Thank you, Diehard! I'll soon break down your cool ideas point by point. I'm just solving previous problems for now. And I haven't finished creating the new enemy model yet
dragonbird13
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Thanks much for the ideas with poses! I’ll fully analyze your comment when I start the animation, so that I don’t forget anything later (Perching position is HELLA HOT).
I have some outfits in my mind, but only drafts. I think I should brainstorm a little because it's time to add some outfits and make better combat system with outfit damage.
Okie, tell me. I think all vaginal sex animations are done for common-type enemies (There may be one more - against the wall, since I promised to make it). So what need to do is anal, blowjob etc. animations. I’m also thinking about reworking the system of step-by-step progression to sex (e.g. Karryn's Prison). I've already talked to my supporters about this.
Over 2000 hours in Blender. This is for the time when I decided to track it via Steam version. Yes, I know how to do all jiggle things in blender via amazing addons. But UE5 is different thing. I really want to find right solution to add good jiggle physics to MC. And will make it ASAP
Thank you!
For now, yes, I have a whole list of ideas that need to be implemented. But if an idea suddenly came to your mind, then don’t be afraid to share it. I will immediately tell you whether it will be in the game, whether it is controversial in implementation, or if it does not suit the game.
In general, yes, I now need to polish the existing mechanics and add missing animations. Now I need to do level design and prop modeling
The lust meter is not functional yet. Perhaps I'll hide it until I find a use for it. Although filling it makes struggling more difficult. There are no game over scenes in the game yet, and therefore even losing all your health allows you to continue playing.
Yes, thank you very much, Wolf, for the tip. Q-E returns you from the stun state. I'll fix that all and add propper stun animation instead of t-posing
You mean +1? If that not so necessary I think and it will and this will bloat the code a bit.
Makes sense:D I'm not an experienced team shooter gamer, more like casual. Used that Q and E to lean left-right and based on this, I looked at my own finger placement and came to the conclusion that Q is perfect for pump/bolt-action control. There will be more weapons that use this mechanic, so I'm open to suggestions on which button would work better. (I haven’t figured out how to make a key settings yet.)
Planning skills in future, so officer will get boosts as reload speed and another nice things through it.
Melee is really a weapon of last resort. When there is absolutely nothing else. And thus, in exchange for a small amount of health, you can hope that you will knock out a ammo box from the enemy. It's even was buffed twice or trice and size of the bat's collision box is 1/3 larger than the bat itself. And speed has been raised.
Found grenades funny. Maybe leave them bouncy but reduce trigger time by half?
Yup I know about it, I'll reorganise location in next-afternext update and this "pocket" will be removed.
Q - for rack pump. Sorry, I must put ingame tutorial.
Really? Thank you! I though skin is too dark, since I drew it with day light in the viewport (bad mistake).
Yup, I'll make free camera in next updates
Yes, her name is Chloe Lapowsky. She's police sergeant and she have chubby gator rookie (that first dialogue, its him). Thats all with her at this moment
B1 - Thanks really. I did a colossal bug and didn't tested it, sorry for that. When I optimising code I just forgot to toggle some pins. Even achievements were not given out. Right after I read this I started to fixing it and it works now.
B2 - Kevvy-D reported to me this bug before. It strangely appears when custom difficult picked at number of waves 1. You had same number? I played few rounds right now at difficulty and tried similar what Wolf said and nothing. Really strange bug. Seems I need to work on fence climbing part
B3 - HMMMMM. If enemy downed. It means they in knocked out state and if they in knocked out state they can't technicaly attack (its hardcoded in other states). So really strange
B4 - B1 - fixed
B5 - Yeah, appeared this too :D. So I don’t think we can fix this yet, so that there is less desire to spawnkill. Or just make enemy invulnerable during climbing.
I need more search for B2. Thank you a lot for bughunting!
Something I can reveal to you about next update - I'll try to make new enemy - kobolds
MAGIC :D
Yes I don't like how grenade bounces around too. I'll twist some parameters in it
Hm... Its hard to choise between topless or pantless first or make it to tear evenly both. Is possible to let it randomly choise what to tear first but since bottom and top are one mesh I have to learn how to blend alpha maps together. Will see in future!
Another amazing idea!!
There are no special areas that allow to deal more damage.
But there was an interesting case when someone told me that there was still more damage to the head, it still seemed to him even when I denied it, knowing my code perfectly well. It was very funny. This is how psychology works.
Made seashell pose in this update as you asked
Predation - that game I forgot to mention. It gave me inspiration (crazy, amazing animations made with passion) as much as A Walk Home.
Currently purple mist exists only in lore. I think I can do something that should allow it to affect gameplay too. As I recall, the purple mist in Predation acted as an obstacle for the player to choose a different path. Maybe they will make gasmasked enemies whose ability to spray that into character. I can say I plan to add enemy like this in future which may affect player (not instaknock them) and buff other enemies.
Safe area it's game menu where you choosing equipment, look on stats and e t.c. But I also plan something like survivors camp where you may take side/main quests (I think its great idea) and maybe diversify gameplay littly by defending it (implementation may be shitty).
Conditions
Yup, I read Wolf-056's idea, and I like it. Embarassion system must be coded!
Challenges
Sounds not bad. Challenges may appear when game have enough content to unlock it by player.
Thank you Diehard for ideas!
Firstly I planed to make decent framework to easy scaling content in game. Then work on story part (which also leads to some gameplay mechanics and additions). No open-world sandbox here (I'll leave it to fantasy rpg game I want to make in future), its a linear story with sidequests. And with challenges beating which grants extras and collectibles - arts mainly, maybe scenes even. I'm trying my hand at something bigger in the future. I'll save up enough money for new hardware in the meantime, so I hope things get better. Also, I'm always ready to listen to your ideas!
Heeeey, thank you! Itch.io system marks your comment as spam and I found it when peeking in settings tabs.
I'm glad to hear it, thank you :3 ! I hope you continue to enjoy AoPM. I have a community of subscribers forming on my Patreon who discuss the game and offer their ideas. If you're interested, you can take a peek at this.
Hi E164!
This animation is the reason for the delay in release of this build, I'm very glad that you liked it!
Though I fixed this bug. Turns out it was just part of it.. Thank you for finding it! I'll try to fix it in next build. So far shooting mechanics is the game's Achilles heel
While the game over is just an annoying panel jumping out of the screen, I decided to remove it. It’s just that if the yellow bar decreases, it will become increasingly difficult for player to withstand damage. And the lust bar doesn't do anything yet, but makes resisting harder