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RegulusNSFW

RegulusNSFW

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Upgrading Hscenes. More QoL, and Polish.

Heyo everyone! This week was another productive one. I wanted to finish off the "Medium Priority" list. I was on course to do so, but decided to do a bit of extra stuff on one of the points dealing with "exhaustion" levels. Let's get in to the report!

To start off, I'll show off the re-render this week. Lana's 3rd Hscene has seen a new render, along with new fore/background

OLD:

NEW:

With that, let's go over the list of things done.

  1. To start off was a feature for menuing. I've made it so in most menus that have a "hierarchy/progression", you can press "Esc" or "B"(gamepad) to return to previous menu. This way you won't need to press the "Back" button, but the option is there.

  1. A made small UI adjustments in the Apparel section for Aether.

  2. I added some background juice to the first Pigman fight.

  3. Created a hidden mechanic in levels involving enemy spawns scaling with player speed. Basically the game will check if you are boosting, and how much faster that boost is. If you are, enemies will spawn earlier than normal. The deficit is to help mitigate "missing" key spawns; namely, Ally "Help" scenarios. It's still very possible to miss, but it will give the player a better chance at stopping to help as opposed to flying past without the chance to go back.

  1. Made minor adjustments to the transition cutscene in Raptura2 before the escape.

  2. Adjusted the position the player jumps to when skipping the intro in Titas1. (It put them too far up, causing the dialogue to get congested)

  3. Fixed a major bug with Brisk, where he would just jump from slashing state to slashing state. He will now also reflect, and rock kick in his final stage as well. (These attacks should give the player a little bit more breathing room before slash attacks). Also fixed some of the visuals with Brisks' sword.

  4. Added sounds to the shop, and a different sound when you "purchase" a pinup vs. just viewing one.

  5. Added directional prompts to the screen during some boss fights. In Raph's fight, along with some others like Brisk, an arrow indicator will appear encouraging you to go a direction.

  1. Changed MISSILES lock on. Instead of delaying the Missiles lock on, it will now instantly lock on to all enemies in range as soon as the charge begins, then do checks via intervals. This will allow the player to "spam" a bit more with them.

  1. Adjusted Neos1's alternate route position. It is now more "hidden", and likely to miss on the first run.

  1. As you may have caught above. There some more visual flare sprinkled around Neos.

  1. Fixed some issues with Molbon1's boss. The timings on some tentacles were delayed, and sometimes just didn't really fit what the boss was doing. I made adjustments to the animator to fit current states.

  2. I replaced Aether in Tanya's 3rd Hscene so that it has the Aether from last report

  1. Made some override adjustments to Womb Stages. Now when you pause the game, it will show you the current states of the relevant abilities. (It was just blank before)

  1. This is the one I decided to pause for a bit on. This was "sweat" to Hscenes like in SpunkStock, but I decided to tinker around with some other things. Along with the "sweat" and breath, I'm playing with some color changing, morphing of hair, eyes, mouth, and things like light bags under eyes to really give that "exhausted" look.

in Aether's 2nd brothel the change is a bit more extreme, as this change generally takes much longer in-game.

I am looking to make changes similar to this across all Hscenes, this may be a good chunk of what I do next week.

With that, this week is wrapped up. The "Medium Priority" list essentially has 2 things left on it. "Exhaustion states", and "Social Media Ending expansion" (basically I want the other buttons in the social media section to lead places). These 2 things will probably eat up most of next week.

After that we are left with "Low Priority". This list will likely be revised as I go, as I may find some of them to... not really be worth the change, or negligible.

Once I feel the "Low Priority" list is in a good state, I am likely to get a small group of elite storm troopers to invade the bug dens in the game. (... Just doing the bugtesting phase).

This means things are still very much on pace for bug testing phases being in February.

Anyways! I'll catch you all next week with an update on the exhaustion states, and hopefully the last bits of the social media section. Thanks again everyone!

-Regulus

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Nika2 Revisions, Credits Sequence, QoL Improvements/Additions.

Heyo everyone! This week was pretty great for progress. I got pretty locked in for both behind the scenes, and stuff I'll share. This week I basically started knocking off the "medium priority" list, which includes some very welcome additions. Let's start from the header image!

This will be the game's credits sequence. There will likely be no real reward for doing well or not. It's mostly just a fun, interactive way to engage in Nova's Impreg, and have an interactive credits sequence. This sequence will likely be skippable too by pausing and exiting.

The next bigger thing was reworking Nika's 2nd Hscene. We decided to completely remodel Aether, and change the setting of the Hscene. We also added new eyes for Nika.

BEFORE:

AFTER:

Next is going down the list. There were quite a few things checked off this time.

1: To start was a bit of a balance issue. The way "Thrust" worked was that it would always regenerate, no matter what (unless paused). This meant that abilities that "drained" thrust would combat that. The issue with this is that when you combined drain reduction, and regen increase (ie Lana Passive + Generator), you get 2 variables that can overlap eachother... this effectively meant that something like using Tanya's barrier with the right combo could technically make you regen faster than spending..... eternal invulnerability. I made a fundamental change to Thrust so that regen completely ceases when it is being used, and balanced all draining values around that. This should mean that the 2 abilities should still have the impact as intended, but will not scale to inverted levels.

2: I increased the size of Health Pickups. Not just in model size, but also in hitbox size. The reality is, there is no reason why someone should "miss" a health pick up unless they actively choose so (Like in Catiya1 if you go right). This should help with that.

3: I went through all of Nova's animated art/atlases, and removed any art that had prominent lips. This is purely for consistency sake. Most of her Hscenes and main art do not have reddish lips/lipstick.

4: Next was implementing a "Hide UI" Button in all Hscenes.

5: Next up was creating a system that would save the player's menu location. This way if the player views an Hscene via the "Hscene Room", then upon exiting, the player will be returned to the Hscene Room. Of course the opposite would also apply; if the Hscene is accessed via the Hub, then you will be returned to the Hub. This should mostly just cut menuing back a bit.

6: Fixed a stupid bug where Siren's heal audio would break after a couple loops

7: I created an "Alert" specifically for when Rooster's passive is cutting into the player's health. It may display differently in the final game, but the important part is that the scripts are implemented.

8: I made some adjustments to Zol'gan2's early-level. I removed a couple clusters of enemies, and spread the buildings out a little bit to make it feel a bit less claustrophobic.

9: I extended the hit box of Raph in Neos2. Now you do not need to shoot up at his brain, but can really shoot at any spot and hurt him. This is to mitigate always needing to stay at the top of the screen just to shoot him.

10: Made it so buttons no longer make a "mouse over" sound if they are inactive, or locked buttons.

11: Added Events for Pom's Hscene, and when the player first gets access to the Brothel. These are 2 things are easily missed despite being unlocked. These Events basically just put these scenes more in the field of view for the player (The event is only 1-time, much like the other character events in the hub). In the case of the Brothel, this event will unlock if Aether has 50 Assertion, or Resolve. The brothel event was actually a bit time consuming to do because the dialogue system wasn't really implemented in a way to make dynamic adjustments to the scene like this, so I kind of had to make some adjustments.

12: I lowered the global illumination in Zol'gan a little bit, as it was wayy to bright to support a light colored model like Nova.

13: Made a script for Nika's Yarn ability. This script is by no means perfect, but it will do "theoretical" position checks while moving to see if it would fall out of reach for collection. If it thinks it's gone too far, it will immediately stop. The tl;dr of this is that it's much less likely that Nika's yarn can fall out of bounds, and should almost always be collectible by the player. It's by no means perfect because the bounds of the player is set by the camera. The camera moves, and swivels in real-time, meaning the yarn can't realllly know the bounds of the screen by the time the player gets to it, but it can make safety guesses.

14: Made some adjustments to Pix's Eyes in her 1st Hscene. I made her irises a bit smaller, and re-positioned them.

15: In Titas 2, I added to the script that swaps between "Real World" and "Subspace". When switching to subspace, several of the subspace objects will do "distance" checks with the player. If the player is too close to the object when it is spawning in, then it will cancel. This is so when the player swaps to subspace, they don't just appear in, or right in front of an object and take collision damage.

16: I've made some text wrapping fixes in dialogue. The hub dialogue could often get too long for the new dialogue boxes, so I adjusted the positioning, and created a "Best size" wrapping just in case things got unexpectedly long.

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With that, this week is wrapped up. There were a few other things I touched up on that are more behind-the-scenes, but I'll stop the post here.

Next week is probably going to be more of the same: Implementing re-renders, and continuing down the list. A quick little idea of other things on the list are stuff like:

-Pressing "esc" or "B" going back to previous menus rather than having to click the "Back" button. (This one might be a bit weird for some menus, but I'll see what I can work with.)
-Slightly extending Neos2's length
-Implementing a way to mitigate the ability to "Miss" ally help calls, as it is fairly easy to boost past them by accident.
-Making Neos1's Wire route a bit less... "easy" to access.
-Polishing some attacks on Molbon1 boss
-Perhaps adjusting/removing some transmission dialogues to make them seem less "crammed" in moments across levels
-Adding "Tips" when pausing during Impreg Trials.
-Adding Breath/Sweat to Hscenes

There are a few other things on the "medium prio" list, but that's a list of a few.

I'm not suuurre if I'll be able to, but I would really like to be able to finish off the medium prio list this week. I think it would put us in a really good spot for progress.

ANYWAYS! Ahaha.. thanks so much again everyone! Your continued support in these final stages means so much! I'll catch you all next week with another report!

-Regulus

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New VA, and High Priorities done.

Heyo everyone! This week was a good one. I checked off a lot of things on the list. The list is comprised of "High Prio", "Med Prio", and "Low Prio". As of this week, I've finished off the "High Prio" section. What are these things? Well let's get into it!

First off were some smaller things that we found pretty necessary.

When starting a "New Game", the game will check if you have existing Save Data, and send you an alert.

Next was actually properly putting Pom into the new UI in the Hscene Room

Then I did some patchwork on Tanya's missionary Hscene. There were some pretty big clipping issues with it.

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After that was probably the biggest aspect of this week. I put in all of the new VA work. This means that all the of the voice acting is officially implemented. While I was doing this I also ensured that all of the new Hscenes had the necessary sound and visual effects that may have been missing.

