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, March 5, 2016
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.
-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.
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.
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.
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.
-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
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.
-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.:
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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! |
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