Little late release, I had a social and some RL stuff on saturday. Anyway, here you go with:
-New Hentaiscene in the library of the Jade tower, drawn by 7th Heaven
-New fight and Gameover when trying to go to the mainland-bridge
-Began remastering Silverpine City (Completely new look but most buildings still inacessible)
-More portraits added to Graycity
-Bunch of bug and inconsistency fixes as well as updates to skills and items, lotsa new items made, shops coming soon
Also, finally added the book-counter thats priorly been so static in the menu, the reason for it counting only specific books will be revealed.. in due time.
Next release: Filling Silverpine City with moar life. Lewd life.
Sunday, July 31, 2016
Monday, July 25, 2016
Game commentary
Its time for another raaant.. as suprisingly some folks enjoy reading those. ^^
You know what I need? N.. no not a million dollar in cash, though that couldn't hurt now that you mention it, I need a girlfriend thats willing to pose for my future game projects. *nods sagely*
Why you wonder? Well, apart from it being hot, the comments I get on my games can be roughly sorted into three categories:
1. Awesome encouragement or expressions of eagerness for the next release, occasionally intermingling with 2.
2. Bug reports, ranging in their helpfulness from screenshot of the precise issue with comment on how the issue happened to 'Game crashes in area X, fix plz'
3. Request I include more pictures and CG's, prefably animated ones in the game. Preferably preferably animated sex scenes for all the monsters.
Fact is, a CG, not a rendered 3d image, not that those necessarily look bad, but a lovingly drawn by hand CG that looks the part is over 100$ a piece. (TLDH's intro actually being the most expensive one, unless you count all the characters and outfits as one singular pile)
Now I've not minded skipping out on a holiday to make this game look awesome, and with the help of Patrons, made it look awesomer, thanks to you all again, though, another sad fact is I just.. parted with my job, and am now looking for a new one(might share more details in a patreon rant), not that I'll struggle to find one, but the whole process, and exspecially moving is expensive and annoying.
Animated CG's can also carry a certain danger, well, not in times of super fast internet.. but not everyone has that, and a full animated CG of a single scene is usually several Mb big. Compare my games size to some commercial games with the same basic design, and you'll notice that we're already upper middlefield, and the game is far from done yet, so I have to balance just how much art to add where to.
So yeah, not to sound greedy, but CG's will get added as I have money, for example through the patreon growing, plus if I actually find capable artists that meet at the golden intersection of ok quality vs not too high prize, and I'm sure with me explaining this once I'll never again get a comment of the third kind. Right. .. right?
Now, have a funny for listening to me:
You know what I need? N.. no not a million dollar in cash, though that couldn't hurt now that you mention it, I need a girlfriend thats willing to pose for my future game projects. *nods sagely*
Why you wonder? Well, apart from it being hot, the comments I get on my games can be roughly sorted into three categories:
1. Awesome encouragement or expressions of eagerness for the next release, occasionally intermingling with 2.
2. Bug reports, ranging in their helpfulness from screenshot of the precise issue with comment on how the issue happened to 'Game crashes in area X, fix plz'
3. Request I include more pictures and CG's, prefably animated ones in the game. Preferably preferably animated sex scenes for all the monsters.
Fact is, a CG, not a rendered 3d image, not that those necessarily look bad, but a lovingly drawn by hand CG that looks the part is over 100$ a piece. (TLDH's intro actually being the most expensive one, unless you count all the characters and outfits as one singular pile)
Now I've not minded skipping out on a holiday to make this game look awesome, and with the help of Patrons, made it look awesomer, thanks to you all again, though, another sad fact is I just.. parted with my job, and am now looking for a new one(might share more details in a patreon rant), not that I'll struggle to find one, but the whole process, and exspecially moving is expensive and annoying.
Animated CG's can also carry a certain danger, well, not in times of super fast internet.. but not everyone has that, and a full animated CG of a single scene is usually several Mb big. Compare my games size to some commercial games with the same basic design, and you'll notice that we're already upper middlefield, and the game is far from done yet, so I have to balance just how much art to add where to.
So yeah, not to sound greedy, but CG's will get added as I have money, for example through the patreon growing, plus if I actually find capable artists that meet at the golden intersection of ok quality vs not too high prize, and I'm sure with me explaining this once I'll never again get a comment of the third kind. Right. .. right?
Now, have a funny for listening to me:
Friday, July 22, 2016
The Order of Light 3.6
In this update: Bugfixes to the Maidcastle maze and most importantly the starting area, Elf village almost completed(Dark elf path completed, good path path almost done)
Next week: The Last Demonhunter updated with the completion of the Bridge encounter, as well as a lewd dream scene in the Jade tower library and a a remastered Silverpine City outlay(though not all content finished yet).