There were a couple of Hscenes I spent a bit of extra time on. That being Nova's Brothel Hscene, Aether's clone Hscene, and the Brothel4 Hscene.

In Nova's Brothel Hscene, I added some face variants.

As for Aether's clone scene, I sort of realized some aspects were simply incomplete. I also had to implement the new Hscene UI into it.

In the Brothel4 Hscene I added extra SFX for when the girl is changing over. I also had to do some balancing to ensure it lands around where the other ones are.

Finally, with the last 2 Hscenes I had to actually implement them. Brothel 4 is obviously accessed in the same way as the other brothel Hscenes, but in Aether Clone's case, you can select it when accessing the Aether Menu. It is also accessible via Aether's Bio in the Hscene Room.

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Next thing I did was a bit of adjustments in the audio department. I added a compressor to the audio to ensure loud spikes won't exceed a certain limit (No more loud blast when you explode Pix's Satchels at point blank. I also fixed up a bit of order of operations in terms of sidechains/ducking, as I realized some of them were out of wack.

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Next up was actually implementing a lot of the new pin-ups/CGs to the Social Media section, and in the shop.

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One last order of business was actively implementing "Nova Mode". When returning from the Social Media/Ending CG, you will get an alert telling you that you now have access.

From here, if you go to the Loadout screen, both Primary, and Charge attacks will have a "Nova" option. The catch is that Nova has a locked primary and charge attack. You must have both (Do note, however, that they are both incredibly strong, and is meant to make levels fairly trivial.)

The model will change, and you will be good to go for using Nova. When playing as Nova, there are no other differences aside from the model, and attacks. All dialogue will remain unchanged, the game basically treats you as Aether still.

Before calling it a week, I realized I was missing the new "Game Over" screen... so I added that too :P

With that, the week is wrapped up! It was a lot of boxes ticked off. Next week will probably be a bit of a mix of jumping onto our "medium prio" list, and some more Hscene re-renders.

Thanks again everyone! I'll catch you all next week for a break down as always!

-Regulus

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Hscene Re-renders, SFX, and VA processed!

Heyo! Here we are! I hope you all had a great New Years, and are ready to tackle 2026 because I sure am! Right out the gate, there has been some good happenings on the development side of things. I'll start out with the things that don't have many visuals.

SFX:

Well it turns out I still didn't get around to actually implementing the final batch of SFX. I took the time to get it all implemented. This last batch is mostly based around Neos2, Brisk's boss fight, and the final boss fight. With that, the main batches are all done. There mighhhtt be some smaller things if we feel it's necessary, but this should wrap SFX up.

VA Processed:

LewdK has finished processing the final batch of VA work. This VA work includes: Neos2, Titas2, Finale1, Finale2, along with some revisions on Pearlus1. This means it's waiting to be implemented. (This might be the first thing I do in the upcoming week).

Hscene Re-Renders:

Following our list of Hscenes to patch up for consistency, and improvements. There were 2 more that were addressed this week.

First up was Pix's Diner Hscene. In this Hscene her colors didn't quite match up with her base colors. On top of this Amhidden added a more feathered shade as opposed to cell shade, and some face adjustments.

Old:

New:

Next was RoosterxTanya's Hscene. The characters themselves saw small changes to shading, and the scene has gotten a more detailed background.

Old:

New:

Others:

On top of these, there were a few other things I touched on while I was working on relevant things.

The first being a bit of an adjustment on Raph, the boss of Neos2. This boss seemed like a bit of a damage sponge, and it also felt like the unique design of the his fight didn't really mean much as a result. The main change I did was make it so the "wires" in the tunnels now are much easier to kill, and do x4 the amount of damage to Raph. This should give much more meaning to blasting the wires, and clearing those tunnels.

Next was a small adjustment to Lana's sprite in the hub. She has had some color adjustments for consistency's sake.

Finally; as I have been implementing these re-renders, and am working on the atlases, I took the opportunity to blank-slate Aether's color for re-coloring. While this feature is still definitely low-priority. If I ever hope to implement it, it will need to be done while I'm in the atlases like this. I may decide to drop this if it gets to be too much, but I will give it a go.

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That should wrap up this week's progress report!

Next week is going to likely start with implementing all of the new VA work. From there, I will likely either knock off more of the list, or implement more re-renders.

I'll catch you all next week with the breakdown as always! Thanks so much!

-Regulus

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Final Voice Work Recorded and Sorted.

Heyo everyone! This will be a really short post due to the holidays, but there was still a bit done.

As of this week, all of the VA work is in. I've gone through all the takes, gotten retakes, and selected the takes to use in the game. This means all that's left is to send it in to LewdK for processing, then slap it in the game.

This means the game officially has all of it's voice work recorded. (Unless there are small things we decided to work-in last minute.)

With the holidays wrapped up, and VA work good to go, I will likely be moving onto implementing some of the new SFX that have been made up, along with putting in some of the new Hscene renders.

Sorry for the short post, but I should be back in full swing! Catch you all next week!

-Regulus

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Finishing Off Final Batch of UI!

Heyo everyone, this week felt like quite the slog. Some aspects definitely took more time than I was hoping, but I managed to get to the end of the list of UI. I'll start from the top.

My first goal was to start knocking off buttons in Hscenes. This took... a long time, as the function for each button was changed in terms of code/methods. Because of this I basically had to go through every single Hscene and reassign certain aspects to each individual button across all 43 Hscenes.

While I was implementing the new buttons, I also added a "Clean" button into almost every Hscene when continuing via "Keep Going".

In total, it seemed really simple, and I honestly thought it would only take me a couple hours to do the Hscenes, but it ended up taking me almost 2 days. It was a bit of a hit, but from there I moved onto the next goal. Overall though, you will find buttons to be less intrusive across the Hscenes now.

Brothel Hscenes. This one was also fairly time consuming, which was to be expected, as I wanted to do some fundamental changes to some of the functions. We'll start with Brothel1.

As you see in the screenshot, the initial "Profile" is now much smaller to start.

The buttons, and meters have been changed to make things a bit more intuitive, and readable.

The position selection is still quite similar to how it was before though.

Now... let's check out what's changed to Brothel2. This one had a few changes to make it more intuitive as well. These are pretty big improvements imo. Along with the UI overhaul, there is now a rotating circle around whatever speed is currently active.

Along with this, the color of the speed request will turn red if you are currently on the wrong speed, and white if you are on the correct one.

With that, we go to Brothel3. Tanya's Bar. Along with the UI overhaul, the biggest change is that instead of pressing a speed, then clicking "Stop" to stop, you will simply hold the button, and release to stop.

Another big one (which I can't remember if it's in current builds) is that you no longer need to do the weird thing where you manage the climax bars. Now as soon as you click, you will instantly start filling the mug. These 2 changes should make things more understandable.

And of course just showing off how the rest of the UI looks in the scene.

Finally is Brothel4. This was by far the most simple of all the brothel scenes.

With that, all of the Hscenes were out of the way. There were still a few more things to do though. There were the "Affinity" amounts and wombstates above the crewmates.

While still raising affinity, it will be shown in a similar box as in character select, and when locked will show like this.

When you reach 100% the state will simply show like this.

And finally, when pregnant you will see this (In your case the number under the gold medal will be whatever your highscore on their womb level is.)

Next was putting in the new Social Media screen. There is still a bit of fixing up to do on this, but it's pretty much all in.

There's one last thing I did. It's small, but I've made some small changes to the ScoreScreen when it is a womb level. Basically it's just the spermy icon, and the background that has changed.

With that, the new UI is implemented on time! We can move on!

Next week I may start going down the giga list. I can't express exactly what I'll be knocking off... but it will be what I can do around the holidays coming up.

With that, I will catch you all next week with a break down! Merry Christmas/Happy Holidays everyone!

-Regulus

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Implementing/Animating New UI. New character pin ups.

Heyo everyone! Here we are again... it's felt like this last week went by so fast ahaha. It's been entirely focused on implementing some of the new UI. There isn't toooo much to show, but these things are pretty time consuming to implement, so let's get right into it!

The first day was mostly getting assets ready, and adjusting the formatting. After that I got work on the new designs that I teased in the last post. I started with the "Aether" screen.

I took a few liberties for minor adjustments in hope of making things a bit more intuitive. The screen has more emphasis on "Selecting Aether", with incentive to add to stats right out the gate.

With the final Data chip, the player can spend credits to go above 100. This will now be present in this manner.

With this we moved on to the more complicated menu. The Hscene room. The Hscene room's UI has a lot of animation points to it, so it took a bit.

This is an example if Pom is not unlocked. If Pom is unlocked, she will appear instead of the "Online" symbol.

We have unique transitions for each that will need to new windows.

Bio UI animations

DataChip animations (Though the menu itself is the same. I felt it didn't need much for adjustments.

Animation of the Music window. When selecting a song, the portrait will spin like a record. By Selecting "Back" you will revert to the previously saved hub song. By pressing "Select" you will confirm the song to be the new Hub music.

Just an overall look at transitioning between screens. In most cases you can jump between any of them without having to go down a chain for "Next" and "Back". Much like the CyberShop screen.

Finally, let's take a look at the Hscene UI. As you can see, the animation buttons are condensed in the bottom left. Overall things are less intrusive.

You can choose to open and close the Pom windows at your leisure.

With that, this week's work on the UI is concluded. Whats left is to implement the circle buttons into all the Hscenes in the game. It will be a bit of a grind, but at least it's simple enough. After that will be some changes to a couple components in the UI during conversations displaying Affinity, and finally the new UI for all the brothel minigames. The brothel minigames might be a bit of a time sink, as I will likely also be adjusting how the games work fundamentally in the process.

Something I feel I miigghht not get to next week, but I'll try, is the Social Media UI overhaul. I'm a bit scared to tackle this, as the scripts that generate and place the posts depending on your ending state are a bit complex... I'm hoping the new UI doesn't force me to tinker with it too much ahaha.

Anyways! After that, UI will mostly be done... a pretty big thing to move past, that's for sure.

I'm hoping by then, all our remaining assets will be ready for implementation. My ultimate goal is to have all assets implemented, and the first wave of "polish" components done by the end of January, so we can commence our bug testing phases through February.

This way we can address all the bug fixes, balance, and final polish/reworks that come up during March.

There were also 2 other pin ups/social media endings done up by Chien and AbsurdRes.

