SakeTami
Battletits
Battletits

patreon


Update! (1 of 2)

Hi Everyone! Time for a quick text/Image update!

I have two teasers of two different things I have been working on so far, something that may bear fruit and something other that may not/or will be passed onto a colleague

It is VERY WIP so please keep that in mind! I wanted to share with you all what I'd been doing as I feel as though it only be right that I keep people in the loop of my activities when I've been working towards a goal of some kind. 

Also, Sorry if this is a bit wordy! My updates are far and few inbetween and thus I want to try to cover as much material/fields as possible within them.


These images are precursors for the Latest iteration of Battletits. 

Yes, she is very large, I intend to include body types/sizes for the characters ranging from (standard, hourglass, Bottomheavy, BBW (the one shown above), an exclusive one for Ogres/Amazon muscle ladies, and roughly 3 for male counterparts (standard, gigachad, Fat) but tbh this series and my games don't really have much of a male presence tbh and as I said in a devlog once I DO intend for characters that are male/female interchangable to be affected by a gender slider which can make the affect the ratio of male/female/futa npcs and this should be anywhere from 0 to all for each (excluding certain essential NPC's and Story Characters etc who will have fixed genders for story reasons). 

This is the second/largest body type for females/futa, the next being Hyper if I ever plan to make and include that but honestly this big lass is already big enough so I'll probably only do Hyper if/when I feel like it.


Precursor Explanation;

In order to develop the game as a whole I feel it prudent and more expedient to break it down into smaller chunks/more manageable partitions as opposed to tackling something far larger and bigger all at once. The scope and depth that I would want for the full Battletits experience really gives a lack of formal freedom or leeway in terms of how I want to do things, and glossed over ideas in the past which have since been scrapped (old version) in terms of how easy it was to implement, and how the end result looked.

I've taken this out in exchange for a Pixel sprite on the world/land map (as seen replicated in the Battletits Outfitter I released in march of last year) coupled with a more detailed character model, which is actually the classic RPGMAKER MV version of the game's approach and one which at first I was more loathe to do as I was unsure of the amount of time it would take as opposed to a universal character model, which turned out to be the worst of both worlds (SOMEHOW!) but was a good learning experience nonetheless even if it was particularly painful to admit in the end that whilst novel, the end result meant a rather samey experience, and I don't want to make the same mistake twice.

I'm thinking of doing two versions of each of the high definition models (Front/Back) 

Thus, the idea of a game centered around IVY (from the SC series) being Isekai'd into the universe (alongside perhaps a few other characters) was born which will feature many elements that will appear in the main game itself, and will serve as a sort of prologue/precursor to the main game/series with introductory elements, etc. Probably a 5 hour game which will run over into the main one (when that eventually gets made, etc). This process allows me to isolate systems a little easier, and to concentrate work into areas that need attention first, the role playing elements will follow on from basic character movement/battle controls, etc. Not that there can't be one without the other, but I believe it will be far easier to balance and optimize and develop systems with a working (non deprecated) prototype that is already being released/made. 

An easy synopsis is to think of the Ivy Game as an early introduction to concepts and features in Battletits, similar to how MGS V: Ground Zeroes was a precursor and introduction to Phantom Pain, just without all the Hideo Kojima stuff lol.

To further elaborate;

To anyone who has already been following;

* AI model will no longer be used in the creation of character models

* Character models will be generally tailored and developed by me and then made game ready by me

* Characters will consist of sprites for travelling the levels, and high definition fully rigged 2D models with IK for Battles, Sex Scenes, Conversations (Portraits), inventory/character sheets, etc. I will see in which other areas I can also incorporate the two -- I plan to have as much visual/interactive stimulus in these games as I possibly can. Think of each teaser and update released thus far as a formal introduction the systems I want to implement, but with a certain amount of leeway introduced either way, etc.

* Since the Ivy game will have a much less significant field of scope, work should not be as arduous and maybe a release can be expected (dependent upon workflow and other factors etc) around perhaps june - august sort of time. I'd like to say sooner, but honestly the systems are probably going to take the longest time to develop even though I do have some working prototypes in place already. It's also worth noting that it is NOT my sole project anymore, thus I'm generating some time for that.



Update! (1 of 2) Update! (1 of 2)

More Creators