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RegulusNSFW

RegulusNSFW

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RegulusNSFW posts

Level just about complete. Starting Hcontent this week.

Heyo everyone! Some good progress has been made between managing the SpunkStock release and working on the game. Where we left off was essentially the core scripts for the boss fight. I changed up the priorities just a bit, but got as much work done as I had hoped. Without further ado, let's jump in to it!

Something that took a bit of time that I wasn't taking in to consideration initially, was censoring the launch trailer, and submitting it to this year's HentaiCon. (Previously known as Hentai Live Expo). It was something we took part in last year, and was really fun. If we hear back from them, I will be sure to go more in to it here.

Now on with Star Lust. 

What you see above is the still(before animation) of the first Hscene of the game. Where you get down with the main villain. The tail state will be toggle-able, but that is next week's plan. Let's get into the progress report.

First thing I did was fix up some of the boss animation, and map scrolling. (he now curves in to the movement.)

A quick thing I did was add function to the score counter.

Wowee... truly next gen.

The scoring system at this point is simple. Small enemies are 1 point, mid and large are 3-5, and the boss is worth 10. At least for now.

You may also notice there that the enemies now have little explosions! I didn't make the effect. For now (possibly keeping), I am using a couple effects from a KriptoFX asset pack.

I have also added a player "death" animation. (Essentially when you die, you just spin out and tumble to the ground.)

Now what's that smoke in the background? A little destruction has been added to the city sections.

Next is something that took a nice bit of time (As learning to use the cameras is fairly new to me), but I set up the rough camera work for the intro.

The impact here is a bit lost, as the cut, and "mission engage" moment are going to be synced to the music. I was using a placeholder track while setting it up, and I'm happy with how it sounds. (I'll probably display it once we get the actual track)

Speaking of music, I have written up the doc for the first track and sent it out to Wishful to check out. I'll give you an update on that when the time comes.

Next up is our "Ally Help" part. For those of you who have played Star Fox may be familiar with this. Basically at sections of levels, your crew will ask for help from you as they are being chased down by baddies. We have a similar event, though it works a tiny bit differently...

The enemies in this case are a "tentacle" type enemy that will latch on to you/allies. Allies may come in and ask you to clear them off. The animation on these cut ins are done by AmHidden (Like how he did Cali's comic animation in SpunkStock). This is not the "core" of the Hcontent, but it our way of weaving some H-content in to the gameplay itself. 

The main Hscenes will be portrayed in a similar manner as SpunkStock (Which I will be starting on this week with the main image at the top).

The last thing I did was the boss death.

There may still be some touch ups to this, but essentially while the ship is stationary like that, the Boss will be saying their final lines before death.

Now that is what was done this week. There is still a good amount of polish, and certain things to put in to the game's core, but for this upcoming week, I will be setting most of the final touches aside to get started on the Hcontent. I will start animating the Hscene above. I am hoping to get everything broken up, meshed, and ready to animate by next Friday.

I've noticed what's kinda neat about this game is that because the gameplay is so much more involved, there is a lot more to show in progress updates than SpunkStock.

Anyways... this was a pretty long post, but I hope the extra looks at the game are appealing. Thanks everyone, and I'll catch you all next week!

-Regulus

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SpunkStock has been released! Small progress update on Star Lust.

Hey everyone! As most (if not all) of you know, SpunkStock was released on the 26th! Unfortunately as a whole, the launch took up more of my time than I had anticipated, so while progress was made on Star Lust, it was not quite as much as I had hoped. Without further ado... here are the Spunkstock links, and let's get in to the progress update!

Steam: https://store.steampowered.com/app/1863290/SpunkStock_Music_Festival/ 

Itch.io: https://regulusnsfw.itch.io/spunkstock 

At the start of the week I dove face first in to the Star Lust boss. Creating the sequence for his intro, the dialogue, and his attack patterns. I did want to get it a nice polished look, but the launch was just over the horizon by that time, so I made due with just the base movement. Here's a really rough look at it at least ahah.

As mentioned this is quite rough at the moment (And the environment isn't scrolling yet. It will be whizzing by.)

The boss will have 2 stages. As you see in that gif, you shoot the missile turrets. Upon defeating them you will hit the 2nd stage.

This one is basically not animated yet, but the base movement scripts are there at least. Beating this stage stage will finish the level.

At this point I started sending out SpunkStock keys to all applicable patrons. (This took quite a while ahaha). The next day did a bit of video recording for SpunkStock and whipped up a last minute launch trailer. Now that SpunkStock is up and running, I will be dipping back in to Star Lust, and hopefully make this boss fight a little more presentable.

I appreciate the patience Star Lust side of things. This upcoming week I am looking to make the first boss look a little more fluent and appealing (rather than just clunkily moving around). After that I will be looking in to making "explosion" effects for the enemy, and boss deaths to give you that extra feeling of "oomph" when shootin' down the baddies. I will be looking to fixing up some of the enemy placement in the level as well. If I get the time I would like to create the brief intro, and outro sequence. Once these things are done, the level will be pretty much in a completed state, I can hopefully dedicate the next month to Hscene territory >: ).

Thanks everyone so much for sticking around even after SpunkStock's release! I hope you enjoyed the game, and are looking forward to seeing progress on Star Lust. We'll be working hard on it. I'm really looking forward to seeing this next game come together! Catch you all next week!

-Regulus


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Enemies in place, and transmission dialogue system in place.

Heyo everyone! This week we've gotten a little more done than originally intended. Progress is still great! I also did a couple more fixes on SpunkStock for the last week. Also what's awesome news is that SpunkStock is on "Popular Upcoming" on Steam!

This caused a spike in wishlists, which is super exciting! Thanks for all the support!

Now... let's get in to what this week has been like:


The enemy spawn system, tracks, and AI for specific enemies have been created. All enemies have been placed, and the full rough layout has been done. After completing that, I created the "transmission" dialogue scripts. I designed it to be easy to adjust on the fly, (to help it fit with voice acting, and have a priority system in case something needs to be said at specific times).

(This might sound kind of boring to some of you, but it's something that took me a bit, and I think is kind of neat.) This is if the Player's dialogue in the game is flagged with low priority. (It will be added to a queue instead of playing when you hit the trigger.) This makes it so conversations/banter between characters goes uninterrupted.

For some dialogue I can easily flag it as "high priority". When you hit the trigger, it will cease any transmissions, and clear any dialogue queue. (This will be used in instances like "Use the brakes", and things that call for immediate action.)

This is if the player's dialogue was set to "high priority". (It cuts off the previous dialogue)

Sorry if that was a bit uninteresting, but it's all stuff that needs to be done, and I thought I'd share it. 

In this clip, there is an ally ship that I saved. Upon saving them, they come in to kill an ambushing enemy for you. This is the entrance to the city from the water. Death animations (like explosions aren't in yet, so the enemies just kind of poof at the moment... but in time..)

There is a good amount more to this level, but I think I will stop there for the post. Obviously this is still quite early, and many things are subject to change, but I hope you guys enjoyed some of the first looks at the game in motion.