Pix's brothel end. Being the goblin she is by AbsurdRes.

And Pearlus Conflict. This comes up when Siren leave's the party's crew (Royalty end, or low affinity). By Chien

With that, I will be wrapping up this post! I'll catch you all next week with another update on the UI implementation. Thank you all!

-Regulus

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Sneak Peeks, Overhauls, New Assets.

Heyo everyone!~ I've got some sweet stuff to show, and talk about. This week the team got together and assembled our "Beta Break" list. This is the first pass we've done where we are going to be addressing everything we aren't happy with. Bugs, Art, Animation, features, models, the whole works. While we get going on that, several more assets from the final batch of docs are coming in. I will have no shortage of things to do in the coming months ahaha. So let's get into exactly what's transpired this week.

To start, we started the beta break list off running. We have plans to re-render several of the Hscenes to bring art consistency which was lacking. Let's take a look at what these changes look like:

Old:

New:

Old:

New:

In these 2 scenes we have revamped backgrounds, made rendering feathered, and added more visible breasts for both. The main objective with these re-renders is consistency. Some Hscenes already have this style, so they will likely remain untouched, but there will be a lot of Hscenes to be re-rendered in this manner.

Next up was knocking some bugs off the list. I won't go into too much detail on that, but I made a good dent in them

With all cylinders firing, we've already received the next batch of SFX. This will cover several sounds ranging from Zol'gan2, Finale, Finale2, Neos2, and Titas2.

We've receive the majority of the new VA work.

We've received the new batch of UI. I'll showcase some of the plans.

NOTE: This is not yet implemented, they are just the example images.

As you can see above. The UI in Hscenes are going to be touched up too. The objective for this is to keep buttons simple, small, and be significantly less intrusive on the animation.

There are several other UI components/menus to be changed, but I'm just showing off a few.

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Next up are some fun images. As you may have seen at the top, there's an image with a slightly different style. If you all remember Samga's recent cross-over with Spiral Clicker, I've decided to commission, and get the artist, Chien on board for a few pieces in Starbreed. These images will be involved in the "Social Media" section of the ending.

Choosing the Brothel Ending: Siren makes this post if she joins you.

Siren working in the brothel.

In the scenario that Nika does NOT remain with Aether after the ending. (Affinity too low, or royalty ending)

She returns to Neos and dances for Pom.

And there's one more to show from AbsurdRes. This one is from choosing the Brothel route, and Lana joins the player.

Lana working in the brothel.

That pretty much sums up what this week has been. There's been a lot going on.

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Next week could go many directions ahah. I'm thinking I will jump onto implementing the UI though. It has the greatest potential for time consumption, so getting it out of the way earlier rather than later would be ideal.

Alright! I'll catch you all next week with a break down! Thanks again everyone! I'll catch you then!

-Regulus.

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Nova's Theme, Clone Hscene Previews

Heyo everyone! Some cool stuff to show this week!

I wrote up the music docs early on, and sent them off to Wishful Simping. Within the week he hits us with a banger previewed above. This is Nova's Theme. It is not played during her battles, but instead played during the intro cutscene and dialogue sequences with her.

Another focus of this week was doing up the base work for the little surprise Hscene. Aether Clone

Idle

Main Loop

Fast

Climax Anim

One more thing that was done up was another pin-up for Rooster which can appear in the Social Media section during the ending. An Ending that has Rooster separate from the crew, but remains on Catiya engaging with the population.

With this week behind us, the team will be gathering and talking about aspects of polish, and reworking assets.

The week will be centred around addressing these, and will continue to be until the assets from the documents (Like UI, VA, SFX) arrive, and are processed, in which case I will be implementing those.

Anyways! Thanks a ton everyone for continuing to support in these stages! I'll catch you next week!

-Regulus.

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Docs, QoL Changes, and Fixes.

Heyo everyone! Here we are again. This week was getting SFX docs ready to go and sent off. Considering the SFX doc takes quite a bit less time than stuff like VA and Translations, I ended up with some time to spare, so I started tackling the list of things I've yet to get to. Many of them are minor, but there are a few pretty notable things. Let's get into it!

I made some revised improvements on laser detection

Before, when this boss did this move, hitting the face was super inconsistent... but no more.

There were a couple other things with this fight that bothered me a lot. One was that Sola could technically roll a face that was already destroyed... making it kind of awkward to attack if the only living face was on the back. I fixed it so that she will now only roll existing faces (This was the original intent, but it was bugged).

Finally was her Flamethrower indicator. It was barely noticeable, and actually didn't even display properly. Now when she is charging, and shooting flames, she will have a much brighter indicator showing her timing. You should have a better idea of when it's safe to return now.

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Next I went through some levels and looked for assets that could benefit from fading materials to ease camera clipping.

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Next was fixing a few lingering visual quirks in Nova's final boss fight, along with assessing the SFX to see if new ones are needed, or if existing ones work.

I also found an issue with the new Neural Link ability which I fixed.

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After this I decided to approach some inconsistencies that were presented in levels.

First was in Raptura. If you destroy the wall ships, when you approach Lana after missing the pipe she says she'll "take the one on the right, you take the one of the left"... but what if they are already dead? I decided to separate the dialogue so that she no longer says this if they are dead already.

After that was the seemingly worthless function of the wires in Neos. If you just blast down the hall, you explode every wire with no repercussions. Now when you destroy a non-pink wire, they explode, but rubble will also fall down onto your head regardless of how far away you are, causing you to take damage.

Another weird thing in Neos, and in fact any level that has a boss rail that doesn't move forward. When you pick up things like Nika's Yarn, or pick up a health pack, the hitbox lingered. You could technically jiggle in and out and collect the yarn like.. 3 times per yarn. This bug was fixed.

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Now here is where we get into one of the bigger implementations. This was actually something that has been requested since the initial public releases: skipping boss intros.

Some bosses have pretty long dialogue sequences, so I made it so that if you are loading from the last checkpoint of a level, the boss will not do their intro dialogue, and instead start the fight right away.

The jarring thing about this is that there's not the greatest "tell" that the fight is starting right away to the player, so it might surprise them. To combat this, I decided to make a few other changes to the UI.

This was something that always kind of existed in a few fights, like Pigman. When you started the fight, the screen does a slight shake, a "boost" sfx plays, and your character goes way faster. This was the "tell" that the fight had started. This was not present in all boss fight because some bosses don't work too well when you are going 5x speed (like Sola in Titas 2, imagine trying to move around the pillars at 5x speed).

To give a proper tell across the board, I added a similar effect to the start of the level when you first gain control of the character.

It will now display "ENGAGE" along with the engage sound effect as soon as a boss fight starts.

This gif also displays Pigman's behaviour when loading from a checkpoint. Notice he does not sit there and yap. As soon as the boss is in position, the fight begins.

There is still a big question on my mind with this function now that it's in, and that's if the dialogue should skip any time you replay a level.. in general. I feel the bosses lose a lot of their charm without their intro dialogue, but at the same time I feel if you are replaying a level, you probably are trying to just get through it for a specific reason, and wouldn't want to sit idly by for the boss' banter.

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The final thing I did this week was... sorta a small follow up on the "saving time during dialogue" train. A dialogue string that always bothered me was Pom's intermission if you go the pink wire route. When she tries to retreat, and it fails, I felt the dialogue just kinda went on and on. I decided to remove the whole first chunk of dialogue for that segment.

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Annnyyyyways... I was yapping a bit here, but that sums things up. Next week is going to be a quick Music Doc, then I will be continuing the list. Depending on the state of assets, I may adjust. Thanks again everyone! Catch ya then!

-Regulus

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Documentation, documentation, documentation... Hscene

Heyo everyone... there's not a whole lot to really go over this week. Unfortunately it's all pretty behind the scenes. Documentation, and communicating with various contributors. I can't really just show off the specifics, but I might be able to at least go into my process a bit. This might be a bit of a yap post, but if you're interested then read ahead!

In terms of writing up documentation, some of the most time consuming would be VA documents(which was this week), and Translation. The main reason for this is... well... compared to the other kinds of work, there's less room for "improvisation". The actors (or translators) need to really understand what is happening and what characters are feeling. Especially in the case on in-game segments with Starbreed. Most of the dialogue isn't standard "conversation". They often relate to things actively happening on screen like reactions, or instructions. It basically means I've got to really pick through the dialogue, and note context in a lot of it.

Thankfully this batch of VA is by far the smallest batch, so I was able to get it all written up and sent out in a timely manner. Some characters, (like Pigman) literally only had 1 line.... sweet doc...

Overall something I would typically do for a document, is get a recorded playthrough of the unvoiced level, then tag the timing of each line (if shown). I still write context around the lines, but the gameplay footage is a good fallback in case my descriptions leave some to be desired, and also help with timing (With Starbreed being on a rail system). A lot of the time, the characters are reacting to, or explaining things on screen as they happen, so context is especially important in Starbreed's in-game dialogue.

An example of Nika's Document.

NOTE: This is just my way of doing documentation. This is by no means a recommendation on how to do docs ahah.

I will say.. one nice thing about laying all the dialogue out on Google Docs is that it will show me any spelling and potential grammar errors. (Unity's Inspector doesn't.) ahhaa.

Then there's the case of Hscenes. Recording footage, and contexts.

It's all simple enough, but between recording the footage, copying the appropriate text over, setting up the proper formatting (text color, bold, etc), and quality assurance on the docs, the week zipped by pretty quick.

If there's one thing this project has taught me it's that maybe I should expand the core team a bit for the next project... ahah. Any rig animators out there wanting to take the reigns from me? :P.

ANYWAYS... lmao. Something else in the works, is a surprise Hscene. This should be the last animated Hscene in terms of development. By getting a certain amount of Data Chips, you unlock the "Clone", which allows you to make credits depending on your Brothel Stamina remaining between levels.

This clone also unlocks an Hscene. It's still in the works, but it will feature M and F Aether.

With that, next week is going to be focusing on SFX documentation. It's been quite a while since the last batch of SFX, so there is a lot to cover on that end. Hopefully it will be a little faster than the VA docs, and I can continue on my larger list of additions/fixes.

Thanks again everyone! I'll catch you then!

-Regulus

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New Pin Ups, Documentation and Adjustments.

