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Battle Test Release 3.5 (v0.0563) / April Progress Update!

🕑 Added 2018-04-03 11:55:28 +0000 UTC
Battle Test Release 3.5 (v0.0563) / April Progress Update!

Comments

Carter Parks

I love Malise's new design, especially the hair. It's nice and flowy now, instead of looking like a single mass of hair like it did earlier.

AltairPL

Yeah, we think so too, but unfortunately it's easier said than done. Made some notes about it for when I have some free time to tackle it.

MangoFishSocks

Overriding portraits with the most current one would work fine I think. Say Malise gets hit, then dodges, then gets hit again, displaying her hit portrait, then cutting that short with her dodge portrait and then cutting that short with her hit portrait again would be logical and informative enough.

AltairPL

You're welcome, and thanks :D

AltairPL

Thanks for the feedback :D. Music was always stopping at the end of the fight. We may change the place in which this happens in the future, but it will be low on our priorities list. Yes, window size is RPG Maker limitation and it won't be a problem after we finally switch to URGE, I hope. Hmm, I thought I hid this Voice volume control thingy. Most likely the only voices in the game will be moans, groans, etc. and if you won't like them, that volume control set to 0 will effectively mute them. The problem with portraits looking like this is known, but I'm not sure we'll be able to do much about it. New battle engine can may be fully concurrent, but only one portrait can be displayed at any given time, so if character evaded one attack, but was hit by the other two, stuff like that may happen. Priority list for those portraits may be tweaked a little, but we had more important things than this. Maybe I'll get some brilliant idea to change it somewhere along the line, so nothing is set in stone.

MangoFishSocks

I haven't noticed any talk of voice actors. I have, however, seen a grand total of 2 indie adult games which have excellent voice acting, so it can be done. I imagine voices would only kick in in cutscenes and on battle portrait changes. Regardless, the demos felt complete without voices.

Somnovox

Aside from music stopping at the end of a fight, and only Malise being affected by lust sickness, the demo seems solid. I have it as large as the screen can be and it's still a little small, but I can deal with that, as it's only a limitation of the current RPG Maker base(due to be rewritten or removed, later, if I recall?) I tested the menu items and went full volume down to none and back with no ill effects. I also noticed a "voice" item. Please, for the love of all that is holy, do NOT get voice actors for this game. If you do, please allow us to disable them. I despise game voice actors, almost universally. The only ones I've ever been able to stand were AAA games, otherwise I go full cringe having to listen to them. Spoiler tags would be great, so we can avoid the ones that show the naughtier stuff. I have noticed there was an issue with the combat. If three enemies hit one character at once, the character, Malise or Neon, doesn't react in a way that visually makes sense. She stays turned to the side, reacting to the first attack until long after that is done and then flickers to another pose to cycle through the hits she took in rapid succession, so it looks glitchy. I hope I explained that well enough.

Jon P

Here's a thought... if you do implement an on/off switch for H content in the test releases, keep that feature long term. There's so much inspiring effort behind art, combat, level design, super cool looking sculpted clothes, etc, that your game could stand on its own on something like Steam without h-content in my opinion. It'd open up alternate revenue streams once the game's done. Also, absolutely love the flat UI design and improved wetness textures! Great work!

Lots of ways to go about this I think :D. The most flexible way would probably be to have an option to them on / off in the menu for these test releases. Will talk about it with APL to figure out what's best. I can also start putting spoiler tags on posts.

Thanks to all of you for your time reading & answering. To be honest i wasn't expecting all the answers to be the ones i exactly wanted to hear, (in other words only good news) and i can wish you guys luck with the game developing ^^ Can't wait!

Sure thing~ 1. We obviously need the battle tests if we're going to have v0.06 -- so technically we are working on v0.06. 2. Yeah, as APL mentioned there are details within his updates about it. Also if you check out the UI preview in this update there's a UI example showing how it'd be displayed. 3. Yeah, eventually. The finished game will have a lot of nonlinear elements, much like Final Fantasy games in which you can revisit old areas during breaks in the story. There will be a lot of room for side quests. 4. APL got this one already 5. Still not sure, but luckily we're nearing the end of overcoming technical challenges for the new art style. And sure, I can put spoiler tags on stuff ^-^

AltairPL

I personally can only answer two of those question: 2. That's the idea behind the double-teaming mentioned few times in the post. We wanted to do this for some time now, but only now that I'm working on related things I managed to finally find some time for it. 4. Yes, but you will have to wait for it for probably long time, since I'll be doing this some time after we switch to URGE. Most likely, in the beginning, there will be no input config in URGE at all, though, even as limited as RPG Maker's. Probably the same can be said about controller support in URGE, since I had no time at all to even test it :(.

Kelkuza

Last time it was brought up Eromancer had a bunch of ideas for side-quests (some with H-Content involving side characters/main characters), so unless things have changed the answer to number 3 is likely 'Yes'.

Somnovox

I totally vote to use placeholder art for the h-scenes and save those for a surprise at release. >:D Get everything all awesomely tested first, fix up what you and everyone else thinks is in need of fixing, then work on the h-content inclusion. Testing will actually be testing, then. Not... uh... recreation, only. I know this will make me a universally reviled commenter, but I want the game to be great! *testing this version now!*

This is amazing! I love how the game is starting to look, but i have like 5 questions that i'd looove to hear what you guys have to say :D 1. You guys said that after battle test release 3 you will work on the 0.06 release, but now there will be test release 4, how many more releases are you planning to make (before 0.06), out of curiosity. 2. Will there be more than 1 enemy for the H-content, like threesome, would love to see 2 or even 3 policeman (or other enemies) pump Neon or Malise at the same time. 3. Will there be side quests ? (with extra h-content of course) Like some hidden roads and stuff like that ? 4. Are you planning to add key-binding system, because moving with arrows ... 5. And last but not least (i know you've been asked 126378213 times so far but), 0.06 release ? :D Approximately at least. Oh, and please don't spoil more H-content, we want everything for the release :D

That is a tremendous amount of work you guys’ve put in over the past few weeks. Cheers!

Antilles

Love that UI, I get a kind of Kojima feel from it!

MangoFishSocks

The UI looks excellent. Much less generic and much more in tone. I'm vouching for APL's fourth gauge mock-up as it helps compare the player characters' gauges to the enemies' better than number vs. gauge would. Consider having it as the first gauge so the distance between the gauges is smaller and it's the one that's most relevant most often. Really excited for the H content.

Nice! Although, i see Ven's leg armor seems to be similar with Crysis nano suit design. If there is no problem with design copyright, it's fine. but it could be some issue. Better check it before you put it for final design.

Shriekykite

I like Uber's tentacle concept for the splicer. Between the flat UI and the map previews - ;_; (so purdy)

Pls We Need The H-Content >.<


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