Saturday, March 5, 2016

The Last Demonhunter Release 0.40

Hotfix update: Make sure you have version 0.4a, there was a bug where one of the enemies would gameover you a little too much. :p

-Added the second half of the Demonhunter forest, including four endings(spidergirl I, II, Remastered tentacle hunter, spider-broodmother)
-Added, but did not yet remaster the Old Demonhunter tower outside area plus a new npc, you'll be able to challenge, or save her in the next installment
-Some more slight rebalancing.
-Mushroom Sprites updated
-couple of bugfixes 
-I'm aware of the mushrooms disappearing graphical glitch *sighs* this will be lootsa boring copypaste fixing, expect it in a week or three, as its just a cosmetical thing.

Next up: Huge Deva birthday update, the entirety of the Old Demonhunter tower, plus after tower cutscenestuff. The secret you've all been waiting for.. Why does Ayla hate wells so much???
 After that, I intend to take it easy for a few weeks, I'm moving around and all that, will be doing patreon requests and polish my writing up a little, before tackling the next area. #Bondagezombies #Bimbocastle #Smutforall

Also, on request I've added a paypal donate button, seems some folks have been struggling with Patreon. If you throw a one time Paypal donation you gain the same benefits as a patron of that tier, for example a preview for 5$. See the Patreon page:The Patreon for more details. 

Saturday, February 27, 2016

The Last Demonhunter 0.3.9

Aka, halfway mark through the forest. I've been doing pretty much nothing but program this week, in my free time at least. I .. dunno, I just had a fever. I want to get to a certain point in the game.:

-Added the first half of the Old Demonhunter forest, including two endings, remastered mushrooms, and a new one.
-Remastered Interlude no.2 (on entering the forest.)
-Added teleport option for after the tower on request. This will be the last update to Magis. The game gets too complex to reliably skip any further, with the introduction of Rose, and the second game alignment axis (monsters vs humans)
-Resynchronized and did some final polishing to the Intro
-fixed some bugs with the menu, readjusted the Lamia spawn chance and the amount of Lamias popping up depending on difficulty, fixed freeze up bug on beach and specific conditions in the temple.
-I realize the slight cosmetic error of some words being cut off in the pre-fight banter, will be fixed with the next release.

The map missing issue should be fixed too, I have no clue how map 113 went missing in the first place, I think it was a packaging error. It is definitly there on my end this time.

Next up: Well, that should be obvious, the rest of the forest.. hope you like spiderz, the spidergirls from the original get some luv, on the double. 

Monday, February 22, 2016

Old Demonhunter Forest design process (Well, for the first half at least!)

So my last design in progress.. thingie.. was suprisingly well recieved, to the point where I got asked to do more, as in, show you more than just the area design. Warning, some of this gets boring and technical. 
Right now I have lots of freetime, so in a week of dedicated work on the game, my progress looks roughly like this: 

Sunday..  is usually my relax, and if I'm unlucky, bugfix day. Can I just say again that I hate bugs? The game should work 100% perfectly as soon as I finish with it. While at it, I would like to win the lottery, not work anymore, and just do this as a hobby. Alright, ok, the whole 100% working is perhaps a bit too unrealistic.

Monday, the day when I plan and do stuff like, well this post! For any Remasterings, aka areas I don't just take from the original as they are with only minor modifications and polishing I usually do doodles.. normally I do those on a notepad, but to show ya lot I did one in paint. Each Name actually indicates a seperate area.. The finished demonhunter forest looks about 90% like this err. well, conceptually speaking.. don't criticize ma art!11!!
This is the Enemy designer. I take the mushroom girl from the original and adapt it, as you can't copypaste them. I also make most spawns a little stronger, as in the original you had Miay OR Rose not Miay AND Rose. I fully expect more balancing to come later, but as you can see, thats tweaking a few numbers. You can add a lot of strange things to your spawns, and I have no clue what half of them do.. so I only use the obvious half! Once I designed all the enemies I move on:

This is where the naughty chit chat happens in combat. I'm actually a lazy cheater and copy the program code from a similiar enemy already implemented, then adjust it. The hardest part is not making it too long, or too short, even with the battle message on/off tool. This is a simple enemy, a boss spawn can easily have twice as many pages. I come up with the in combat banter on the fly usually, sometimes after I already wrote the ending that enemy will trigger, if any.



