Updated:
--Wolves 'to make friends with'
--Tribal Riptarians (lizardfolk like creatures) - 'become' part of their tribe, or be invited to their dinner party.
Updates:
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Speed ups:
Greatly sped up the epilogue of chapter 1's message speed.
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--Face sheets updated (mini picture)
----Jessica
----ZigZag
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--Profile Pictures updated:
----Jessica
----ZigZag
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--New Characters added
----Vy'nax (Kibarakian Male, Story NPC)
----Astrid ("Kibarakian" Female, Story Party Member)
------Regenerative hp.
------very agile (can attack more often)
------Specialist ability: Consume.
--------[Pros: 'consumes' a teammate and heals them, while also protecting them from being targeted.]
--------[Cons: Astrid now becomes the primary enemy target in battles.]
--------[Dangers: If Astrid is killed, the 'consumed' teammate inside her also dies.]
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--New Scenes Added
--Added in first scene with Astrid
Hello everybody!
I'm working through the final updates for 0.01 (to include hopefully the new introduction into chapter 2), so far everything is going well and so I plan to release the public version between Oct 1 and Oct 8 for your enjoyment. I will be posting a second Itch.io link for the new version on the main page here, once I get it done and posted.
I wish to thank everybody for their continued support and wish everybody a happy story time!
Success! All of the main systems seem to be validated and calibrated, and so it's just a matter of getting the animations / cutscenes put in and the boss tested.
Whilst I won't promise this time (as a professional coder knows you'll run into a wall of bugs if you make promises), I am trying hard to get this out by the end of this month. Finally... the path for 0.02's release is looking clear and I can see the light at the end of the tunnel!
First phase of live testing to begin this weekend (as early as Friday!)
There is a limited number of slots for this testing and does not include the full release stuff yet, as it is mainly to "make sure that all of the hard work and live battles are where they should be" If these pass without issue - then it's green-light for getting the rest of the content in and completing it at full speed. I know it's been a very long wait, and a very windy road development wise with many people wondering if it's ever going to be released with updates. Being a team of less than 5 is very tough!
I wish to thank everybody who has stuck with the project so far, even if you haven't supported with funds (which is fine, I know money is tight). The motivation that people are even interested (and show it by playing the game) is invalueable for us indie devs!
Enemy battle testing / calibration is ~3/4 completed now (for enemies for chapter 1, excluding the boss) thanks to two wonderful volunteers!
Currently the schematic is:
--Every handful of levels, you'll definitely start feeling the hurt from enemies at your level if you don't upgrade your armors / weapons
--Enemies who are "+1 or more levels higher than your highest party member" (IE: you're lv10, and you're fighting an enemy who's level 11) you'll get a "warning" message near the enemy information block
--Enemies who are higher than your two highest level people (IE: Jessica is Lv10, Jamie is lv10, Samus is level 8, so in this case 10+10 = 20, and you run across an enemy who's lv21+) you'll get a "DANGER!" message near the enemy information block
--Currently there will be 10 enemies (minus boss) that you can combat with in chapter 1.
----Chapter 2 will be worked on and hopefully provide an additional 20 enemies + 10 from chapter 1, but that's TBD
Have tweaked a lot of first sets of enemies and the players to balance with the updated combat system and am running the tests now (Last major part before deployment, well this and the boss testing, the rest is basically ready)
Updated:
Terminology:
"Primal" now is more akin to your standard "strength" in rpg games, like "standardized raw power / defense"
--IE: A barbarian is likely to have "high primal stats" whereas a wizard / mage is likely to have "low primal stats"
"Flair" is now more reflective of what it'll be used for.
--IE: A barbarian is likely to have LOW Flair stats, but an archer or slime creature is likely to have "high flair stats"
Flair description:
--Flair is the collective term for anything not based around "raw primal / raw physical" stats.
--This includes elements, energies, skill talents etc.
--For example:
----Samus' starter pistol, is "Tech" element, but it increases her "Flair" points
----Samus' burst pistol (found later on), since it uses a physical object to cause damage (like a real life pistol) would LOWER her flair points, but give her more points in "primal attack" since the calculations use primal data for that weapon.
