Hi, sorry for the wait, it's just taking longer than expected with everything on my plate right now. Just so you know, you never have to go to SubscribeStar to get the newest version. You do get access to interim/mid-update builds there from time to time, but every "full update" will always be posted here.
My current plan is for a mid-September release and then bi-weekly updates after that, but it's contingent on some other work on my schedule.
Thank you!
Nihilo: Games, Animation, Illustration
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Interesting timing, I'm alright, and returning with a post this week~ TLDR is the first half of this year has been rough IRL and I had to put a lot of my projects on a soft hiatus. I've still been lurking though and have a big thank you to put in the post, as well as the new plan going forward.
Thank you for keeping posted, and sorry for the absence~
Thank you! Especially happy to hear that since these are all placeholder right now, actually finishing up the animation for the next update at the moment so there'll be even more to look at.
At the moment I only have a SubscribeStar, but I am weighing my options as far as Paypal friendly services like that go, so do keep an eye out if that's something you'd be interested in~
We seem to be on the same wavelength here haha, there's going to be some heavier spell augmentation than just the passives even, especially when enemy status does come in to play~
And no worries, this is just the announcement for what will come in the build this month, it's not released just yet! I'm still working on enemy art assets right now, then I'll be deep into the programming work before it sees a release.
Thank you, and sorry for the late reply, couldn't access the site yesterday for some reason.
I agree, I'm still not fully happy with the movement yet, it'll be tuned more for the next build. I'll be tuning the changes to motion/momentum during casting as well; there will be different casting "styles" that augment this, but I do think it could be more fluid on the whole.The white square will also be fixed, that's me being stupid, I meant to fix that last build and it slipped my mind, thanks for the reminder! What you mentioned at the end is pretty much exactly what the next build will be so do keep checking in!
Up and down directional casting is a really interesting idea; there will be more spells that fulfill those purposes and more, but having the option would definitely be interesting. I'll see what I can do with that.
Thanks again for checking it out!
In this early state it's a bit difficult getting good shots, but I've added one to hopefully demonstrate the main gameplay better. I mentioned it in my most recent devlog, but I'm a bit unsure of how directly NSFW your content can be on your page; I couldn't really find any guidelines for this, so I'm a bit nervous as far as what I'm allowed to post. I tried to produce censored versions of the scene but it just seemed kinda crap and pointless to do so. In the next build there will be an intro image for the scene that I'l feel a bit safer uploading.
If you do know what is acceptable however, please let me know! I visited some other game pages and didn't really come out with a clear concept of what was okay.
Ahh I getcha, I'll definitely keep working on that then~ Platforming is going to be more of a secondary thing but I still want it to feel good.
As for grapples, both! I think I mentioned it in the read me, but there will be animation that occur during gameplay as a result of grapples, and to build on that, some will lead to special animations where other enemies join in. That's a bit further down the road as it requires a lot of art assets, but it's definitely something I plan to include.
That is so weird, but thank you for mentioning it! There isn't even an input programmed for that button, I have NO IDEA why it's doing that. Fixing it for the next build! I've also added an FPS counter to the Combat Demo Room so you can check there. In my testing I find that I do rub up against the platform sometime, but it never prevents me from landing on the platform. I'll continue tweaking collision until I find something that works.
Thanks!
Oh you know what that's gotta be the case. I thought I had it locked at 60; at least thats how its been running/how I set it up on my end. That's pretty frustrating but thats likely the issue and it explains why I couldn't replicate that issue.. I'll double check all my settings and look into things to see if there's a way to deal with that. Disappointing.