Heyo everyone! As mentioned, this week was focusing on setting up some documentation. I did make a bit of a change as to what type of documents (I said before I was going to do music docs this week). Instead of doing the documentation for the music, I decided to look at UI first. UI will likely be the most time consuming to implement, so getting it in earlier rather than later would be best. There are a few other things to talk about though, so let's get in to it!

In terms of the documentation there isn't much to go over, but in general it was just covering the UI that needs to be overhauled/touched up. This is mostly for areas with the very outdated UI, like the bio screens, Hscenes, "Aether" window, etc.

Aside from that, Absurd Res has done up a couple more pin ups that will be featured in the "Social Media" section of the ending, along with being present in the CyberShop as a pin up.

The first is, as you see above, Pix. Frustrated with being cooped up in her room on the ship.

Next is Rooster have a good time on Catiya

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There were a couple other things that I had addressed in a programming sense as well.

>Nova's final boss' meshes will change depending on compartments that break on her.

>The next change is a bit technical, but it involves Rooster's beam. On it's own, it's fine, but when combined with shooting, the player could experience a bit of disjointing in where it was aiming in comparison to where the projectiles were aiming. This is because the firing projectiles follows a "targeting" system. I won't go into too much detail, but it's basically a system to eliminate the disconnection in perspective/depth. Beams did not follow this. I basically made it so now beams will follow this system. You may find that Rooster's beam now "snaps" onto distant enemies a bit easier.

>Next was making a change in Aether's 3rd brothel scene. I wanted to make things a bit more intuitive... even if it doesn't make a ton of "sense" ahha. Before you chose a speed, then when Aether/Rooster climaxes, the mug fills. Now, when you choose a speed, the mug will start filling instantly. This is mostly just to make the experience more understandable right out the gate. I may also remove the "Stop" button, and instead make it a "Hold" to fill. I think this would feel best in a precision sense.

>Next, I made some small fixes in a couple Hscenes involving clipping between layers

>Then I addressed something that bothered me. When the player barrel rolls, it deflects a laser in a random direction. The issue is that if you deflected the laser, and it came "inward" towards the player again, you end up deflecting it again. Basically if you got unlucky, you could end up juggling the same laser within your ship's position. When your barrel roll expires, the laser is still scrambled in your hitbox... and it hurts you. This was especially noticeable in the Nova fight with her orbs because they move much slower and are much larger. I've now made it so lasers can only ever get deflected once. Because of this, you should find barrel rolling overall more effective.

>Next: after using it enough times I've found Barrel Roll Mk2 to be complete dogshit, so I buffed the damage the reflected lasers do quite significantly.

>Finally, was something I wanted to do since it was first implemented, but the initial implementation was already a handful, so I never got around to it... but now I have. In "Party Select", the selection will now loop endlessly.

With that, the week's work has concluded.

I will say though, for the first time in a while, there has been further discussion on plans after Starbreed in terms of projects. While I won't announce anything yet, there has been progress made on that end. Starbreed is still priority, as there is a lot to go over before release ahaha.

Thanks again everyone! I'll catch you all next week! I will be putting together the documentation for VA, so there might not be tooo much to go over in the post, but we'll see!

-Regulus.

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Brothel End CG, Royalty End preview, and Finishing Translation Setup.

Heyo everyone! I hope you aren't sick of me talking about translation components because that's most of what happened this week again! Ahaha. There aren't too many interesting things to go over, but I'll still go over things as best I can.

In terms of scheduling we are still all good, as this was the week that I set myself to have been finished the initial set up/formatting for translations, and I will be done as of today.

To sum things up, I was doing the 2nd and 3rd pass of text components within the game. I'm generally treating translations here with a lot more care than I did in SpunkStock. I found several components missed, but I think I've got them covered now. I had to write up some code to deal with initialization issues, and scene start ups within Unity's Localization system.

When Unity translates text at an awkward time during scene start up, so the code is just to ensure any text that changes dynamically initializes as the proper translated text. I had to ensure all instances where this happened were dealt with.

I also decided to reformat some of the text components to ensure they will fit into the UI, and are easier to manage in case of errors or revisions. (Like separating each component in the character bios into their own text component, rather than all being a part of 1 big component).

After that I went through the UI document and added notes to necessary components for context/constraints.

A time consuming one was going through all the "Transmission Sequences". This sheet held all the text for dialogue spoken in-game. A lot of the time the characters reference things happening on screen so I went through and added context to the list to give the translators a good picture of what is going on.

Things I'm going to be quickly knocking off today are notes for the Hub Dialogue (even though this makes up over half the game's text, I feel it won't need too many notes, as it's pretty straight forward dialogue). I also have to get some documents ready for image translation (Stuff like the "Tanya's CyberShop" sign, "Engage", "DANGER" Text, etc.)

With that, what is going to come next week? Well... it's November, meaning I am going to be putting this contribution money to good use! It's a month committed to writing up documentation for the final components: Music, Voice Acting, SFX, and UI. I will likely be starting with music docs for Wishful Simping to tackle.

Anyways! Here's a preview look at the Royalty Ending CG by AbsurdRes:

I believe I mentioned this before, but all allies except Tanya and Lana will leave regardless of Affinity, so this ending consists of King, Queen, The new General of Catiya, and the Head of Commerce.

Thanks again everyone! I'll catch you all next week!

-Regulus

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Samga Cameo in Spiral Clicker in the Works, Starbreed Translation Components Done, and Another Ending Preview

Heyo everyone! There's a few things I wouldn't mind going over this week, I got the translations components done, and have been in communication with Changer for a cameo appearance in Spiral Clicker. AbsurdRes has also been cooking up a new CG for Starbreed's ending. Let's dive into everything here!

I'll start with the cameo appearance! For the past little while Changer and their team have been working on Samga's appearance in their game, Spiral Clicker. I say they've done a phenomenal job so far! The build is still in development, but they will have many more CGs, and are showcasing some on their pages.

Check out Changer's Posts Here:
Patreon

To give a quick preview, here's just a couple examples:

I'll be sure to check back again when their build with Samga is released!

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Now for the progress report on the translation side of things! To just give a bit of an idea, there is all the menus to go through, but also each Hscene.

Doing these components are simple enough, if not a grind to get through, but things start to get complicated when working with texts that are variables. Because of this, I needed to rewrite code in a way that compensates for it.

An example of this would be something like the Planet display on level completion:

The "CATIYA" here essentially rides right off static variables that are important to save data. (This exact variable is what's used to save flags, like high score, completion status, so I need to adjust the visual text without actually changing the variable.) It sounds a bit weird, and kinda hard to explain, but I essentially just had to write code to display something different. There are several instances in the game where I needed to change how text displays to ensure that translations would display without compromising variables. This wasn't unexpected by any means, it's just me explaining some of the process, and why it can take some time.

Overall, I have covered the first pass of the whole game. There is an incredibly high chance it won't all work like butter, but I'll probably be doing a 2nd pass next week to ensure it's all good, then send the documents off for translation.

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I also decided to take a bit of time to make a few fun changes to the Ending "Social Media" page.

The little "Trending" and "News window will now dynamically change depending on each character's state

I think this window can have a lot of fun potential to play with, which I would like to do given the time. I think it would be cool to click on each of these tags, and have a small feed of "Randomized" characters talking about the character/topic. I think it would be a neat way to convey what the universe/world thinks of each of your crew dependant on where they end up. It might be a bit overkill in terms of how technical the ending would be, but I kind of like toying with these nuances. Even in SpunkStock I probably did more "Ending" cases than necessary, even in extremely unlikely scenarios.

I have a small list of other things I'd like to add, but they are quite "Extra" so it's all time dependant.

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Another thing that has been in the works in the next ending CG by AbsurdRes. This one takes place in the brothel:

Alright! With that, what's on the menu for next week? I'm expecting some minor revisions to come back from a review. (To ensure the game is ready for Steam review). So working on those revisions, along with the 2nd pass/review of current translation components should eat up a bit of time. If I end up with time after/around this, I may start to go down my "Extras" List. This is a list I compiled over the course of development of things I'd like to add, or adjust, but were not essential(or were lower priority in general).

Anyways! Thanks everyone for the continued support in these later stages! I'll catch you all next week with the next progress report!

-Regulus

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Aether's Final Brothel H-Scene (Male) Mechanics and Animation!

Heyo everyone! As mentioned, this week is all about Aether's final brothel scene. I've created the framework for it, and it's animation. Without further ado, let's get into it!

Let's talk about what the core mechanic of this is:

Each randomized girl has 2 randomized stats: Fertility, and Payout.

The concept is about as simple as it gets... Fertility basically shows you the % of success, and upon succeeding you will receive the payout... so in this example there is a 93% chance to receive 35 credits.

As Aether you make the descision: Take the chance, or Pass, spawning a new girl, and stats. Find a ratio that you feel good about and try your luck.

If you choose to "Smash", you will be brought through the animations loops:

Idle:

Main loop:

Faster:

Climax:

If you choose to pass, or upon finishing the fertilization attempt, the character will reroll

Something you might see at the bottom left which is a bit cut off is the "BONUS"

Typically there are 4 "difficulties" that give rough estimates: In general, the lower the fertility%, the higher the payout.

There is an assist for this, which is Aether's Assertion level. you will get +1% to fertility for every 2 Assertion you have.

This means with higher assertion you can tackle higher payouts with much better odds.

The varieties are between skin, hair colors, and 4 variants of the following face features:

Hairstyle, Eyebrows, Nose, Eyes, Mouth.

These can all mix to various combinations.

There is also a couple other variables like size, and hair length:

The actual balancing for this will come at a later time, but I wanted to keep the mechanics with this one simple, as upon reviewing previous Brothel scenes, I've felt I wanted to simplify them a bit as they can be a bit overwhelming at first... Anyways... that will all come at a later date.

For next week, I am going to be reverting back to what I've been putting off for a bit, and that's the translation components. It won't be too exciting, but it's a pretty lengthy process.

Thanks everyone for the continued support! I'll catch you all next week with another report! Cheers from the Starbreed Team!

-Regulus

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Getting the build Review-Ready, and fixes.

Heyo everyone! I had a bit of a change of plans... there was a bit of a priority swap. Translations are still up on the dock, but this week was focusing on getting a build ready for a preliminary review process. We're hoping to get everything approved for platforms early, so it's not something we need to wrestle with later. There were some other things touched on, but it was mostly ensuring the build is solid enough for a review. Anyways! This will be a bit of a weird report, as I won't go into too many specifics. They were mostly bug fixes, and reviewing. I'll talk about a couple other things though, so let's get into it!