Preparations to remaster the Demonhunter forest, exspecially the mushroom forest. I use a chipset to substitute a tileset, thats why theres going to be a lot of events, thats the grey squares on the screen. It's a bit annoying to do, but I want a mushroom forest, and couldn't find any really good looking tilesets.. thats the green ground the trees adn the smaller mushrooms you can see.

Here we go, mushroom forest redesigning. See the prior post about the temple redesign if you wanna see how that one goes indepth, though to be fair, the Mushroom forest was quicker, as I kept the size and basic layout the same. It'll look less chopped up in the game. The Mushroom girl sprites aren't updated yet.. they'll be soon! It looks a bit very colorful, but in game there'll be a saturating filter turning everything purple-ish and a bit darker, so that'll sort things out.

Finally I did this, an animated sex scene, the patreon goal for reaching the latest milestone. This was a bit of a bitch to do, mostly because.. well, theres 64 pictures, and I have to add them all, as well as set up an animation frame per hand. If I ever do a full animation based game it'll be flash or unity, that much is for sure. (RPG Maker is based on Ruby, for those that wonder.).

After all the above is done, whats left is to write the actual naugthy game endings, but as thats mostly just pages of text, not much to comment about for it, I think those are best experienced in play.
So that was the remastering process for this weeks upcoming release, hope at least one or two of ya enjoyed the read, look forward to a remastered mushroom girl ending, as well as one new ending involving becoming a naughty tentacle pet. (I do still plan a tentacle companion, but the script for that proves to be suprisingly difficult.. time will tell how that one goes.)  If you read this you have read through all of this text wall, awesome, as little treat for you, why don't you check out the Last Demonhunter game page, I added a new teaser screenshot with content that isn't even in the patreon version, yet, literally made it for the screenshot collection this afternoon, though it will be in the game soon, promised. ^^
If anyone has any questions or remarks go right ahead. I want to note that I'm not a professional programmer, this is 90% Self taught, 10% mooching knowledge of off actual programmers, so it may appear rather basic.  

The Old Demonhunter Forest Part I will be released for the public this coming saturday.

Saturday, February 20, 2016

The Last Demonhunter 0.3.8

-Naughty Intro update and small writing updates, enjoy! ^^
-Remastered the Druid forest and Mermaid Beach area (some graphic updates, bug and typo fixes, wrote a little moar stuff, total of 6 endings cleaned up)
-Added, but didn't yet remaster The Second Resting scene before the large forest.
-Hammered out the Demonhunter tower final fight, and its weird freeze up. 
-Fixed a few more bugs, tileset issues.

Next up: Finally we'll be moving into the Old Forest of the Demonhunters. This will be a two parter due to the sheer size fo the area, and it containing 3 newly written, 3 remastered original endings before you get to the Old Tower.

Wednesday, February 17, 2016

Release 0.3.8 teaser

Hello folks, I was working on the Games Screenshots when I realized that I might as well use one of them to give you a little naughty teaser for the polished game intro, coming this saturday. first impressions and all that. Writing by Deva, art by Aya.




Saturday, February 13, 2016

The Last Demonhunter 0.3.7

-Added and remastered the Tsukuyomi temple area and gameover, see the prior post for how it was done. To find it, explore the cloudy area on the worldmap.
-Small Music and sprite updates, removed tester characters, cleaned up some consistency issues with the towerfight scene. Slightly optimized game filesize.
-Bugfixing: Mermaids, Status screen almost finished, Execution replay bug.