----Ollya (the harpy) for example, her main weapon (her wings) get a minor boost to Primal stats (since the feathers are physically causing the damage) but will have supplemental attributes (for example, Ice) that also boost her "Flair" trait.
Battle phases have begun testing after some very extensive reworking and rebalancing. We are hoping that this will result in less-grindy-feeling gameplay overall. The game will still require -some- grinding for levels (particularly if you're trying to "rush the story / speed run" it) but it should be noticeably less than version 0.01's amount.
**Note**: The combat-areas in the game are still going to be roughly the same level requirements (1-5 for first area, 6- 10 for second area, 11 - 15 for third area / boss).
Side note: All battles will be tested 1000 times so there is a solid data, so they'll all take a -whiiiiile-
Additionally, I am working on "difficulty markers" for the enemies, in case you do rush into an area under-leveled. The current plan is
"if the enemy is 1+ level above your highest level party member, display a *CAUTION* warning"
--(IE: if your highest player is lv6, and the enemy is lv7, display a *CAUTION* warning
"if the enemy is equal to or above your two highest (level wise) people, display a *DANGER* warning"
--(IE: if your two highest level people (in a party of 3+) are 6 and 5, and the enemy is level lv12, display a *DANGER* sign)
Happy Vore Day everybody! I hope you all get to enjoy your favourite "meal!" or be enjoyed by your favorite pair of sexy teeth!
Generic "still been tinkering" update here, with one neat caveat, I've calculated there's just 10 more scenes to do before the 0.02 version will be released! :) I'm hoping that by Tue of next week that'll be down to 9! (every other scene seems to be taking a bit more time though) so... WOO!!!
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TLDR: New characters added to the game in preperation for future releases
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Current new additions (character may not be "named" yet, but their race is)
--Harpy
----Primary weapon: Wings
----Secondary Weapon: Claws (uses same claws as main character)
--Android
----Primary Weapon: Tech
----Secondary Weapon: Launchers / Energy Blades / Heavy Weapons (will require some add-ons to be used for heavy weapons)
----Only character to be able to use the Nuclear Launcher
--Succubus
----Although typically considered a hentai-themed race, this Succubus is an outcast and has unique aspirations outside of "the bedroom"
----Will have unique abilities in the exclusive patch (when it's available, it will be on Discord)
----Primary Weapon: Corporeal (almagamation of Fire, Dark Energy, and Biological element types)
----Secondary Weapon: N/A
----Fire Immune
----Gamma Immune
--Mongorol (and yes that's how I'm spelling it)
----Race that thrives in the most unforgiving of elements (their home planet's "hottest" temperature is -250ºc)
----Primary Weapon: Heavy Weapons
----Secondary Weapon: Launchers (though, can not use the Nuclear launcher)
----Frost Immune
----Biological Immune
--Starchild
----Race that lives around black holes
----Primary Weapon: Energy Blades
----Secondary Weapon: N/A
----Radiation Immune
----Antimatter Immune
--Predator
----Barbaric race that thrives in hostile environments
----Primary Weapon: Claws (same as main character)
----Secondary Weapon: Energy Blades
----Acid Immune (after all, their world is covered by caustic goo)
----Frost Immune
Greetings and hello there.
3d assets and design. some of the character models - particularly in the cut scenes are already in a 3d format and would just require boning and rigging for UE5.
The other stuff is just asset creation and conversions.
In short - it's similar in concept to the classic games of the 90's on the NES (Legend of Zelda comes to mind, which was top down similar to rpg maker), and they had to create the assets to make it into a 3d game. same concepts would apply here.
This will list out things that have been updated from 0.01 to 0.02.
If you have a problem or comment you'd like to see addressed that isn't listed (for the game) please comment below.
Changed things:
[0.01] Opening scene "select your benefits / downfalls" *including fetish things)
--> [0.02] Removed selecting options at the start.
[0.01] Towns / areas seem "too big / too open / too empty"
--> [0.02] Updated so areas don't seem so "open / barren / empty" by including NPC's, interactable items, or shrinking areas entirely
[0.01] Doors / area exits are hard to spot / interpret
--> [0.02] Updated to be more visible ((pending update))
[0.01] Battles seem very unbalanced / too tough
--> [0.02] Battles have been extensively tested and rebalanced.