To start: As many of you are aware, Unity announced that there was a vulnerability found with their applications. There was a call for developers to either update Unity clients, then rebuild, or use a patcher on existing applications. And so, for Starbreed v0.15 (that is currently available here), there will be a new Windows version uploaded with this patch applied. It seems they did not release a patcher for Linux versions, but they also say the vulnerability poses a much lower risk on Linux. They have not elaborated on what the vulnerability is, exactly, but they did reassure that they have found no signs of exploitation. It's all very vague, but I assume if they reached out in the way they have, then it's fairly important.

Anyways! I will be taking the steps necessary for our games' future. The patched version on here will be v0.15.2.

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Now!

The first chunk of the week was doing some playthroughs to fix some lingering issues, then sending the build off to the team to review. There were a decent amount of things to fix up. In fact, because I had to update the Unity Client for the vulnerability, (Under normal circumstances, it's not recommended to update the Unity version through the development of a game) there were some issues that came from it. It was a bit frustrating, but I believe I got things sorted out.

I won't go in to too many details on the bugs/issues fixed, as they (while important) aren't too interesting. They are mostly issues that arose from changing scripts around in recent builds which broke other things... (ex: changing scripts with Nova phase1, actually broke some things in her Catiya2 fight, as they run off the same prefab. Another example is some changes to the scripts of spawning enemies during Nova's 2nd phase caused Raptura2's boss to break. This is all pretty expected when messing with existing scripts, but are only really spotted upon review.)

With all the issues like that addressed, there were a few other changes I had made:

-I made it so MITEs now shoot forward briefly before going idle by the player. This is so you can use it for specific targeting in cases like Titas2's Subspace lamp. You can now use MITEs to go back and forth at will.

-Made !Distress Signal! Alert appear properly on level select when needed.

-There was a reported issue with Molbon2's Data Chip sometimes not spawning. I found the culprit for this, and addressed it.

After this I essentially went through all the bug reports in the Discord, and fixed all of them. This gets us up to date on that end.

-Fixed an issue with Neos' checkpoint that would force you to go left.
-Replaced a material in Catiya to ensure you can see all purple claw enemies behind walls.
-Made it so standard loadouts don't show in womb levels
-Fixed misplaced buttons in conversations
-Fixed a bug where only Lana's impreg medals/state showed during conversations
-Fixed a bug where the General would sometimes get stuck shooting upon death
-Reduced lingering hitboxes in Neos2 boss fight
-Fixed a bug where Brothel Rep wouldn't cap properly in some brothel scenes.
-Fixed a bug where the Finale level would show up regardless of your progress in the game
-Fixed a bug where Nika's Affinity checks in her conversations just.. wouldn't work.

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With the build ready for first preliminary review, I will now be moving on with what was originally planned. I'm thinking before resuming with translations though, I will first try to tackle the 4th brothel Hscene.

Anyways! Thanks again everyone! I know this post wasn't too interesting, but next week is going to be focusing on a new Hscene. Catch you all then with some motion and color!

-Regulus.

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Music Previews, Boss Changes, and Translation Components.

Heyo everyone! Here's a quick preview of the music for the last 2 phases of Nova's boss fight! Aside from that, this week's progress was focusing on working on translation components/sheets, and 1 other thing. I'll explain, so let's get into the progress report!

I'll start by explaining the translation components a bit. It might be a bit boring to look at, but it's still work that is being done, so I figured I should show it a bit.

Here we have an example of the "Transmission Sequencer" script I wrote way back. It basically manages the dialogue in levels, specifies what lines are priority, etc.

Considering this text is some of many to be translated, we need to add localization to them

Assign a table key

This basically creates a table which can be exported into a format fit for translators.

This way when we change "Locale", all text will switch to their respective column/translation.

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Considering I didn't really do this while I was developing the game, it's a bit of a slog to get through all UI, and text components. I am roughly 40%-50% done this... at least I think ahah.

Thankfully with the dialogue system I use, localization is sort of built-in, so I don't need to wrestle with things when it comes to dialogue in the hub.

With that, I moved on to something else that I realllly wanted to touch on. The final bosses didn't really have much for "breakable" parts. At first I figured this would be fine, but when bosses only have 1 component, it really makes them feel... "damage spongey". With breakable components, it really helps give the feel that you are making progress on the fight, which I feel is really necessary.

Due to this I made some changes to how the boss stages progress. Phase 1 is untouched, but phase 2 and 3 saw some revisions.

First up: Phase 2 is going to have destructible hands. Because the boss uses it's hands in most attacks, I didn't really consider this an option, but I figured a good solution would be that when you destroy the hands, the texture will just be replaced with a heavily damaged version.

When both hands are destroyed, Nova's head becomes the target, along with the back head occasionally becoming the target depending on the attack she is doing. The changes with phase 2 were simple enough, but phase 3 was a bit more difficult to approach.

Phase 3 uses it's hands as well, but I can't really change the texture in the same way for the hands, not to mention that destroying the hands in both cases seems kinda... dull, so it would be nice for it to be a bit different.

Phase 3 will now have a giant, bright blue gem on their head giving heavy indication of "Hey... shoot me" ahha.

Phase 3 doesn't have much health, but when reduced to 50% HP, it will use it's "Darkness" move.

Upon returning, the boss will have 5 shades on Nova around it. These shades will now have smaller version of the crystal on them. Your goal is now to target the shades, but things won't be so simple.

The boss will be more difficult now too, as during certain attacks in this state, the Nova clones will charge towards you.

With that, the week is wrapped up.

Next week I'm likely going to be finishing the translation components. I am going to also be looking to send the build to the team for reviewing. Hopefully we will be coming up with a list of things to rework/polish up.

I won't get started on animating this right away, but it is also something in the works: Aether's final brothel scene with max Assertion.

This Hscene will have randomly generated features for the woman. It is essentially a breeding post where Aether is paid for his seed. I probably won't be posting about this Hscene again for a couple weeks though...

Anyways! Thanks again everyone! I'll catch you all next week with a break down!

-Regulus

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Starbreed's Core Content Complete!

Heyo everyone! Today is the day I can say that Starbreed is officially able to be completed from Start Button to End Screen. There are definitely things to polish, a few features to flesh out, and some assets to get in, but this is a really satisfying milestone.

This week was really focused on 2 major components:

  1. Climax animations for the 3 new Hscenes.

  2. Transitions and function of Nova's 3 phases.

There was actually 1 more wrench thrown in, however. A supporter, Lunatic Overlord mentioned the remaining Data Chip rewards, which I had actually forgotten about in terms of build wrap up. I figured I would leave the Data Chip rewards with blanks spots, but upon dwelling on it a bit, I came to the conclusion I should try and fill them out. I did some brainstorming, and came up with some ideas. Some of the new data chip rewards are simple, but some I actually think are quite interesting. I think they will be fun to unlock.

I decided to start with these Data Chip Rewards, so let's take a look at the updated Data Chip Screen, and break it down!

So, as you can see, along with filling it up and rearranging, I have also added Info panels. When you hover over these, they will expand on what the perk is, and how to access it.

The first 2 rewards are fairly self explanatory. 1 means you get extra credits for beating levels. (Sort of like Tanya's passive).

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+5 Aff for Help simply means that "Help Sequences" in levels now give more Affinity.

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"Bribe Allies" is also a new one. This will allow you to essentially exchange credits for additional Affinity. The exchange rate isn't great, but it can help if you need just a couple more points, and don't want to do a whole new level for it.

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Which leads to "Affinity Overflow" in a later reward, which is well... the opposite.

If you use an ally who has max affinity, or affinity that is capped at 49, any excess affinity will be converted into credits automatically.

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Next new perk is "+10 Aff for completing levels". It's important to note that this +10 affinity also contributes to Affinity Overflow if applicable.

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Next is a big one. "Aether Clone" is the product of Pom's pregnancy I suppose you could say. This clone works the brothel while you do levels. Any unspent brothel "Stamina" will be converted to credits upon completing a level. This means you can still get money from the brothel without having to do the mini games. (Something that is not implemented, or technically planned, but I would really like to do, is do an Hscene with Aether and their clone. It's not on the base worklist, but if I can sneak it in there, I will).

You might start to see a trend here... Data Chips will unlock a lot of potential for credits. You might be thinking "The last thing I need is more credits", but we'll get to that in a second.

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Let's sidestep to the next reward: "Neural Link"

This is a really strong one, as if you have 14 Data Chips, you are likely beyond endgame anyways.

Neural Link allows you to permanently have access to all character's passives. All these passives will be active during Impreg Trials as well. This should be a massive boon for getting gold on those.

Note: You might not want all the passives. Rooster's passive killing you? Siren's passive shooting at things you don't want it to? Well in the Loadout screen you can pick and choose what passives you want Neural Link to allow.

If you do not have enough Data Chips you will get this prompt.

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Now we have Stat Overflow.

As you know, Aether's stats max out at 100 each. While maxed out, you essentially have 150% values for both HP and Thrust.

Stat Overflow allows you to spend excess credits on additional points past 100. The cost of these will increment with each purchase, but can technically be raised infinitely.

With that, we sum up the new Data Chip Rewards!

As for the Hscenes climax animations, I will not be giving previews for reasons previously mentioned unfortunately, but they were completed as well!

Now let's move on to what was addressed with the Nova's 3 phases.

I needed to fix quite a few issues with Phase 2, as many attacks were buggy and unpolished. I changed how a few of the attacks look, and interact with the player. Once that was done, I moved onto transitions.

Upon beating her 2nd phase, she will freeze you in place with a vortex. She then goes back and charges her final beam.

Before blasting, Tanya comes in with her barrier. Siren will follow up by healing you back to full HP.

Lana and Rooster will intercept Nova's attack. Leaving her open for a bombing by Nika and Pix.

At the end of her rope, Nova opens a portal similar to where she was summoning enemies from, but this time it's pulling you in.

This is where you are introduced to the 3rd phase of the fight.

Last up, was the death animations for the 3rd phase.

It likely won't shrink down like that, but this is a bit of a temporary display ahaha.

After that, you fade out, have a brief exchange with a defeated Nova before beginning the ending sequence.