On top of all of this AmHidden has been working on a story board of a short cutscene we will be doing to branch the player from the end of this level into the first Hscene.

This upcoming week my goal is to have the boss sequence fully implemented. (His intro, and the full boss fight). If I manage to get that done in a timely manner, there will likely be some refinement and balance to do for transmission triggers, and enemy speeds/placements. I'll be sure to let you guys know how it goes next week. (OH! and also this week I will be sending out all the keys for eligible patrons, and dealing with the SpunkStock release ahaha. Here we go!)


Thanks again guys for all of your support! This week is finally the week SpunkStock hits the stores, and we take steps forward. Catch you all next week for the next update!

-Regulus

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First screenshot of Star Lust! SpunkStock OST out now!

Heyo everyone! I got more stuff to share this week! I'll start by stating the elephant in the room that you have likely seen with the page. This Patreon is now dedicated to Star Lust. It's a bit bare bones right now, but as we get along and more assets come in, it will begin to fill out again. The "tiers" are in a bit of a limbo until we start getting builds ready for release.

Before I dive in to Star Lust, I will quickly say that today Wishful Simping has released the SpunkStock OST on Spotify. Check it out here if you were a fan of the tunes!: https://open.spotify.com/album/6eHBKTFcR5FL3TAqbJmYTt?si=TgDPnr1NRFqPrJLbLwKvCQ

Wishful Simping did an amazing job with the OST, and I'm glad to have him back on board for Star Lust.

Speaking of Star Lust. Let's get in to what has been going on now that it's the star of the show on here!

With the visual style coming together more, we have all been getting this ball rolling pretty well. The layout for the level has been completed (buildings and terrain). Enemies still need to be positioned, but all enemy models for the intro stage are now completed. Previously I showed the brown "grunt" ship, but there is another 2 light ships, a medium ship, a large walker, and the boss is also completed. The player ship model has also been completed. AmHidden and our 3D modeller have been just pumping out assets/concepts at amazing speeds, and have been super amazing to work with in these last few weeks.

The in-game "talking" portraits have also been completed for the intro level.

We had some discussion about how to approach Level Select and bring a simple, and easy access way for the player to be able to jump from level to level without interruptions, but also have the ability to talk to crew members if they so wish. The current direction for the hub will look something like this:

DISCLAIMER: NO, don't get assumptions on characters from this sketches. I know you see long ears, and cat ears, but don't jump to conclusions.

As you play through levels you will unlock characters. As characters unlock you will notice the hub start to fill up. (this is an example of what it might look like with the full roster). Clicking on the characters in the hub will start a conversation with them, or you may click on the hologram in the middle to go right into level select.

It is important to me that we keep the ability to jump from level to level with no mandatory dialogue (or as minimal as possible), and that characters are something the player can check on whenever they choose to.

With those, I will give a small screen shot of the game. It isn't showing much, but I don't want to keep making these posts saying "trust me, we are doing things" without showing you guys any of it.

The aesthetic we decided to go for was a bit more of a "gamecube" type look in terms of cartoony/higher saturation, and a little higher res than the old 3D rail shooters.

This is still an early look at a very early build, (As you can see there is still no UI ahaha) and a lot of things are subject to change. I wanted to at least show you guys our target style. I'm hoping next week I will be able to show more in the city, and areas past that. There are just a few more assets that need to be textured up in there, and I would like to have enemy spawns, and some effects in there before showing it off.

With the full page change to Star Lust I will also be bringing back the "plans for next week" section:

In the upcoming week I will be properly implementing all of the enemy spawns. (Some are done, but there are many tweaks, and some new scripts to be made). If I get time I would also like to create the AI for the "mid" sized enemies. There is still a good amount to get through after that, but we'll get there!

I'll catch you all next week. I hope you guys like the little peek so far (as small as it is)! 

-Regulus

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Important Post: Final Post as "SpunkStock", before we move on to "Star Lust"

Hey everyone! This is a pretty important post for information, and the future of the Patreon.

First thing I will say, is that the tallies have been completed. I have sent out a mass message to everyone who is in the list of tallied people. If you have not received a message saying you will be getting a key, but you believe you should be (meaning you have contributed over $15 USD), shoot me a message and we can see what's going on. Note that the 4th was the cut-off for reaching this goal.

With that, thank you all for sticking with us for SpunkStock! It has been such an amazing time. This chapter will be coming to a close (for now). It is likely that by the next post (and possibly by the time some of you see this post), the page will have been fulling switched over to our new project:

Welcome to Star Lust...

This week has seen quite a lot of progress on the front of our new project: Star Lust. This week we have put together some proper workflow for a strong approach to builds. AmHidden has completed concepts on all of the core enemies, the boss, and area with color templates for the Intro Level. He has also completed the art for the first 2 Hscenes (which I will likely tease in the coming weeks). Our new core member, the 3D modeller, has put together 2 full models along with several props to work with. As the style is coming together I'm getting pretty excited.

Here is a quick example of their concept to model (This is a generic, small enemy):


Of course there is likely question about the lewds, but for now I ask you be patient. I will likely show some more of it next week, but for now, here is some of the planning for our previously announced villain's conversation art. The name we have given her is: Nova.

The same system will be returning from SpunkStock with animated conversations/emotions.

AmHidden has done a lot of art ahaha...

On the programming side, I have been focusing on making the game feel as comfortable as possible. Doing my best to implement smooth mouse controls as well as gamepad. I've added some things to spice up the visual flare of the game as well (In hopes to make the game look nice and purrrddy for when we choose to reveal the gameplay).

I will catch all of those who wish to stay, next week!

-Regulus

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Final progress report of 2022! First character reveal for the new project.

Hey everyone! It's post time again! In the last post I announced the release date of SpunkStock, and it's just a matter of time now! I will be doing the tallying for keys 4 days from now for everyone eligible(Those who have contributed $15USD or more) for the Steam/Itch key.

 Regarding the image above, I will be going in to it near the end of this post. So for now... about the progress in the last week:


On the SpunkStock side. It's really the same old. Bug fixes... as expected ahah. To be specific: It's mostly involving text mistakes, and UI scaling issues. This is all quite minor, and something I am picking away at between the new project's prototype and holiday stuff.

As for the new project, there has been a good amount of talking, finding references, and putting heads together to find and refine a visual style. During this, our new 3D modeller has given me some assets to work with. At the moment, the very base functions of the prototype are starting to form. (Player controls, shooting, enemies, destroying enemies, basic terrain.) There is now just enough for me to create a simple mock up stage that I will use to hone in some variables and make the game play as smoothly as possible on a fundamental level. Hopefully within that time we will have a much stronger direction for visuals. Once we have that direction for visuals, and the core variables/feel honed in, that's when things will really start to kick off. (and likely when I will start looking a little more in to sharing actual gameplay)

Another thing that has been (mostly) sorted out is how the game will start in a story/intro sense. With that we have a character that will be making it in. She is planned to be a key villain in the game.

