and they are trying to atach during an animation?

In theory, it shouldn't be possible for an enemy to capture while the lizard is attaching.

If the enemy approaches and the player is set "Is Busy", they can only stand and wait for you to stop being busy. You go Busy at the start of the lizard capture, then unBusy at the end. I have noticed that depending on GPU, sometimes things happen out of sequence. When the levels are generating and it says what it is doing, each message should play as that thing is done, but on faster GPUs it completes a later item in the chain before a previous one. I think this might be whats happening here, and it's going to unBusy before the camera can finish. Just in case I've also added a second delay at the end before switching off Busy.

I've moved the busy flags to the very first and very last thing in the lizard chain, so that might fix it, but I've been unable to get it to happen for me, so I can't test it.

I'll get a bugfix update out within a week. I can't do it straight away because there's some unfinished work that needs done first.

sorry for the extra work.

It's a bug, it needs fixed. If it's what I think it is, then it's something I never found in testing cos I didn't get the circumstances right.

Anyway, might as well list the other updates done today: 

  • Added check to stop crouched player walking off ledges
  • Improved currency
  • changed health/stamina stalls to cost money
  • Fix for market stalls, so you can only see their price labels when close to them, not from miles away
  • Fixed a small gap in the ground at the top of the main ramp in Pineridge
  • Added Buy and Sell functions with feedback if it is too expensive, to make shops easier
  • Added new stat to player to track where they are sleeping at night
  • Improvements to end of day into morning sequence, moving player from the bar to their purchased bed
  • Worked the purchasing stuff into the Inn, so buying rooms now has feedback if you can't afford the selected room
  • New dialog for Clive the Innkeeper for the morning, to stop player from repeatedly starting a new day
  • Secret dialog for Clive which currently cannot be accessed for if you spend the night with Clive