Alright! That should be it, so a big question is what is coming from here on out? Well I've been working on an outline for how the next months will look. October is likely to be a busy one. I mentioned before that there is still a good amount of polish to go through, and final assets. On top of that, I will going through the whole game, adding translation components to text, and getting it ready for translations.

November is going to be a "comms/docs" kind of month. I will be writing up a lot of documents, and communicating with team members for Music, UI, VA, and SFX. There are still quite a few assets on those ends to cover.

December will be focusing on implementing all of these components, and doing some final passes on them.

January is going to be a lot of "Polish". What I mean by this, is that likely in the stages of October - December, as a team will be looking to get together and go over things we are essentially unhappy with, (or just feel could use some sprucing up) across all components: Gameplay, animations, art, models, UI, SFX, Music, etc.

February is likely to be extensive Balancing along with getting a proper bug testing phase in.

March is scheduled to be addressing the final list of bugs.

April and May will be our "Buffer window". 2 Extra months allotted for in case there are any hang ups, or additions we feel would be greatly beneficial.

Keep in mind, this scheduling could be completely changed as we go, but it is the current outline.

Thank you all so much! I'll catch you all next week with the next progress report!

-Regulus

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Costumes and Beginning of Wrap Up!

Heyo everyone! Nothing too "new" to show here, as a lot of it was really just implementing things that I had lined up previously. I'll keep this one a bit more brief as a result, so let's jump right in to it!

To start this week, I broke up all the new costumes, and meshed them

After a bit of time I got them all rigged up, and ready to go. For many of the characters, the components and interchangeable.

While I was implementing these, I also did some work on the Apparel UI. As you can see, they now highlight purple upon hovering, and if you do not have enough medals, the medal will now appear greyed out for a bit more readability.

I also set the new outfits to be unlocked via "Womb" instead of medals from their levels. These are the rewards for getting gold medal on the impreg trials.

---------------------------------

Next up was finishing up some of the loose ends on the "Social Media" section of the ending. I polished up certain posts, and made sure the dates associated made sense.

I also had to write up the scripts to ensure posts generate appropriately with regard to your game's progress, and line them up

I also added the base screen as Aether's "Following" screen. From here you can select which character to view, and by clicking the "Following" button on the left, you can return to the select. This creates the full circuit for this segment.

I made a few other small changes, like Nika's "extra" Hscene is now only unlocked if you completed Neos via the true-end route (Extended pom fight route).

These posts will likely require some new art to go with them. Chances are that any art present in these posts will be unlockable via pin ups in-game.

Lastly was doing some quick round-up. I removed all "Support on Patreon/SubscribeStar" buttons, changed version numbers, removed Nova's temporary events for her Hscenes, and any indication of "Early Access".

I fixed a few bugs, like Generator, and Pix passives working in impreg levels. I made it so Pix's satchels expire after a short while. (What would happen is if you let them fly away, and never detonate them, the would kinda just sit there in limbo, then later if you wanted to throw a new set of satchels, it would detonate the really old satchels instead.)

The last thing I did was connect all these scenes together. You now go from the ending conversation with nova to the Hscene, to the social media section, to the final CG and "Thanks for playing". The credits will likely be put somewhere in here at some point as well.

Next week will be fully diving into Build Wrap Up. This will include finishing the components on the new Hscenes (like climax animations, etc.), finishing off some of the transitions for Nova's final boss phases, along with patching up any bugs in the fight.

Thanks again everyone! I'll catch you all then!

-Regulus

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Final Costumes/Ending breakdown!

Heyo everyone! This week I created an outline for how to approach the endings. I knew the directions I wanted, but still hadn't come up with a solid format. While brainstorming I came up with a little idea I thought was neat, but before I show that off, I am going to give a first look at the final costumes for characters.

Let's start with the characters' costumes. I believe I briefly mentioned this in a previous post, but I wanted 1 more costume for each character that was sort of an... "anti-costume", where the costume would contrast their personalities. (This ended up not being the case for all of them, but it's how the idea started at least).

---------------------------------------------------------
Lana:

As most of you know, this costume is already in the game, and is Lana's version of this.
----------------------------------------------------------
Pix:

Pix will have a nun outfit. (There is a top to this outfit as well)
----------------------------------------------------------
Siren:

Siren's will be a play on a "gyaru" outfit, and as such she will also come with a new head, and hairstyle.
------------------------------------------------------
Tanya:

Tanya will be showing off a degen side.
--------------------------------------------------------
Nika:

Nika gets a bit tangled up in her own mess.
---------------------------------------------------------
Rooster:

Rooster takes on a femboy outfit with a new hairstyle, and a radical new hat.
----------------------------------------------------------
As an added part I may also look to add Siren's Shrine Maiden outfit while I'm at it.

I mainly used this for promo images, but if I can make it work on the rig, I might as well try it. (It just might be a bit awkward because this image is not actually what the rig is based on, so some of the imaging is a bit warped.
-----------------------------------------------------------

ANYWAYS! Let's take a look at how endings are going to be approached.

To start, upon defeating the final boss you will be brought to a brief conversation with Nova.

Depending on your choices you will come to 1 of 4 different ending strings. "I could impregnate you" leads you to 2 options where you partner with Nova, and "There may be another way" leads you to 2 options where you leave her to someone else.

-I could impregnate you route:

-There may be another way route:

There will be 3 ending CGs.

>"Turn Nova in", and "Join my Crew" will give you a CG in the hub ship along with every character that chooses to join you after the events of the game. (Aff: 50+, 75+ for Siren)

>"Let's rule Catiya" will put you in the throne room with Nova, Lana, and Tanya. In this route all other character decide to leave Aether's side.

>"Catiyans frequent the brothel" will put you in the brothel will all characters who choose to join you after the events (In this route characters MUST have Aff: 100 in order to stay by Aether's side).

---------------------------

This is a placeholder for the time being(not the actual CG) but just to demonstrate:

Characters will either appear, or not appear in the CG depending on whether you meet the conditions needed for them to stick around.

-------------------------

This leads to the final component of the "Endings. Those who have played SpunkStock may remember the "card" system to show where each character was at in the events after the game. Click on their card and see what they did.

I wanted to have a similar system, but not present it in the same way. The idea I came up with was to present each character's events via a form of in-game "social media".

Each character will have a little profile for you to look through. This feed covers the start of their journey with you right up until the end of the game, and will show their thoughts on certain stages. Some posts may change, or not be included depending on what you've experienced with them. (If you never unlocked an Hscene, that post won't be there, etc).

Some characters might not be the best at typing.

I thought this would be a fun, interactive way for the player to retroactively review the journey with the characters, while simultaneously doing a "Where are they at now" segment.

If there is time at the end of development, I may look into a way for the player to change stats around a bit, or have some way of experiencing endings under different conditions without playing the final boss fight again.

Anyways! This was a bit of a lengthy one,as there was a decent amount to cover. There is still work to do on the endings here, but I'm pretty happy with the direction of them so far. Let me know what you guys think!

Next week is technically "New features" week. I will probably look to actually implement the new costumes, and with any extra time get a head start on build wrap up. There is a lottt to wrap up with this build, so the head start might be necessary.

Thanks again everyone! I'll catch you all then!

-Regulus

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Nova's Final Phase.

Heyo everyone! Here we are again. Progress moving along as always. With it being September... we are scheduled to hopefully have the base content completed within the next 30 days. There's still a good amount of wrap up to go, along with 1 more Hscene. Anyways! Without further ado, let's take a look at Nova's final phase.

I am likely going to have this phase similar to the General fight, where you have no assistance from teammates, but we'll see.

After defeating Phase 2, you will get sucked into the portal that summons enemies. Within it, you fill find yourself in a mysterious zone.

Unlike other bosses, this boss will not randomly roll attacks, and will instead have a cycle. While the boss' opening cycle varies a bit, the general cycle is as follows:

1------------------

"Grapple":

He will latch on to you. After about 5 or 6 seconds, you will begin taking constant damage. You must destroy the red markers on his hands to stop the attack.

2------------------

"Deadfield":

He will tap an area in the play field, spawning a deadfield. This circle is an obstacle that will remain, and must be played around.

3---------------

"Swipe":

A basic swipe. Note that in a normal cycle, the deadfields will be active during this attack.

4--------------

"Beam Circle":

The boss will create a circle in front of him. Each sphere will fire out a beam. If the player remains in the middle, this attack will be avoided, but be caught outside, and you will have to weave in, as the attack will rotate outwards. (Ignore the graphical bugs :P these will be ironed out)

5--------------

"Gravity Bomb":

A move that comes back in some form in all phases. This one will work a bit differently though. The beam will create a cross, pulling the player in slightly. The cross will begin to rotate, and grow. The attack will end in an explosive cross much like phase 1.

If there are deadfields currently on the field, this attack will suck them in. Avoid finding yourself between the center, and the deadfields. The good thing, however, is that the deadfields will be cleared after this move.

That completes the cycle. After this, the cycle will repeat in the exact order.

Conditional---------------------------

There is 1 more attack, however. This attack is conditional, used 2 times in the fight: At 50%, and at 25% health.

"Darkness":

The boss will charge up, and blacken the screen. Upon returning, the player will have 20 stacks of contamination that they must slowly cleanse.

Something you will likely notice, is that this contamination does not apply a slow to you, nor does it actually do any damage.

After 2 attacks, the boss will do a new animation.

The boss will snap his fingers doing damage based on the amount of remaining stacks you have.

With that, we have covered all the attacks of Phase 3. Next week is going to be looking at implementing the ending sequences. This will mean the junction between the end of the boss fight, deciding what to do with Nova, and where you and your allies end up as a result.

Beating the game will likely unlock Nova as a playable character as well. (Not sure if you guys remember the teasing of it a while back).

Alright everyone! I'll catch you all next week with a breakdown! Have a good one!

-Regulus

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Nova's 4th Ending Hscene. Nova Joins the Brothel.

Heyo everyone! Here we are with the last ending Hscene for Nova. I'm going to try resuming NSFW posts, and see how things go. As usual, there's still a bit of work to do on it, but it's in a presentable condition. There is 1 more Hscene planned which will be another brothel scene for male aether. That Hscene will mark the last Hscene in the game (not chronologically... just in a development sense).