Yes... she will have Hcontent, and yes, you are seeing her tail shenanigans properly in her concepts. I'm looking forward to animating her, she seems like she will be a ton of fun to work with as well.

Hopefully this reveal has peaked at least some of your interest ^^. Know that her design may change slightly, as things are still very early.

Alright everyone! I'll catch you all next week. You may see this Patreon page be changing to represent the new project sometime after the tallying is done for the SpunkStock keys. Catch you all later, thanks for sticking around!

-Regulus

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SpunkStock: Music Festival Release Date, and Happy Holidays!

Hello everyone! I will keep this fairly brief. It's a bit of a busy weekend, but here we go!

The steam review process came back... and failed. I fixed it up the issues, and resubmitted. Literally the next day Steam bounced right back with an approval! With that, I will happily say, the scheduled release date for SpunkStock: Music Festival is January 26th!

As for progress, there were some more bugs that got fixed up, and another build was made for the testers. I got a tiny bit more done on the prototype as well. Lining up tracks for enemies, making up mock enemies, and base/core combat scripts (ie. object pooling for projectiles, and stats, damage infliction, etc.) I'm taking a little more care in keeping scripts organized this time around. Putting thing's I've learned into practice ;).

Anyways! I said I'd keep it brief here, but I want to wish you all a Happy Holidays! Regardless of what you are celebrating, who you are with, if anyone. I want you to know we love you all, and couldn't be happier to have you guys enjoy SpunkStock. Stay safe out there, bundle up, and stay cozy!

-Regulus

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Some concepts on the next project, brief check-in on SpunkStock.

Hey everyone! This week was a bit of a waiting game on the SpunkStock end, but I'll share some things that were discussed and sketched up this week on the next game's end. Let's start with the check-in on SpunkStock!

The build was submitted for Steam review around the time of last week's post and we are currently still waiting on the results. To alleviate some expectations, it's fairly likely the first review would be denied (It's not uncommon for something to be amiss amongst the uploading process on the first submission).

Aside from that, the major bugs seem to be out of the way, and I will picking away at smaller bugs until things are ready to go for Steam.

There's not too much to go in to on this front, as it really is just fixing bugs, and waiting for things to come together.

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Now on to what you see above, and some reports on the new project. Upon some discussion, we've adjusted the concept of the main character. (It's still very much a "concept/idea") I mentioned before it will be a male protagonist, but we might do something a little more dynamic. At the moment we are tinkering with the idea of an androgynous main character. Idea: The main character can swap between male and female forms (and perhaps in cases keep androgynous form). The main character will likely have more positions as a male role to fit the game setting of having your harem-style crew, but it leaves opportunities for more. 

It is still speculative, and may be subject to change.

Other than that AmHidden has done some brief concepts for zone ideas. Considering this is all so conceptual, I don't want to share toooo much of it as I don't want to bring upsets if certain areas/characters don't end up making the cut, but here's a fun little scene concept.

As for the prototype itself, I actually have gotten a little done on it. Nothing too significant, just what I could get on off-time. Mostly laying out some of the core scripts and the rail movement/shooting. I don't want to show anything game play related until I feel like the game at least represents what we are going for. It's a bit of a messy month, so it's likely all that's really posted is concepts for the first bit.

That should pretty much sum up this week. I know there isn't too much on display, but I'm hoping it's enough. It is kinda nice to be able to put my mind towards a new project after all this time ahah. Thanks everyone! I'll catch you all next week ^.^

-Regulus

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SpunkStock v1.0's main bug fixing stage. Little more details on the next project.

Hey everyone! I'm just going to go over how the week has been, and what has been worked on. It's been a really busy week with all the messages going out/coming in regarding to the Patron distributions, on top of many bug fixes. Anyways! Let's get in to it:

This week I put the bugtest build out to a small team who has been doing great at reporting everything they find. There have been a lot of bugs to go over. I haven't had much time to work on the prototype for the next project, but some great headway has been made with SpunkStock.

As of today I have finished off the first list of bugfixes(A lot of major ones) and will be rolling over the next step for the bug fixing team. With the first wave of bugs out of the way, I am going to submit the build to Steam for approval. (Bug fixing and polish will still continue until release.)

It turns out adding a new save system, adding keybinds, and reworking all the of UI navigation within 1 build leads to many holes ahah. That being said, I believe most things are working properly and have been fixed up.

I wish I could have more cool visuals to show, but unfortunately there hasn't been much to show in that department for this week. 

With that, I will share a little information on some of the planning we have for the next project for any of those who are interested.

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*This is our base idea, and things can definitely be subject to change*

In the next project you will be playing a male protagonist. There will be several planets/locations to choose from for levels. Each level will have a recruitable character to represent the planet. The number of characters in this game will be fewer than in SpunkStock (approx. 6-8). This is so we can give a little more time, and more Hscenes per character. I found because SpunkStock's roster was so big, some characters didn't get as much of a spotlight as I would have liked without extending development time by a large margin.

Unlocking a character has more of an effect than just Hcontent. You will be able to customize your crew selection (You can bring a few characters to support you in missions). Depending on the characters chosen they will give you buffs, and support you in various ways.

I know this isn't a ton of information, but many things will likely change when the prototype starts coming to fruition, so I don't want to dive too deep in to specifics yet.

Anyways! It's really cool to see so many people still sticking around! Thanks everyone for the continued support!

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Important post: SpunkStock's base complete. What is happening with the Patreon?

Here we are everyone. Today the core of SpunkStock is finished. There are a lot of things I will be covering here, so let's get started.

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>Let's address the biggest question: When is SpunkStock v1.0 releasing?

As soon as I get the first wave of bug tests/fixes out of the way, I will be submitting the build to Steam. Depending on how everything pans out I am hoping to have the game released in January. I will set a exact date as soon as we are cleared. While we wait, I am going to use the time to flesh out bugs, and make the game to a more fine condition. 

This will also allow for a little more time if patreons are pushing for that $14.99 USD threshold. (Patrons who have contributed a total of that much will receive a key for the game.)

As mentioned before v1.0 will not be posted on patreon itself like the previous versions.

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>This leads to our next question: How is the distribution going to work?

To ensure everyone is aware, I will be sending out messages to all active patrons who are under the threshold, along with every patron(active or not) who are above the threshold. This will be to alert everyone of the situation in case this post is missed.

Within these messages I will give a brief overview of the things said in this post, along with a question as to whether you want a Itch.io, or Steam key. If no response is given by the time of tallying, you will be defaulted to an itch.io key. The current planned cut off for tallying will be January 4th. This is also the planned cut off for reaching $14.99 USD for the full version of the game.

Note that if you have contributed that much already, you do no have to be an active patron to be included in the tally. (users who are no longer patrons, but in the past have contributed more than that will still be getting a key.) Basically, if you are over that amount right now, you can stop being a patron if you wish, and you will still be messaged a key at the time of the game's release. Which will lead to the next question

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>Should I stop being a patron? (What's happening with the page?)