Next week: The Last Demonhunter updated with the completion of the Bridge encounter, as well as a lewd dream scene in the Jade tower library and a a remastered Silverpine City outlay(though not all content finished yet).
Sunday, July 17, 2016
A roleplaying rant.
Heya. I share this in the hope that one or two make for an interesting read. This is mainly addressed at roleplaying folks, but.. my roleplaying also lead me to my gamemaking.
I know, I know, you'd rather have a preview here.. some stuff coming next week. And the week after that! And the week after that! .. Just need some time sometimes, to sort a few more boring things out. And hey, suprisingly, folks liked my last storytelling/rant. Yey!
Anything else.. oh, yes. We know of the Order of Light Startup bugs, they will be fixed in the next release, less than a week from now.
My big hope is that sharing one or two of my big early hiccups will help other folks find the courage to start DMing, or just joining some rping fun, for example over at: www.hypnopics-collective.net/smf_forum/index.php?board=9.0
I actually began DMing on an online server, though, as my DM put it, it is a world apart if you roleplay in a restricted setting, with tools to use and only so many things a character can do, or roleplay in a world of possibilities, only limited by the players and the DMs creativity.
The first thing I learned was that actually DMing is a lot more work than it seems, and most DM's crave to relax in someone elses game, at least from time to time. It is in a way more fulfilling, but.. lotsa work to run a game. Thus, if you see a setting you really like, and want to do something similiar, I've never seen, and think I will never see, a DM saying no. After all the setting they made is exactly what they enjoy reading, or even playing in themselfs.
The same applies to erotic games actually. If you find a game thats similiar to one a gameauthor creates, chances are they might be really interested in checking it out. You can enjoy your own game, or your own campaign.. but it is a lot different.
But to the story of my first D&D 'campaign' ever. This was.. 6-7 years ago now?
It went horrible. Which is good. I guess this is the first advice I want to give aspiering gamemakers, DON'T aim for perfection. Instead, try to plan in making mistakes. The more you make, the more you'll improve. Each emberassing fuck up where your storyline doesn't work or the players do something you didn't anticipate is a lesson on how to better deal with such a thing, or anticipate it next time.
For me, It was anticipation. I laid out a nice encounter, frost giants, by the way, high level, and my DM's character walked right past it. I stopped the presses, went to OOC.
"I wanted you to do this and that, and I had it all planned out so nicely!" I said.
"Then do this and that. You control the world." My DM said.
"Don't railroad me into doing things exactly your way, but if you want something to happen, make it happen. It is impossible to anticipate what each player will do in every situation. You can set things up in a certain way, but there is alway a chance they will want to kill the npc you wanted them to befriend, or befriend the monster you 'needed' them to kill. So don't 'need' anything."
"But I can't plan for everything!" I objected.
"Don't plan for everything. Just have a plan. Lets say that you want one npc to tell the players to go to the kings palace. Thats all you need to have this npc -> Kings palace. The way in between should be determined by the players. The pcs could alienate the npc or kill them instead, in one case your npc could call the royal guard, that gets the npcs to the kings castle, or if killed, the npc has a message, that points at the castle. You can make things harder if players don't chose obvious ways of course, and sometimes campaigns can be taken for a wild turn, but never, ever end a campaign just because players made an unforseeable decision."
-I admit, I paraphrased what my DM said a little there, but I've stuck to that principle ever since. If you lead any kind of adventure, D&D or otherwise, have a plan for a story to tell, its your story to tell, but the Players decide how it is told. I had one campaign that had a TPK, a total party kill.. and just kept going, with the sentence "Alright, who here is familiar with the Ghostwalk sourcebook?"
I also had a campaign where the players 'tilted' so far that they ended up fighting the forces of good, in the name of the demonlord they had first set out to fight, and it was great fun (Infact, in my campaign, Andrauxine: http://www.hypnopics-collective.net/smf_forum/index.php?topic=21619.1880
I'm doing kinda just that, on purpose this time. ^^
So that would be my first avice to anyone wishing to start DMing any campaign: Have a plan, but let players determine how to follow it.
-Might post more of this if it didn't completely bore everyone yet. ^^
I know, I know, you'd rather have a preview here.. some stuff coming next week. And the week after that! And the week after that! .. Just need some time sometimes, to sort a few more boring things out. And hey, suprisingly, folks liked my last storytelling/rant. Yey!