Just a heads up! If you do not follow me on social media, I would recommend it, so that if communication ever gets cut off here, I will still have ways of reaching you all!

Twitter: https://x.com/RegulusNSFW
Bluesky: https://bsky.app/profile/regulusnsfw.bsky.social

Also! I have created a Creator Page on Steam! Give it a follow if you want to follow me on Steam: https://store.steampowered.com/curator/45675811

September is closing in, meaning it's the last month for content. There is likely some more news to come in September, so stay tuned! Now let's check out some of the animations!

In this scenario, female Aether invites Nova to join in the brothel. (This will require high Resolve and brothel rep). With both characters having the resolve to breed, the brothel puts both characters into their breeding gel to help them.

Right out the gate, the player will choose where the first patron goes. Aether or Nova.

Choosing Aether:

Choosing Nova:

Both:

With climax states:

I haven't implemented it, but I was thinking of playing with the idea of making it so each patron that comes will have a "brothel rep" check. If your rep is high enough, you can choose where they go, but if it's not high enough, they choose Nova.

Mind you with this, you could make things a bit 1-sided.

We'll see if I get around to implementing that part though :P.

Anyways! With this Hscene behind us, next week I will be moving into Nova's 3rd and final Phase of her boss fight.

Thanks again everyone! I'll catch you all then!

-Regulus

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Nova's Final Boss Fight. Phase 1 and 2.

Heyo everyone! This week was the first steps on the final boss fight with Nova. The level starts by throwing you right in front of her.

Unlike the fight on Catiya2, Nova will start in her powered up state.

This fight will play out exactly how you are used to.

But what about when you beat her this time?

Enter the new Phase 2:

There will be a couple familiar moves powered up, but this boss has 8 different moves to deal with. Nova will always start the fight with the missiles.

Let's check out her other new moves.

3-tier laser. The objective here is to weave between her lasers.

Summon Enemies. This portal will open, unleashing 3 random enemies. (This move will likely be work shopped a bit from what you see here.

Vortex bombs. These vortex bombs will draw you in if you get close, then detonate.

Missiles Lv. 3. As you saw during the intro, the missile attack is also in the pool. This tier will have twice as many missiles as the previous phase, and will sometimes be tough to dodge.

Contamination. Nova will fire an unending stream of rings that will damage, and apply contamination. In order to stop this, you must destroy the head casting them.

Beam. Nova will summon a massive beam, and swipe down. The visuals of this will definitely require further work, but the function is all there.

Energy Ball. In this attack Nova will fire Lasers on an axis that slowly close in on the player until shooting directly forward. While I do like the way this move works, I may make changes to make it a bit more threatening, as it's quite unimposing at the moment.

That leads us to the final attack. This move is NOT in her normal attack pool. This attack will only happen once when she is below 25% HP. The small body will begin charging a ball of energy. You must destroy the small body's head before he unleashes the attack.

If you fail to do enough damage, she will blast the screen and do massive damage. While this move won't do enough to kill you from full, it does take about 75%. It is considered "Obstacle" damage, meaning you can technically withstand this damage with Tanya's Barrier, but not with base defense options (like pulse, barrel roll, etc.)

That will sum up her 2nd Phase this fight.

That's not all though! There is a phase 3 planned for this fight. It may not be as significant as phase 2, but I will decide the specifics of that later.

Next week will either be focusing on Nova's 4th and final ending Hscene, or Phase 3 of this fight.

Thanks again everyone! I'll catch you all next week!

-Regulus

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Posts + Progress report issues. Moving Forward.

Heyo everyone! I will be doing a brief progress report here, but I want to bring something up beforehand.

As you may have noticed, the last post I made with Nova and Aether has been "Hidden". Patreon has hidden it, saying I may edit, and repost it if I remove "Sexually Gratifying Works" from the post. This is concerning, but I have no intention of pushing against Patreon's ToS. Our relationship with Patreon has been great, and I appreciate the platform provided so far. As such, I will not be posting images in this progress report, nor reposting the previous one. With everything in consideration, I will likely try to post NSFW content again in the future in hopes that this was done in error. Sorry for the hiccup!

These posts will still be posted on SubscribeStar if you want to see posts with previews for Hscenes. I know it's not really fair with you having paid for a subscription on here, but I'm hoping this blows over without incident, and we can resume for future posts. If it is something you have been considering, it might not be a bad idea to switch to SubscribeStar for future subscriptions if you are able. It overall seems more stable for NSFW creators.

https://subscribestar.adult/regulusnsfw

--------------------------

Now how about the progress report?

This week was focusing entirely on Nova's 3rd Ending Hscene. It was a bit more of a technical Hscene, so it took a bit more time. I have rigged/meshed it, and done 4 base animations for it, even covering triple penetration ;).

I still have yet to do the climax animations for it, but I will have to do that later, as next week is going to be the initial steps of Nova's final boss fight.

------------------------

Thanks for the patience everyone! I'll catch you all next week with a first look at the boss!\

-Regulus

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Bracing for the Finale! v0.15 Out Now!

Heyo everyone! Here we are with v0.15. With this build we cover the first half of the finale. As always be sure to post any bugs/issues to c

Heyo everyone! Here we are with v0.15. With this build we cover the first half of the finale. As always be sure to post any bugs/issues to come across, and I'll get to them as soon as possible if need be.

Just as a reminder, this will be the last build to be released directly on Patreon, as v1.0 will be released on Steam/Itch, and perhaps other platforms for sale. I will also be looking to give a v1.0 key to anyone who has contributed the full price of the game in the time this game was in development. Continued support is still really appreciated, however! Work will still be done, and I will still do weekly progress reports!

With that, let's check out the changelog!

v0.15 Changelog:

MAJOR:

-New level: Finale1
-2 new Hscenes for Nova
-new maid Hscene with Lana
-New Weapon: MISSILES (Targets all enemies, low damage)
-New Defense: Pulse(Damages nearby enemies and missiles, also is immune to blue lasers)
-New Defense: Generator(Remove defense options, but gain Thrust recharge rate)
-Contamination(Purple claws, spider venom, etc) is no longer completely cleansed via 1 barrel roll. Instead you will accumulate stacks, and 1 barrel roll (or blink/pulse/etc.) will cleanse 1 stack. Contamination is now much more threatening.

Minor:

-New Music for Titas2
-New Music for Neos2
-Lana now has a maid outfit
-Added Gamepad support for party select screen
-Animated Party SelectUI
-New UI for "Danger" screen
-Added Data Chip for Finale1
-Made it so some UI elements that didn't highlight before, now do.
-Nerfed impreg trial thresholds by 10 points in all medals, and levels.
-Space bar is no longer a "Pause" button.

Bugfixes:

-Auto-target weapons have a new algorithm to ensure they do not shoot a useless spot on some bosses/enemies.
-"Event" conversations will now change background to the proper conversation backgrounds.
-Fixed a bug where some "Event" conversations didn't show character emotion animations properly
-Fixed some bugs involving gamepad in menus
-Fixed some bugs involving auto-target weapons' range.
-Fixed a bug where you couldn't attack Neos2 boss with some weapons.
-Fixed a bug where Tanya's barrier wouldn't work on Titas1 or Titas2
-Fixed a bug where Tanya's barrier would be positioned strangely.

------------------------------------

Initial Release:

v0.15 - July 30th

------------------------------------

Hotfix:

v0.15.1 - August 5th

>Fixed a bug where Tanya's 2nd Hscene had no background, and didn't function.
>Fixed a bug where Lana's BJ scene had no background

Download Link:

PC: https://mega.nz/file/MK0xDQDa#BCrvxm-ki3yw6tmMOifg5OauUXHH8XKXmKRGYm_Dsnk

Linux: https://mega.nz/file/kD13xYiY#izuAcMsrVOnRlN0QpccG3xc0APqigq4o5BJa8rqtx7o

Thanks everyone!

-Regulus

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v0.15 Build Wrap Up! Neos2 and Titas2 OST Sneak Peeks.

Heyo everyone! These last few days was focusing up on the final main components for v0.15. I am happy to say that the content is all completed, and ready for launch on August 1st!

All that's left now is final testing, and fixing whatever comes up through that.

Just as a reminder to all those who missed previous posts on it, v0.15 will be the final build to release on Patreon and SubscribeStar. Support is still very much appreciated as we take on v1.0 after that, and get through the polish stages. We will still look to give supporters a copy who have contributed the price of the game from the time it started development.

With that, let's get into the progress report! This report really only covers the last couple days, so it's not too substantial, but it was enough to get things wrapped up at least ahaha.

First up was linking up all the Hscenes, and adding any linking events to bring the player to them. I then had to add the Finale to level selection, and reroute the buttons accordingly. The level will only appear once the 1st level of the 7 base planets are completed. You MAY attempt to take on the finale there, but it may prove difficult. Completing the 2nd level of each planet will bring a unique form of support for the final encounter that could prove invaluable.

Next were some fixes that needed attending to. There were some issues with Event conversations. Some didn't show proper emotions, and some gamepad controls were broken.

After that I made the final additions to Finale, including health packs, check points, obstacle colliders, and checking up on all the optional "support" triggers you can have. A lot of them were only... semi-functional, so I had to take a while to make sure they were all in order.

After that I jumped onto finished what needed to be finished in the 3 Hscenes. Adding Climax animations, and a variant to Lana's Maid scene.

Of course this included adding SFX, splat visuals, and setting up the progression.

Next up was adding the Data Chip to the Finale. This was simple enough to implement. In order to get this chip, you must beat Finale1 by selecting "No Help" when starting the level. With this selected, you can still use party members as usual, you will just receive no in-level support from completing the 2nd levels.

And after that it really just came down to fixing final bugs that popped up during my last round of testing like bosses acting a bit strange at parts, and some weird bugs with Tanya... but anyways! I'm going to post a pre-emptive Changelog here for anyone who's interested in taking a peek!

v0.15 Changelog:

MAJOR:

-New level: Finale1
-2 new Hscenes for Nova
-new maid Hscene with Lana
-New Weapon: MISSILES (Targets all enemies, low damage)
-New Defense: Pulse(Damages nearby enemies and missiles, also is immune to blue lasers)
-New Defense: Generator(Remove defense options, but gain Thrust recharge rate)
-Contamination(Purple claws, spider venom, etc) is no longer completely cleansed via 1 barrel roll. Instead you will accumulate stacks, and 1 barrel roll (or blink/pulse/etc.) will cleanse 1 stack. Contamination is now much more threatening.