Depends. The reality is. SpunkStock is wrapping up, and if you were here to support the development of it specifically, then your contributions have reached fruition. For this month, the page will still be SpunkStock focused as I sort out the last few things, but come January this page will likely be switching to our new project. 

If you enjoy our work, and want to peer in, and continue supporting into the next project, we would love to have you stick around! If you wish to retire from the Patreon with SpunkStock I want to say thank you so so so much! It was an amazing journey, and your support has all been phenomenal! 

Weekly posts will still happen through December. Each week I will talk about the current state. If you are under the threshold, but want to get that last bit in to hit it, then go for it! 

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>What's the next game going to be like?

The genre is changing. I want to step away from rhythm games for a bit, and take on something a bit new. We will also be stepping into the world of 3D. We will be keeping things simple to ensure we don't bit off more than we can chew, but we still want to take a step forward.

The game will be a rail shooter inspired by games like StarFox 64. The game will likely not be quite as "arcadey", and pull a similar progression aspect to SpunkStock. I still want to promote the idea of going to any character you want first thing.

To reel back for a second I do want to stress that AmHidden is still doing the art, and I will still be doing animation. This means Hscenes will NOT be 3D. Hscenes will be done in the same way SpunkStock's was, and AmHiddens art-style will still be very present. The 3D modelling will be headed by a new core member who I will likely introduce in the near future.

Disclaimer: These specific characters may not appear in the game, and the specific style may be different. These are early concepts.

Through this month, alongside reporting on SpunkStock, I will likely be showing some concepts we have come up with for the new game. On down time this month I will likely be working on the prototype for it as well.

Alright. I'm going to post this and start writing up the messages. Thank you all so much for the support through SpunkStock! If you're sticking around, I'll catch you next week. If you are heading out, it's been a pleasure!

-Regulus



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A few more art assets, final steps, and tiny peek beyond.

Heyo everyone! The last week has been a bit of an interesting one, so let's dive right in!

To start off with, AmHidden has done up the victory still, and the remaining backgrounds for Samga's scenes. On the programming side of things, I have been implementing something called a "Band of Partnership". This is the "detour" mentioned in the title. Simply put, it's an item you can purchase with SS coins. It's function is simple, but just adds something for those who want a specialized ending with their favorite character. This Item will give you no extra H-content.

Upon finishing the game you will choose someone to give it to (or skip for normal endings). You will be brought in to have a brief conversation with the character where you give them the band, and the endings screen will reflect the outcome.

It's been a small setback adding these in, but I think they will add a nice charm for the time invested in them. That being said! What is to come in the following week?

  • Final touches on the "Save System"(specifically setting up the "Progress %" display)
  • Finishing Keybinds (Possibly reworking them, as I ran into some issues with UI)
  • Potentially optimizing the menu where you assign a band for the final boss. This scene has a large load time at the moment due to loading like.. over 40 audio files. It's not a huge deal, but it is a jarring difference to every other scene's loading time.
  • Assigning Samga's info in home tent, and victory still. (It's likely you will not be able to use her theme song in your home tent for reasons related to the above.)
  • A few pretty important bug fixes

That is the list of things I'll be working on. The reality is, those are the last things until the base game is completed. It miighhtt take a little bit longer than this week, but we'll see what kind of complications I run in to.

That being said, upon the game's completion I will likely be teasing and going in to some more details on our next project as I get SpunkStock's distribution in order.

Here's a very vague teaser on things to come.

Thanks for coming by everyone! I'll catch you all next week!

-Regulus

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Samga's final animation is complete! Final stages of development to come.

Heyo everyone! This week has hit pretty hard. It's really starting to hit me that we're just about done SpunkStock. Before I get into that, let's jump right into the progress report!

This week consisted of a few things. I dove in on animating the final scene, and managed to finish it up really quick. This gave me time to get a few other things done this week. Was able to set up the Hscenes with the music layering, and set up the framework for the branching path (Sub/Dom). Connecting all the scenes is what really made me realize how close things are. 

Let's take a look at some of the animations involved. I really like how this one turned out.

Idle:

"Insert"(Though not really in this case):

"Climax"(Though again... not really in this case):

Though you can't tease forever...

At the moment the route picking will be fairly simple. White modifiers will contribute to you going the "sub" route, while silver and gold modifiers will contribute to going the "dom" route. This will only matter in the "neutral/phase1" part. Once the next phase starts, the modifiers will no longer matter in determining your route.

Anyways.. now that I've literally spoiled everything, I'm going to get in to what's to come in the next week.

I feel like next week won't have much visuals to show considering it's really about connecting the dots. 

I need to set up the final score screen, perhaps a final dialogue segment with Samga, and stick in the "Endings" screen(Which is mostly complete from previous weeks). There are still a lot of other small things to finish up on, but that will mostly just be me going down the list of "things to-do".

Anyways! I hope you all enjoyed the sneak peeks. I will be getting back to it, and hopefully make some good final headway leading into the final stretch. Thanks everyone! Catch you all next week.

-Regulus.

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Here we go again! One more animation down!

Alright! Time for this week's progress report! This week I will be showing off the newly completed animation, and a first look at the next animation.

This animation is what will play if you choose the dom route after completing Phase 1. Completing this will end the game with a "dom" ending. It is likely this will be the more difficult ending to attain. 

Here is the Idle for this animation:

Oh! and yes... there is a ballgag ;)

With this animation finished up, I will be approaching the next week starting the next one. I will hopefully have it done within a week as well so I can spend the last chunk of the month piecing the game's end together and tying up the scenes.

This is the Animation I will be working on in the upcoming week. It will be the animation to play if the player is to choose the "sub" route.

Without further ado! I will get on with it. Hope you guys are liking what Samga's animations have to offer so far.

Stay tuned for next week where we can hopefully see this in motion. Thanks for the support everyone! Catch you then ^^.

-Regulus


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BackStage HiRes Art Pack! Secret, threesome, and extras..

This one has a few more than last time, but here we go!

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Preview of Samga's first set of animations.

Heyo everyone! This week I'll be showing off some of the animations set up for Samga's Neutral phase (1st phase). Let's start with what's completed!

I have completed all of Samga's first phase base animations. (There's a couple things to touch up on though, like maybe not giving the player character such a big bodacious booty, and additional shading) What you see above will be the animation that plays out the gate.

Upon completion, going the sub or dom route will change the variants for it.

Going dom once, will give you a more "in control" stance, along with more speed.

After that, the 2nd dom stance will go into a very different variant.

The Sub variants are finished as well, but some could use a bit of tuning, so I'll leave the sneak peeks at that. Once you complete both variants in the route, you will be brought to a completely new scene. (Ex. Player Dom brings you to the image I teased in the last post)

On the music front, Wishful Simping is getting close to completing all the stems. All that is left is Ruth, Fufu, Toto, and Faye.

With these animations pretty much wrapped up, I will be moving right onto the next scene. This one is the tied Samga that was teased in the last post. I will be breaking up the image, meshing, and rigging. I am hoping to at least start a little animation for it before next post, but we will see how things come together.