Anything else.. oh, yes. We know of the Order of Light Startup bugs, they will be fixed in the next release, less than a week from now.
My big hope is that sharing one or two of my big early hiccups will help other folks find the courage to start DMing, or just joining some rping fun, for example over at: www.hypnopics-collective.net/smf_forum/index.php?board=9.0
I actually began DMing on an online server, though, as my DM put it, it is a world apart if you roleplay in a restricted setting, with tools to use and only so many things a character can do, or roleplay in a world of possibilities, only limited by the players and the DMs creativity.
The first thing I learned was that actually DMing is a lot more work than it seems, and most DM's crave to relax in someone elses game, at least from time to time. It is in a way more fulfilling, but.. lotsa work to run a game. Thus, if you see a setting you really like, and want to do something similiar, I've never seen, and think I will never see, a DM saying no. After all the setting they made is exactly what they enjoy reading, or even playing in themselfs.
The same applies to erotic games actually. If you find a game thats similiar to one a gameauthor creates, chances are they might be really interested in checking it out. You can enjoy your own game, or your own campaign.. but it is a lot different.
But to the story of my first D&D 'campaign' ever. This was.. 6-7 years ago now?
It went horrible. Which is good. I guess this is the first advice I want to give aspiering gamemakers, DON'T aim for perfection. Instead, try to plan in making mistakes. The more you make, the more you'll improve. Each emberassing fuck up where your storyline doesn't work or the players do something you didn't anticipate is a lesson on how to better deal with such a thing, or anticipate it next time.
For me, It was anticipation. I laid out a nice encounter, frost giants, by the way, high level, and my DM's character walked right past it. I stopped the presses, went to OOC.
"I wanted you to do this and that, and I had it all planned out so nicely!" I said.
"Then do this and that. You control the world." My DM said.
"Don't railroad me into doing things exactly your way, but if you want something to happen, make it happen. It is impossible to anticipate what each player will do in every situation. You can set things up in a certain way, but there is alway a chance they will want to kill the npc you wanted them to befriend, or befriend the monster you 'needed' them to kill. So don't 'need' anything."
"But I can't plan for everything!" I objected.
"Don't plan for everything. Just have a plan. Lets say that you want one npc to tell the players to go to the kings palace. Thats all you need to have this npc -> Kings palace. The way in between should be determined by the players. The pcs could alienate the npc or kill them instead, in one case your npc could call the royal guard, that gets the npcs to the kings castle, or if killed, the npc has a message, that points at the castle. You can make things harder if players don't chose obvious ways of course, and sometimes campaigns can be taken for a wild turn, but never, ever end a campaign just because players made an unforseeable decision."
-I admit, I paraphrased what my DM said a little there, but I've stuck to that principle ever since. If you lead any kind of adventure, D&D or otherwise, have a plan for a story to tell, its your story to tell, but the Players decide how it is told. I had one campaign that had a TPK, a total party kill.. and just kept going, with the sentence "Alright, who here is familiar with the Ghostwalk sourcebook?"
I also had a campaign where the players 'tilted' so far that they ended up fighting the forces of good, in the name of the demonlord they had first set out to fight, and it was great fun (Infact, in my campaign, Andrauxine: http://www.hypnopics-collective.net/smf_forum/index.php?topic=21619.1880
I'm doing kinda just that, on purpose this time. ^^
So that would be my first avice to anyone wishing to start DMing any campaign: Have a plan, but let players determine how to follow it.
-Might post more of this if it didn't completely bore everyone yet. ^^
Sunday, July 10, 2016
Streamin
Edit: stream done, below a Before-After remastering picture of Silverpine city, honestly, got further than expected. Yey! At this rate I'll have Silverpine City finished, and start with Greenvale Village and the Ice-Bees in the next 3 releases.
Saturday, July 9, 2016
The Last Demonhunter 0.49
-Added a Story-cutscene at the end of the snow forest
-Added Slime encounter III
-Added encounter on the way from the Icelands to the mainland bridge with one new gameover and Hentaiscene (more to come there soon!)
-Added but didn't yet remaster Silverpine city (end of content)
-Bunch of smaller and not as small bugs fixed, including: Rubio disappearing, The armors not aligned properly and the unkillable if lifelinked ghost mistress (My bad, she should be hard to kill in that form, but not impossible, a code glitch)
-Also, hidden preview of a soon to be added Hentaiscene on our new patreon banner. (Before anyone conspiracies, nope, Aggra and me are still buddies, still luv his game, just.. TLDH uh.. has more better looking stuff. ^^)
Next week: Some well deserved rest! Nah, no rest for the wicked, but I do have to work on some more boring stuff that doesn't really make for good release material, like future items for Ayla and companions for the Icelands area and beyond.