Minor:
-New Music for Titas2
-New Music for Neos2
-Lana now has a maid outfit
-Added Gamepad support for party select screen
-Animated Party SelectUI
-New UI for "Danger" screen
-Added Data Chip for Finale1
-Made it so some UI elements that didn't highlight before, now do.

Bugfixes:
-Auto-target weapons have a new algorithm to ensure they do not shoot a useless spot on some bosses/enemies.
-"Event" conversations will now change background to the proper conversation backgrounds.
-Fixed a bug where some "Event" conversations didn't show character emotion animations properly
-Fixed some bugs involving gamepad in menus
-Fixed some bugs involving auto-target weapons' range.
-Fixed a bug where you couldn't attack Neos2 boss with some weapons.
-Fixed a bug where Tanya's barrier wouldn't work on Titas1 or Titas2
-Fixed a bug where Tanya's barrier would be positioned strangely.

Anyways! Thanks again everyone! Next post will be the launch of v0.15 on August 1st, so I'll see you all then! Thanks a ton for the support!

-Regulus

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General's Boss Theme, and fixes.

Heyo everyone! There actually isn't too much to go over this week. I've had some stuff going on behind the scenes/under wraps for the game, which I will talk about in the future, but there are still some things to talk about here.

First up is that Wishful has done the first pass of the General's Boss theme, which you can preview above.

As for the report this week, I decided to put Pom's stuff on the backburner completely until v1.0. I did want to start tackling some of my new ideas, but I want to wait a bit, and make sure I can think of the best way to implement them rather than rushing into it.

Ultimately I focused on fine-tuning and fixing up a lot of the new additions. (Which is a bit boring for a post, but it's necessary either way).

Let's start from the top.

First up was actually reworking a lot of the core weapon scripts. I mentioned previously that I made it so all auto-target weapons target differently to help prevent issues like MITEs going to the wrong spot, or Lana targeting an odd spot on the boss. This, along with the range extension with bosses caused a few issues that needed to be resolved. It's to be expected when messing with universal/core scripts, but I believe I got it all resolved.

Next was adding a little visual "stutter" to the Generator ability. This is because even though the Generator will not defend against anything, it will still cleanse. I wanted to make sure there was a visual representation for this.

After this was mostly some balancing on things. I created a larger invuln window for Pulse. This is because weapons like Ancient lasers, and beams linger a bit longer, so they will hit the play a lot more easily than the smaller red lasers. The invuln extension actually exceeds the recovery, meaning you can spam it and easily have full/permanent invulnerability to these weapons with no window of getting hurt.

Next up, I made Lana's maid outfit selectable, and wrote the event leading up to her Hscene.

Before I end this post, I would just like to quickly say that I will likely not be doing a post next Friday, I will instead be doing an early post around Tuesday or so, and the focus on this will be build wrap-up.

I am hoping to have the build raring to go, and ready for release on August 1st by then!

Thanks again everyone! I hope to catch you all then!

-Regulus

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New Weapons, UI work, and fixes.

Hey everyone! This week wassss going to include some of Pom's new chip rewards, but when I went to get started on them I actually found that I just didn't really like a lot of what I had planned. I decided to put it on the back-burner a bit and rethink things. It was a bit of a hiccup, but with that on-hold, I jumped onto some other things I had planned. I'll start from the top!

First thing that was a bit overdue was that I added the new "DANGER" alert UI. There will also likely be a screen "static/distortion" effect to go with this, but for now it will remain simple.

Next up, I did some work on the hub. Gamepad still struggles on a lot of the menuing in this game, so I've made some improvements/fixes to it. In the future I would actually like to create a simplified UI specifically if the player is using gamepad to help with some of the awkward navigation, but that likely won't come until v1.0.

There was some odd sections where gamepad would simply not work in the hub when starting conversations with characters. This should be fixed.

I also made it so "Party Select" now works with gamepad. While at it, I animated the UI in it to make things look a little more smooth.

(By "animated" I simply mean that the panels will actively grow/shrink, and pop a little. Before the transition was just instant). This animation will apply when using a mouse as well.

Another weird thing that I fixed was the D-pad being "Sticky". I basically replaced the whole UI controller, as some of the settings were not optimal when using Unity's default map.

Another small change was adding highlighting to some interactable objects.

Some of these didn't highlight before, which was no big deal on mouse, but made things confusing for gamepad.

Next was something fairly simple: Lana's maid costume.

AbsurdRes hammered it out,

I broke it up, meshed, and rigged it up!

From there we shift away from UI, and get back to gameplay.

NEXT UP! New weapons/loadout options.

First thing, (And the more complicated to implement) is "Missiles"

Missiles:

Missiles will lock onto any enemy in vision of the player (With a limited distance similar to that of MITEs, but with wider range).

These missiles do fairly low damage, but can be incredibly effective in areas with lots of scattered enemies, as it is quite spammable.

This leads into the next big thing I've wanted to address. MITEs, and all auto-targeting abilities(like missiles) have suffered around 3 massive flaws.

1: In certain situations, they target the wrong spot on the boss, or enemies
2: In some boss fights they lack the range to do anything.
3: In some weird situations they straight up, don't realize an enemy is there, and will just sit idle.

All in all, even though I really like these abilities, they are buggy, and I am not happy with their state. Under no circumstances should a weapon render you soft-locked in a fight.

1: I have created a universal fix for this. Before I was fixing each individual scenario this happened, but I decided to add a small algorithm to the core code of the scanners to always move to the collider they detect, not the enemy's position. This means even in cases when things are disjointed, the collider itself will always be the target. This should no longer ever be a problem.

2: I have also created a universal fix for this. I had it so that certain weapons extend in certain boss fights, but I decided to make things easier, I extend the range of all these weapons in every single boss fight. All auto-targeting, Flame wave, etc, should always reach the boss in boss fights now.

3: I have not gotten around to extensive testing on this, but I will find and squish this issue if it is still relevant.

There are still other things I wish to address with MITEs and auto-targeting to ensure things work flawlessly.

---------------------

OK... next. I added a couple more "Thrust/Defense" options:

Pulse:

In place of Barrel Roll, or Blink. Pulse explodes, dealing damage to all nearby enemies and missiles. Great for taking out anything that homes towards the player.

Pulse also has a property that renders the player immune to "Immune lasers". "Immune laser" a property given to lasers like the blue ancient lasers. Basically MOST lasers that you cannot barrel roll, you can dodge with Pulse.

Pulse, however is vulnerable to lasers that you CAN barrel roll.

-------------

Finally, a little more pricey of a "Thrust" option.

Generator:

With the Generator you have NO defensive option. In return, you simply get +50% thrust regeneration.

Perhaps you prefer using the ally's defensive abilities more, or maybe you don't care about defensive options and just want more offensive capabilities, well this will help with that.

----------------

With all of that, the last thing I've done might be pretty significant to some levels. "Contamination" has been changed a bit, and is a lot more threatening.

Instead of cleansing contamination with one barrel roll, each barrel roll only cleanses 1 stack. This means they are quite debilitating to get hit by. This applies to all instances, including Spider Venom on Zol'gan, and Slime in Raptura2.

Because of this, I may see about re balancing the damage, etc.

This might lead you to the question "What if you don't have barrel roll?"

No matter what you pick, pressing your barrel roll button will "Cleanse" a stack. This means Pulse, Blink, and even Generator will still Cleanse a stack.

--------------

Alright! That should cover everything done this week! Next week is going to be focusing a bit more on New Features. Perhaps this time I'll get around to some of the new Pom abilities. Whatever gets done, I'll be sure to report about it Friday! Thanks again everyone!

-Regulus

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Nova's 2nd Ending Hscene. Finale Music Preview.

Heyo everyone! Was a bit of a squishy week, but we got everything checked off the list! Let's take a look through!

This Hscene will be tied to an "Evil" route of sorts. In this route, Nova offers that Aether be the new king, and her queen of Catiya. The player can accept this offer, and rule Catiya with Nova by his side.

To start we have the base art. We didn't end up using this background, but you will see that soon.

I broke up the image, meshed, and rigged it all up in a timely manner.

Then I went onto the base animations.

Idle:

Main Loop:

Fast Loop:

Nova Control:

Climax Anim:

With the ending state:

In between some of the animation, I did a bit of work on the level, adding the new music, as you previewed above, some dialogue, and the intro cutscene/pan shots.

With that, the week has concluded. Next week is going to be focusing on some features/fixes. Namely: more Data Chip rewards, and going down a list I have for fixes/features.

Thanks again everyone for the support! I'll catch you all next week!

-Regulus

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"General" Boss Fight Breakdown

Heyo everyone! Early post here, as I'll be unable to make the post tomorrow. This week was focusing around the General's boss fight. I managed to get this fight done in a timely manner as we weren't dealing with new models and rigs, so let's take a look.

This fight is simple enough at first, but starts to introduce a bit of a twist as it goes.

To start the boss has 4 attacks. In between attacks, the boss will blink around swiftly, and appear at a random location.

To start is the most basic of attacks. Firing the power laser, and giving you a taste of your own medicine.

Next is Flame Wave. (His is better than yours)..... This attack hits everything below, and panning to straight forward. Simply fly above him, and it will not hit you.

Next is a bit of a unique one. He will fire a blue beam, and swipe directly in front of him. You will need to either dodge above or below him. This attack leaves a small recovery, and is a good time to go on a brief offense.

Finally is his "Dash/Charge". This attack is a bit of an exception to the previous rule of "Appearing at a random location". When he queues up this attack, he will always appear directly in front of you. You may need to react fast as the charge up for this is pretty quick.

The boss seems a little chaotic, but it only gets more-so. As you reduce the General's health down he will produce "Clones". These clones do not take damage, nor do they actually attack/do damage. They do, however show the same attack animations (As you can see with the fire charge-ups).

You will need to be able to keep an eye on the general while being able to ignore the clones, and their fake attacks

He will spawn up to 3 clones. One at each 25% threshold.

With that, this week's work is completed. Next week I will either be moving onto a "features" week, or doing Nova's 2nd ending Hscene depending on state of assets.

Thanks again everyone! I'll catch you all next week!

-Regulus

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