There's still a good amount to get through, so I will delay no longer! Thank you everyone again for the support! I will catch you all next week!

-Regulus.

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Sneak peeks, progress on the Final theme, and animation setup has begun!

Hey everyone! Sorry for the slightly late post, my sleep schedule has bee all kinds of wack this week. It's nice to be able to finally kick back and do some rigging/animating after bending my brain in programming for the last while though. We have a good amount to show today, so here we go!

First thing, what you see above is the baseline neutral scene (with many bones and lots of clipping involved). This will be 1 of 3 animations in the final boss. It will likely have some additional shading added in later. 

There are some other things I will be sharing. There is this from a different angle. (I'm going to see if I can do something neat with it.)

We will see how it goes, but either way, this image will likely appear in the game regardless (animated or not).

Next will be Samga if you choose to dom. This one won't be animated until the neutral is complete, but it is what will come after.

In terms of the music, Wishful Simping has completed the Pica and Yoni strings. We are now able to tinker with a lot of different combinations.

Alright, so the plan this week is simple. Samga's Neutral is completely rigged and meshed, so all I need to do is set up morph control parameters, then I'm all in on animations. I'm hoping to have the animations done, and have started on setting up the strapped up Samga.

That should pretty much do it for this week guys! Thanks for sticking around. November is going to be a busy month. Catch you all next week with some animations!

-Regulus


*EXTRA* Happy Halloween everyone! Here's a haunted Samga

(This is the horror I saw before setting the layering to the right option.)

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(Final song spoilers) The concept of it, and examples.

I was hoping to showcase this a bit later, but this is what has been the topic of the week :P.  (First time embedding a video on Patreon, so hopefully it works)

The concept: You are creating a band. The selection and positions you choose will reflect what is played in the final scene. You can put any completed character in any slot and their style/sound will play (All 3 slots will be filled up. This example only showcases Nammi and Mei. Wishful Simping is in progress on the rest of the characters.). This should present a loottttt of different combinations. I'm interested to hear what people end up going with ^^.

Aside from this, I have been working on some bug fixes, and started setting up a full keybind menu.

Some of the bug fixes involve various resolutions and their letterboxing in certain scenes, and some UI issues with the Gauntlet.

With most components starting to come together, starting animations is on the horizon. I'll be sure to showcase it when the time comes.

 Alright! I hope you guys are as excited to try out different boss theme combinations. (I am hehe). There is still a lot more to get done on this build, but things are coming along nicely so far. I'll leave this progress post here, and get back to it! Thanks so much for the continued support!

-Regulus

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Samga3 "concept" song, and this week's progress.

Heyo everyone! 2nd report for v1.0! I'll jump right in to this week's progress!

The audio you hear is a section of the concept of the final boss song. You likely won't be hearing this version in-game. Once we get further along with it, I will share more on it's significance. It will be quite unlike previous songs.

While Wishful has been working on that, I have been doing more things on the programming end of the game. I have implemented the new Save system. (Scene Progress % is still not implemented yet). Save Codes will be disappearing, and the saves will be properly saved locally. There will be 3 Files in case you want to have different situations saved, or if your grandparents want to have their own play through.

As a result the main menu will be changing slightly.

There may be further adjustments done of the menu. Perhaps the Options will be a bit more streamlined.

I also got the endings roll all sorted out and fully functioning. I would show the progress and how it works, but I feel like I shouldn't show it due to it potentially spoiling some character's outcomes. Every character has somewhere between 2-5 possible "outcomes". With most being 3-4. In many cases there are "joint outcomes" where 2 characters pursue something together. I may add a couple more as I continue v1.0's production, but we will see how things fair.

There are still no scenes/animations to show yet, but we will likely be jumping on those soon.

Until next time time everyone!

-Regulus

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Here we are. Plans for v1.0, and the state of the Patreon!

Hey everyone! It's time for progress updates of the final build of SpunkStock! I'm going to start by reiterating something. v0.16 was the last build to release here on Patreon. v1.0 will not be posted in the same manner. Anyone who has contributed $14.99 USD or more on Patreon in total will receive a message or email at the time of launch providing a game key (likely Itch.io, but this is not 100% yet). If this provides an issue for you, you can send a message back, and we can find another method of getting you the game.

Another thing to note is that while the game is projected to finish in December, this could technically mean a January release depending on how distribution fairs (like Steam review process).

Tiers have been changed to better represent their rewards in the descriptions. The description is that you will get access to v0.16, and VIP pass description has been changed to mention that there are no more polls planned for SpunkStock. This means the VIP pass technically holds no more benefits than the normal pass. The game is very close to the end, and there just aren't many things that could be polled on at this point.

Now.. let's get on to what v1.0 is about. Not much has been said about it, but I'm excited to approach it. I'll start by saying there isn't much v1.0 progress to show for this week. A good amount of it was spent with v0.16 hotfixes, and the last bit was putting together the full plan, writing out all the characters' potential "endings", and setting up the skeleton of the ending rolls.

What is to come in v1.0? Well there is the final boss. As many of you have guessed, yes... Samga is the final boss. These 2 months will be a whole lot of Samga. The final boss will consist of 3 Hscene animations. There will be a neutral, a sub, and a dom animation. The player will begin in neutral, and choose whether to go with a sub, continue in neutral, or go dom. Depending on the route you take, the ending with you and Samga will change.

Samga's final boss will not have a "mechanic" per se, but it is likely that the route you choose may effect difficulty. It will feature another interesting dynamic however, that I will simply tease at the moment:

Samga3's song will be very unique. Wishful Simping and I have been discussing her theme. I will bring more info on it when it starts coming together.

Thanks everyone for helping us get this far! It's been a crazy journey. Now let's get on to the final push!

-Regulus

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Secret comes around in v0.16. Out Now!

Alright everyone! I didn't make a post Friday, and just saved it for the release here. As always, there will likely be some bugs right out the gate :P. So keep tuned for hotfixes in the near future.

IMPORTANT:

Before dropping the changelog I want to give a heads up that these next few months will have a lot of information being thrown around. I will be giving progress reports, but I will also be giving a rundown on distribution for those who it applies (If you have contributed $14.99 USD or more here on patreon, you will get a copy of v1.0 when it is finished). This also leads to my next point. v0.16 will be the FINAL build to be posted in this manner, as the next build is the completed game(not including hotfixes). On top of these, I will also be talking about and doing some teasers for our project that we will be pursuing upon SpunkStock's completion. This is literally the final stretch, so some progress reports may contain additional info. I will be sure to label any posts that are important.

Now onto the build!

v0.16

Changelog: 

MAJOR:

  • New Character: Secret     
  • Fufu, Yoni, and Ruth threesome scene     
  • Gauntlet Mode     
  • Secret can now be stripped, and has special animations     
  • UI and Pixel art rework.     
  • Several new pin-ups  

Minor: 

  • New permanent upgrades via shop at the top left. (Achieved from Gauntlet)  
  • Yu/Mei have been rebalanced to only have 6 curses.     
  • Secret and Ruth's sprites now reflect their clothing state.     
  • Made Eran's suit togglable in her sandbox.     
  • Added conversation animations for Secret     
  • Mei's Hscene background and animations have been touched up     
  • There is a new Age Check screen.   