Finally, I realize my game is open ended, and you can get lost, so here is a handy guide that'll be even more apropriate once I finish the next towns shop:
Sunday, July 3, 2016
Ranting.. and a preview!
Heya folks.
Sometimes, you just wanna rant a lil, and ranting with others is fun.. dun worry, it pertains to this lewd little thing we got going on.
So, long story short, I delete comments. The biggest reason for that is double posting, usually, I presume, internet hiccups, or people that don't realize I got comments set to approval first.
Next one is less fun, but necessary. If you post something that I know to be wrong, or thats just.. posted completly out of place.. I delete it. I can't really contact you in response, so take this post as my response:
Sorry, but if you find a bug in version 0.43, I know it'll be fixed in 0.45, but you post it under the main page of the game, that'd just mislead people that read that comment before playing the game, as soon as any future version is out. I'm ok with bugs posted under the version they happened in, or on any forums, or.. the actual bug tracker, but if you post something out of context, where I don't even know 'Hey, was this from 3 versions ago and is already gone or is this a new thing?' .. I wont post it, cause it'll just create confusion. I hope you understand my logic, not trying to censor anyone.
By no means am I telling you not to bug report, the more I get, the more efficently I can turn this into a great game, but.. the more effort you put into a bugs report, the less I have to put into fixing it, and that also means posting it where it belongs. Its important for me to know where and when, don't just hit the blog button, hit the right game tab on the top, then post away. :P
Another thing to rant at are artists I try to hire. If I say I wanna pay you 100$, no, that doesn't mean I want to pay 120, nor does it mean I wanna pay 60, I'm offering 100 because thats as much as I want to pay, but also the level of quality art I wish for. I mean, geez, I know you wanna get business, but I get dozens of artists for job offers, more the higher money I offer, but over half of them just don't even fit my interests, and its not cause I can't write a comission info right, done this a few times by now.
Oh, and while I'm ranting, FUCK Mosquitos, and fuck Neighbours that think 'oh yeah, lil decorative lake in my garden, that'll be swell!
Anyway, to any who sat through the rant, and the naugthy people that just scrolled past, heres a preview of the lewdities I just finished for the next release, cheers!
Saturday, July 2, 2016
The Last Demonhunter 0.48
Update: I'm aware of/the following bugs will be fixed on saturdays next release:
-Companion portraits sticking if you have more than one companion
-Rubio disappearing (Finally)
-Armor picture misalignment in ending 7
-Also aware of some typos, but please.. report those with a screenshot or a precise description of where they are, 'You suck and type bad, this and that location full of errors' don't help me track down things, as theres a LOT of writing in the game. :P
This release may seem small to those that play through it once, but it really isn't. It contains some portrait updates, a small bugfixing and the third resting scene as the party advances into the ice lands. In this scene, for the first time you can get lewd with your companions, if you treated them right. The scene changes to a varying degree depending on:
Which companion you chose,
If they like you(exeption the newcomer Rubia),
If you are good or evil,
If you are female or shemale,
If you are a succubus
or If you are a catgirl
Next up: Another cutscene, this one shorter and involving Ashara, and revisiting an old friend lost in the icelands, as I prepare for adding some more lewd hentai at the end of the icelands.. (Yeah, write the beginning and the end, the rest will hammer itself out later. ^^ )
-Companion portraits sticking if you have more than one companion
-Rubio disappearing (Finally)
-Armor picture misalignment in ending 7
-Also aware of some typos, but please.. report those with a screenshot or a precise description of where they are, 'You suck and type bad, this and that location full of errors' don't help me track down things, as theres a LOT of writing in the game. :P
This release may seem small to those that play through it once, but it really isn't. It contains some portrait updates, a small bugfixing and the third resting scene as the party advances into the ice lands. In this scene, for the first time you can get lewd with your companions, if you treated them right. The scene changes to a varying degree depending on:
Which companion you chose,
If they like you(exeption the newcomer Rubia),
If you are good or evil,
If you are female or shemale,
If you are a succubus
or If you are a catgirl
Next up: Another cutscene, this one shorter and involving Ashara, and revisiting an old friend lost in the icelands, as I prepare for adding some more lewd hentai at the end of the icelands.. (Yeah, write the beginning and the end, the rest will hammer itself out later. ^^ )
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