Next up I'll actually get to properly updating and remastering the Druid grove and Kraken beach area, as well as massively updating the intro with new naughties. Woo! Once that is done I'll jump into the big project that is the Great Old Forest.

Monday, February 8, 2016

Remastering the Tsukuyomi Temple


So, I decided to, just because I can, and as it might interest some people, show how I go through the process of designing or in this case remastering an area. I dare not assume it could inspire any future game designers, but hey, if people like this, happy to do it again, from time to time. So, lets get into it.:

The original temple to be remastered, the blue is the size I want it to be, the splotches are doodles. This is, almost, how it is in the original. I was never quite happy with it, and several people liked the area, so it gets some serious designer love now.
I swear this helps! Changing the tileset always messes things up a lot, but the original layout just lacked a few things I wanted to add. When redesigning an area from scratch I usually have some post it notes I doodle possible layouts on. The original temple is an example of what it looks like if you don't plan things ahead of time.

Got rid of all the crap. As I don't quite have 'Asian temple' tilsets, and don't want to look for them, import them, add them to tile, and bloat my games filesize with them I makedo with what I have, see what looks best. At this point I usually derp around on my laptop, look at things, derp around more, look back... until I decide upon what 'feels' right. This part of the process, together with the layout drafts from before takes the longest. 

This is the actual future layout, the shape of the area, at 50% size. It looks rather basic, but this helps me to know where I'm gonna put what. In my mind I already see the area. The gate-thingie in the middle right will get deleted but incorporated, see below.
I want a natural, but also mountainous area. I set the basic layout, at first it was very linear. I begin all locations with basic shapes like flat lines and squares to divide areas, but, in a natural area like this, I next blurred the lines a little. The stairs and different rock tile heights plus shadows create a credible illusion of 3d on a strictly 2d surface.
Sharp eyes may have noticed that this picture is earlier than the one above, with flat terrain, but showing that alone is boring. So instead a small design event, I want gateways leading to the temple, but the tileset is being mean, and blocking my tester heroine.. In such cases I use the oldest trick in the book, an event 'above the players' looking like the gates arch. I could also shift the tilesets height, but I might not always want players to be able to walk under those.
The basic framework completed its time to .. throw stuff on there. The easiest way is grabbing one flower tile, planting it on several places all over the map, grabbing the next tile. You can even tell a bit of a story with tiles, if you are good, in this case I try to go from greener shrubbery on lower elevations to dried up trees and less growth on a higher elevation.
With the area mostly designed its time for 'the real' programming. Notice that I left a bit of blue in the right corner? thats an alpha tile, what that means is that the backround I selected, cloudy, will show up later, furthering the impression of being on a small mountain. The map design still lacks details, see the windows and signs on the temple below, but sometimes its best to take a short break from one thing, go over it again a little later, add more details when you have an eye for it again.
The finished result. Don't ask me to estimate how long it took. I'm sure that if forced and with enough experience you can power through such a redesign in 1-2 hours tops, but its a cerebral process more than anything, or to say it more directly, you have to be in the right 'mood' I like it, I hope you do too, I feel like its so much more than what it once was, yet still recognizable. After this I went on, and spent.. definitly more time, updating the switches, adding to the writing, and doublechecking the.. ugh. I'm sure someone is gonna find a bug. :P The Temple interior also has some design touch ups, but far smaller things, I like to combine exploration with tight knit storyline locations, to both keep things interesting for those that like to explore, but also make it so that the game doesn't have too much dead space where all you do is walk around in. As finishing touch to this map I threw a Fog effect on it, which I had always wanted, but amazingly it took me a while to grasp the extremly simple tutorial when I first started out. This is the Tsukuyomi temple how I always intended it to be, it'll be live and ready for your downloading pleasure coming saturday(or already up if you have the Patreon preview),  hope you enjoy it!