Bug fixes:      

  • Eran's tentacle scene will now spawn you in the right place.     
  • Fixed a bug where Toto's extra scene wouldn't flag in documents.     
  • Yu/Mei now appear in the loading screen.     
  • Modifier cut-ins will no longer appear over the play area in some scenes.     
  • Vending Machine Canvas, and some other UI should scale better on different resolutions.     
  • Fixed a bug where letterboxing would sometimes cause an imprint on different resolutions.     
  • Fixed a bug where Yu's animation was offset in Yu/Mei's sandbox scene, causing clipping.     
  • Manual Sync should work again.     
  • Blast and Nitros will now destroy blue notes in Nammi's chill state.     
  • Made is so audio should initialize in scenes properly.

This time around, as mentioned in the last build release post, both Linux, and Windows will have to be downloaded via these Mega links. They cannot be attachments anymore because attachments have a limit of 200 MB.

Windows v0.16.4: Windows Mega Download 

Linux v0.16.4: Linux Mega Download 

-Regulus

*EDIT*  Oct 1st hotfix (v0.16.2)

  • Fixed a bug in Gauntlet Mode where you would cycle the 2nd last boss, and be  unable to complete it.

*EDIT*  Oct 2nd hotfix (v0.16.3)

  • Fixed a bug where Gold Rep would cause an error in calculation if you quit right the gauntlet right after starting.
  • Fixed modifier displays stacking over each other in certain high resolutions.
  • Fixed some UI scaling
  • Eran in her conversation with Pica will now appear on the right layer
  • Fixed a bug where you would get no gauntlet coins if you started the gauntlet without removing any of the characters.
  • Fixed Secret's Endurance flag in documents.

*EDIT* Oct 3rd hotfix (v0.16.4)

  • Vending Machine drinks that effect modifier rarity will no longer have an effect in Gauntlet Mode
  • Cali's art now appears on the proper layer in Nammi's tent as Boba.


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Last progress update before v0.16 release. Final touches.

Alright everyone! The last progress update before v0.16 release! I'm going to start off with the topic of our future project, just for those who missed it last week.

We have been planning for our project once SpunkStock is completed. At the moment it is just planning, as the main priority is SpunkStock until it is completed, and released. The new project will not be another SpunkStock game, but I'm excited to share more about it when the time comes.

Anyways! Now to talk about this week's progress, and what's happening with v0.16 currently.

There isn't a whole lot of visual things to show for this weeks work, as a lot of it was working out kinks, and fixing things up.

As you can see above, We have started implementing some new UI. It is still in progress however. New UI will appear in other places as well, including the age check screen


I made it so Ruth, and Secret's sprites will now show their clothing state.

I also connected the 3some scene from Fufu. There won't be much of a pre-requisite for it. Once you complete Fufu's endurance you will be able to immediately access the 3some via a dialogue option with her.

I set up all of Secret's stuff in UI. (Choosing his song in home tent, his docs page, and his fast travel stuff.

I fixed some things:

  • Modifier cut-ins don't cross over the play area in certain scenes.
  • Vending machine canvas should now scale with more resolutions
  • Letterboxing shouldn't create strange imaging on different resolutions
  • YuMei's "EX" loop in sandbox didn't sync up properly. It should now
  • Manual Sync should now work again.
  • Blast and Nitros will now clear "Chill" notes in Nammi's Hscene.

I have implemented all the new save variables into the save system, so that should be all set to go. Reminder: Save codes will no longer exist in the full version of the game. This is the last version where they will be relevant. Progress will completely reset when the game is complete, and you will not be able to transfer data from v0.16 to v1.0. v1.0 will likely use a "Save File" system.

I have added more windowed resolutions.

The gauntlet shop has been placed into the world as well.(New UI hasn't been put in for this screen yet). At any point you can toggle off/on the buffs you purchased.

Alright, that should sum it up. This next week will be focused on bug testing, along with implementing the new UI and potentially some new Pixel Art assets.

Thank you everyone!

-Regulus


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Gauntlet finished, dialogue, additional animations, and touching base.

Heyo everyone! Here for the weekly progress report. I feel like I got a lot knocked off the table here. I'll get right in to things, as there's a bit to share.

First off. The Gauntlet Mode is completed. Upon completion you will see the following score screen. The border color will represent the letter grade you got on the respective character. 

In this case, the final grade is "X", and Eran is white. This is because I failed on Eran. Upon losing, or quitting you will still see this score screen and still receive some rewards for your efforts. You will just not get a final grade, and will not receive the bonus for completion.

There is still some balancing to do involving how some of the modifiers act when transferring from scene to scene, but gauntlet is fully functional for the time being.

On top of finishing the gauntlet, 6 new pin ups have been added to the shop involving cali(above), ruth, ayra, secret, and fufu. AmHidden also sent over Secret's victory still.

I have also written all of Secret's new dialogue, and connected the associated scenes, and added his conversation strip options.

I decided to add a couple hidden animations with him too.

Cuz why not... lol.

Another thing I touched up on was some things in Mei's scene. AmHidden did a slightly revamped background for her scene, and I did some touch ups on her animation

OLD:

NEW:

They might not be too noticeable at face value, but I essentially added more torso movement, did some changes to her face positioning, the angle of entry, and some changes to the shading.

While working on the Gauntlet I have implemented the nerf of Yu/Mei.

There are now only 6 curses in total, and the time it takes to completed has been reduced by 33%.

That should pretty much sum up this week. There is still a decent amount to do this week, so I will be pretty deep in the thick of it ahaha. The plan for this week is to essentially finish the last aspects of the build, giving me a week to bug testing/fixes before the release of v0.16. These things mostly consist of creating dialogue leading to the threesome, the dialogue and shop associated with the gauntlet, setting up the new save variables, balancing gauntlet, tying up some scenes, and putting in the new visuals.

Something else I do want to mention, which is fairly important. In the near future, I will be officially revealing the concepts for our project that we will be diving into once the full version of SpunkStock is released. The main priority will be SpunkStock right up until release, but I do want to lay out where we will be going afterwards. I won't be going in to it too much in this post here, but expect to see it come up soon!

-Regulus 



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Gauntlet Mode progress! Rundown on how it will work.

Hey guys! I did a good amount of brainstorming, and got to work on the framework for the Gauntlet mode. Let's dive right in!

The small squares above are going to be for the "normal" songs, and the large squares represent "bosses". A boss will always appear on the 5th. 10th, 13th, and 14th slot. The order in which bosses and characters appear will always be shuffled. (ie Eran may not be the first boss, it could be Yu/Mei, Samga2, or Nammi).

