SakeTami
Artificially Dead
Artificially Dead

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General Update #15

Hello again, time for another monthly update!

So this month had a couple of bumps IRL but otherwise things are fine. I've been mostly working on the parry system and the new enemy. The parry system is kind of working now but has some quirks I need to take care of which may or may not result in me having to restructure that part of the code a bit to get it working properly and as intended, since I won't settle for it being quite so jank.

The new enemy has most of her animations and I've currently been working on her H scenes too. I recall a while back someone mentioned that they'd like to see H scenes from other perspectives besides just from the side so I started working on some of those. One of the scenes currently for the new maid will be from the front, so you'll be able to see more of her than if it were just a side profile.

In order to get the parry system working I had to add a new attack to the player character, which came in the form of a kick that does light damage but decent knockback, and can parry certain attacks leaving enemies vulnerable. Since the system is already set up to allow for jumping attacks I'll also at some point work on a jumping kick that'll function in a similar way, giving the player more options in combat.

I took a little time to create a new tile-set on the side in preparation for the next zone too, though I'll be finishing up all the new maid enemies and potentially the boss maid too before I start working on the dungeon area.

So to wrap up we've got a mostly working new parry system and a new enemy that is currently in the process of having her H scenes animated.

As usual thanks for the support, it means a lot! With any luck I'll have the new enemies done in the coming month.


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