[0.01] Sometimes the transfers to / other maps seem "sticky" or "laggy"
--> [0.02] Smoothed out the transfer codes so it should feel a lot less inconsistent.
Major Updates:
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July 8, 2024
Lab scene area and opening sequence has been fully reintegrated and fixed to be compatible with the new systems.
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Aug 9, 2024
Added in health counters for the enemy (so now you can see how much hp they have left!) even comes in red, yellow, and white flavors!
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Aug 29, 2024
Finalized some main systems and testing has commenced on them.
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Sept 1, 2024
Testing completed on the main systems. So far all calibrations seem useable, and so lots of coding to commence to get everything caught up for 0.02 release.
Side note: I still need to hand-test the boss battles, but aside from that everything is ready to go (that is, for just coding frenzies)
If you have any questions that are not listed, please comment and I will answer them here.
Category: General Gameplay
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Q: How long is the current game demo going to take me?
A: General playthrough, battles, grinding and so on - should take the average player ~5 hours to reach max level (lv15) and defeat the final boss. There are a lot of save points throughout the game so plenty of save opportunities.
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Q: What are the keys?
A: Current keys are as follows
Q / PGUP - PDA (once you have it)
W - Not used (yet)
SHIFT - Run / Walk (depending if you have auto-run enabled)
Z / ENTER - OK / Accept / next message
X / ESC- Menu / Cancel / Backspace (name input)
Arrow keys - movement
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Q: I'm lost in <area>, help! / I can't find the exits for the areas
A: Your PDA, which will help a lot once you pick it up (right after name assignment). This can be accessed through the Key Items menu, or by pressing Q on your keyboard.
A2: Doors are not currently "very intuitive" in the game, I will admit. Look for "extra squares" generally on the sides of a wall / room. Later these will be replaced by "sparkly items" that will indicate "this is an exit" but that will come at a later release once rooms are fully coded.
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Q: When I click on things, nothing seems to happen, what gives?
A: Although the game -can- be used with the mouse (as RMMZ is also port-able to tablet / handheld devices) generally speaking, the actual code and script is NOT mouse-capable. Please use the keyboard instead.
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Q: What is the story all about?
A: It's a fairly extensive story with multiple branching endings planned. It is meant to be an interactive STORY with some CYOA (choose your own adventure)-like elements to it: for example, do you end up being nice to one friend over another, and what are the consequences of that, or do you end up being evil to one race, while nice to another - and what are the consequences of that. currently on paper there are 20 different "possible endings" for the game (once the game reaches version 1.0)
The story is meant to be a fairly epic long tale journey (grand total time once the game is 100% completed and is version 1.0, is meant to be `60 - 80 hours, with ~3/4 of that time being actual story). Yes there will be "boring parts" sure, but story-rich games don't have action 100% of the time (otherwise they'd be action-genre)
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Category: General Battles
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Q: What kind of battles are found in the project?
A: The battles are general classic RPG battles and systems from the 90's. General "front facing enemies" with action bars and timers. It is akin to the classic Final Fantasy 7 setup, without being 3d and actiony (though that is going to be changed in the future to be 3d)
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Q: Some of the battles are too tough.
A: The current 0.01 has a fair bit of balancing issues that have been fixed for 0.02. Generally speaking follow this logic:
--Path to Marzipan contains enemies lv 1 - 5
--Marzipan Desert contains enemies lv6 - 10
--Nogard (Lower Floors) - Enemies lv11 - 13
--Nogard (Upper floors) - Enemies lv11 - 15
--Final Boss - Lv15
Big items:
1. New coder has joined the team, they start this Thursday in helping out.
2. Added a FAQ sticky post to hopefully help out new viewers for this page.
Minor Items:
1. I have cleaned up a lot of older posts and deleted things that were fixed or have been updated already (the posts / threads in here)
Many ideas suggested by Patreon members: https://www.patreon.com/Project_Angel_EARTH
There will be a system so you can pick and choose which content you wish to see.
All adult content is optional and does not contribute in any meaningful way to the main story.
Current or planned content (Alphabetical):
Isekai (Truck-kun says hi)
Objectification (forcibly being turned into inanimate objects, such as statues)
Pregnancy (get plump!)
Rape
Ryona (sexy deaths)
Vore (delicious!)
Xenophilia (interspecies "scenarios")