Any modifiers you receive during a song will persist throughout the gauntlet. Some modifiers may act in interesting ways, and have more/less practicality as a result. At the start of every song, the current modifiers are "applied". This means if you got 1 barrier early on, every song would start by applying a barrier. It also means if you have 5 glass that have previously shattered, all 5 glasses would be applied freshly at the start of a new song.

Balancing for the gauntlet is still pending, however this is the current plan: Every song, you get to choose 1 white modifier, and 1 silver modifier. Reputation will not be used in the gauntlet. Instead you will be provided with a limited amount of "gauntlet coins" to use for rerolls throughout the full gauntlet. Use it wisely.

After completing the 1st and 2nd boss, you will enter an "Intermission". During this stage take a breather, then you must choose 1 Gold modifier. (YuMei's "Bewitch", and "Hex" will also appear as options for gold modifiers.) You will also have the option of spending Gauntlet Coins to purchase white modifiers if you haven't been using your rerolls.

That means by the last phase you should have 2 gold modifiers, 10-13 silver modifiers, and 10-13+ white modifiers.

Bosses will work very similarly to the way they have previously. Only difference is that you will not get to choose more modifiers between rounds. Eran's corruption buffs/debuffs will not persist between songs, and have been adjusted slightly to fit the mode. The modifiers received from Yu/Mei's curses, however will persist through the gauntlet, so eating the curses is a very bad idea. Completing Mei in the Yu/Mei scene will instantly grant you 3 Blessings instead of doing modifier selection.


You may have noticed that if there are only 14 slots, some characters may not appear. At the start of the gauntlet you will have a choice of removing some characters. (Visuals for this are placeholder...)

The numbers above them represent their song's tempo. Having a higher average tempo will slightly increase the amount of Gauntlet Coins you have to work with as compensation for slightly harder songs.

I was thinking of making it so if you do not have a character, you do not get access to their modifiers, but I am still on the fence about that. It would add customization to your "deck", but some characters would have no effect like Faye, and Secret. It could also open up some pretty big exploits involving rolling for modifiers.

One thing to note is that Vending Machine drinks will persist through the entire gauntlet, so be sure to load up on ones that may help. (Note: drinks that effect modifier rarity will have no effect in the gauntlet).

The current plan for rewards is a special "Gold Reputation". This currency can be used to purchase permanent buffs. 

The gauntlet is time consuming, but don't worry. If you fail, you will receive a portion of the rewards depending on how far you make it. If you complete the gauntlet however, you will be rewarded handsomely.


ANYWAYS... this one was a mouthful, but I think once I hone in on balancing, this could be a really fun game type. Thank you all so much for the support! This build is still scheduled to drop on October 1st, but as always, I will keep you guys posted. There is still a lot I want to shape up for this build, as technically.. this is the last "demo"/pre-launch to be released.

This next week will be dedicated to finishing the Gauntlet, and hopefully getting started on the dialogue/scene setting.

-Regulus

ALSO: Wishful Simping has uploaded an " OST Preview" on his channel. In it is Secret's theme, and the preview is a bit longer than what I have shown here. If you are curious, check it out here! https://www.youtube.com/watch?v=5rDfcUmYAhU 

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v0.15 Backstage Pass HiRes images. YuMei and YuTentacle

It's been a bit, but here are the HiRes of the 2 v0.15 scenes ^^.

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Lots variants and animation previews. Next up: Gauntlet Mode.

Hi again everyone! Sorry for the late post. As mentioned  before, I was out of town so I couldn't get as much done this week, but I did as much as I could in the small windows I was around. I'm going to showcase a bunch of animations here, so let's get started!

First up (What you see above) is the base Fufu Solo. This part will take place after all 3, so Fufu will be in a rather exhausted state (sweat, and breath effects will be present)

Second we have the 2nd phase of solo Fufu. They've both had a long day...

Third: We have a "Hard" version of our base loop. This will come after the first "climax" (Don't mind the clipping on Yoni's Leg)

Fourth: Is the aforementioned first "climax" animation.

I'll stop there for this animation, as I think it gets the idea across. I will now be stepping back to Secret for a bit, as I never fully showed his "climax" animations. (Disclaimer: There will be more variation to Secret's facial animations in the actual game)

Round 1:

Round 2:

Round 3:

Post:

Maybe I had too much fun with these animations ahaha. It's a messy one.

ANYWAYS! What's up for next week? I do have a couple small things to do to wrap up the animations, but I will be moving on to the Gauntlet Mode. I have done some brainstorming on it, but there are still a lot of things I want to test out, so I won't be going in to too much detail yet. I want to make it present a challenge to complete, but the farther you get, the better rewards. There is still a lot of things I need to think of, but when I get a clear picture, and execution, I will be sure to share it.

For now I shall get back to work on things. Thanks everyone! and I hope these animations have got you excited for v0.16 ;).

-Regulus

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Ruth, Yoni, and Fufu Scene's progress.

Hey everyone! I have a couple things to talk about this week here. The progress on this scene has been going pretty well. The scene above still has a bit more to do, but it is the base of the motion. The upcoming week might be a bit lackluster, and I will go in to why, but let's start with a dive on the progress this past week.

This week was dedicated fully to this scene. Due to there being 3 characters, there were a lot of meshes to create.

That technically isn't all of them either ahah. After that was setting up the bones, and doing the rig.

This is mostly standard stuff for every animation, but I feel like it might be nice to every once in a while show what's a little more behind the scenes.

There could be some variations to be had in this set up, like isolating characters. Something like this.

This could probably be used for isolating Yoni and Fufu as well. I will be tinkering with different options to make this extra scene diverse.

Oh! Speaking of which, in case I never mentioned it, this scene is considered an "extra" scene. Meaning it is not a "played" scene. It is just a viewing scene, much like Yu's tentacle, Samga's thigh, etc.

Anyways! It shouldn't be too long to have this scene all wrapped up, then I can get on to other aspects of this build. AmHidden has already started on some of the new visual concepts for the revamped UI and pixel art.


Now let's talk about this upcoming week, unfortunately I will be out of town for a lot of this week. I will be slamming out what I can for the brief times that I am able to. Overall this should not negatively affect the schedule for this build. I'm making up for the time where I can. It is possible the weekly progress post will be a day or 2 late as a result. That being said, the goal is to have the rest of the animations, and effects added in.

Thanks again everyone! As with the previous builds, the goal is to have this build completed by the end of September. After that, we will be moving on to the FINAL build of SpunkStock. When that time comes, I will be going over a few things about closing out the game, and what's happening with the Patreon in preparation for launch! It's really exciting that this time is so close. ^^, but... one step at a time. I'll catch you all next week!

-Regulus.

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Secret animations complete, and some new sneak peeks.

Heyo again everyone, here we are again, and with some nice progress to show. What you hear above is, of course, a section of Secret's theme. I figured something funky would be a nice fit for the game, which has not been included in the game yet, and I'm really happy with how Wishful Simping pulled it out. Without further ado, here's the progress report!

The rest of Secrets animations were completed, and I have been setting up his scene to cycle between the animation types, along with getting the sandbox scene going. As you can see, the song has been completed, and AmHidden has also finished the art for the new scene with Fufu, Yoni, and Ruth.

Is a reference put together. It seems Ruth has got more "rituals" up her sleeve. (This is just a reference for positioning, hence the layers being a offset in places.)

With Secret's scene just about wrapped up, I will be getting started on the Ruth/Yoni/Fufu scene next. It will be the focus of this upcoming week.

I'll catch you all next week! I hope you enjoyed the sneak peeks of what's to come. Thanks everyone for being on board these last few months! Onward we go.

-Regulus

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First progress update of v0.16. (Male on male) Secret's animations!

Heya everyone! This week has been dedicated almost exclusively to Secret's animations, so let it be known: There will be many wieners ahead.

I would like to remind that Secret is an entirely optional character, and if he's not your cup of tea, this build will also feature a threesome with Ruth, Yoni, and Fufu. (concept along these lines.)


 Second, I would like to thank you all for your contribution to the poll on Yu/Mei's scene. There was a lot of feedback. It's so awesome to see how much you guys care about the game ^.^.

I will start on my response to the feedback of Yu/Mei's scene. There's a decent amount of variance in opinions, but a nerf is in order. I feel the best course of action would be a rather simple one. I will likely just remove some curses, and (perhaps) add a separate challenge version. The changes will take place with the release of v0.16.

Moving on to the progress of this week. I have finished the conversation animations for Secret, and have almost finished his Hscene animations.

along with nude versions.

His Hscene animations are coming along well, and have some variations. (Currently a work in progress)

Normal:

Dom variant:

Sub variant:

As mentioned, these are still in progress, and may change, but it's a first look.

I should have all these animations wrapped up this week, and will hopefully have started on dialogue, or the threesome depending if the assets are ready by then.

Thanks everyone! I will get back to work on it now, so I can have more to show next week!

-Regulus


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v0.16 Rundown, and quick poll for the Yu/Mei scene

I'll quickly start with the purpose of the poll. Yu/Mei's mechanic is definitely more involved than the last ones, and I wanted to know how people thought about it.

If you feel like you have more to say about your vote, please feel free to leave a comment, for message me about how you felt! Remember this poll is specifically for the mechanic/gameplay of it.

With that, I will get into what is planned for v0.16!!

For those who have seen the sneak peeks, you will have seen the sketches of the 2 upcoming Hscenes. Here are the focuses right out the gate:

  • Secret's Hscene
  • Actual conversation animations for Secret
  • 3some: Ruth, Yoni, Fufu
  • new pin up for: Cali, Yoni, Fufu, Ruth, and Ayra
  • Pixel art and UI polish/revamps
  • Fixes/polish to various animations
  • rebalancing Yu/Mei (poll pending)
  • bug fixes... (of course)
  • potential "gauntlet" mode, or similar game mode.

There could be more or less depending on how things go, as it stands.

First thing I will be working on is Secret's Hscene, and conversation animations, so I hope to have some things to show next week! I'll catch you all then, and I hope you guys enjoyed v0.15!!

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Yu and Mei get under the covers in v0.15. Out Now!

Hey everyone! Sorry I didn't get the time to post that update on Friday, but surprise! The first release of v0.15 is out now! Like with the other boss versions, I expect quite a few bugs right out the gate, so sorry if some hinder you, and thanks for the patience as this is really fresh out of the gate.

>One thing I will note about this, is it will likely be much more difficult than the previous bosses, and will likely take some understanding to complete. I will be doing a poll to ALL patrons in about a week's time and get feedback on how people feel about it. Without further ado: here is the changelog!

v0.15

Changelog:

MAJOR:

  • New Boss: Yu & Mei
  • Yu's tentacle scene.
  • Ayra's facesit variant scene.
  • Ruth can now be stripped.
  • "Documents" now has a checklist for each character, along with hints on how to unlock scenes.

Minor:

  • v0.16 sneak peeks.
  • Ghost has been reworked to slowly fade with every perfect you get in a row, rather than be permanently covered.
  • Eran and Nammi's scenes no longer instantly end when completed. You can click "Proceed" whenever you want.
  • Various visual changes to Eran and Nammi's Hscene.
  • Fufu's scene will now prompt type AFTER modifier select instead of during.
  • Hyper Shoes now added to SS rewards (Next tier of movement speed.)
  • Eran's room as been shortened, and a collider is properly added to her control panel.
  • "Ayra's Love" has been added to vending machines upon completing her variant scene. This drink will reduce the amount of "progress" needed to complete the next scene.
  • Fufu's variant is now available during her Endurance.
  • Added Tutorial window at the start of Nammi's scene.
  • A sprite idle animation has been made for Mei.

Bug fixes:

  • Cali and Yoni's quest states now save properly.
  • Lucky Charm modifiers now show up in the score screen.
  • Fixed a bug where you could progress to the 2nd zone after failing Samga2.
  • Fixed bug where one of Samga's pin ups would not display properly.
  • Progress Head will no longer desync from the meter after gravity has been used.
  • Fixed a bug where "Hold" would stop working if "Mine" was also enabled during Nammi's Chill phase.
  • Fixes a bug where Nammi's toes were layered strangely.

Alright everyone! As mentioned before I will be keeping an eye on feedback for this one, please let me know your thoughts if you get the time! ^^. Be sure to pop back in for any hotfixes that may come in the near future after the first wave of bugs are reported! Thanks everyone! Catch you all next week for the rundown on v0.16.

*LINUX NOTICE* - SpunkStock has reached a state in which it is too large to upload as an attachment on Patreon. Patreon has a max of 200MB. The PC version is JUST under 200MB, so it can still be downloaded as normal via the attachment. The Linux version is just over 200MB so I will need to use a different method to distribute it. 

-Regulus

*EDIT* - August 3rd hotfix (v0.15.1)

  • Lucky Charm now works in Yu/Mei
  • fixed spelling error in Yu's dialogue
  • Added Blessing counter to Yu's progress bar
  • You will now instantly swap to Yu if her progress reaches 0 while on Mei. (Either causing you to fail, or proc Retribution if available.
  • Yu's tentacle scene will now remain in Yu's dialogue options.
  • v0.15 save codes should now work when Loading.
  • Fixed a bug where modifiers would overlap in the UI during a song.
  • When clicking "Retry" in Ayra's variant scene, it will now properly load her variant again instead of her normal endurance.
  • The "Clean" button in Eran's tentacle scene has been removed
  • Fixed a bug where Double would sometimes not spawn properly in Yu/Mei's scene.
  • Fixed some bugs involving various resolutions not scaling properly, and leaving imprints in letterboxing in scenes.(This should also fix the issue of not being able to leave Yu's tentacle scene in some resolutions)
  • Facial Expressions sliders now appear again in Eran's sandbox scene.


Linux v0.15.1 Link: Mega Download
-(Next update BOTH version will need to be downloaded via another method.)

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