Test squares
I love using test squares, they make it easy, no need to focus on the final part, just stick some colorful squares and work on the code.
I love using test squares, they make it easy, no need to focus on the final part, just stick some colorful squares and work on the code.
Sometimes we code on game mechanics, sometimes on content requirements, and sometimes on tools that help us add content quickly to the game.
Right here I am using one such tool to quickly add Annebelle to Riumno, the code in question is going to change the Annebelle sprite to be visible when a specific event is fired. In the action to ma...
2015-12-18 23:18:52 +0000 UTC View PostWe're working on rules, and content. Here is one of the text's that came in today:
Ghost Girl Ritual:
To the north-east of Riumno lies three ancient pillars, left by the first native tribes of the region as a way to honor their dead.
The "ghost girls" are lost tribal apparitions, if you capture one of them, you should explore...
2015-12-17 22:05:52 +0000 UTC View PostMore maps! We've been working on lots of non content related things, lots of builder changes, lots of map drawing, and some concepts and little bit of coding in game.
Also since I traveled a lot, I've been able to show the game prototype off in 4 countries, seems like most people loved it. :) I got several people pitching in with ideas on bal...
2015-11-30 16:23:26 +0000 UTC View PostJ and I have been tossing ideas back and forth about how to show the intro to battle, how to show the cards (layout and animation) etc. I also showed the game off to several people at a game night in Tokyo. The most memorable moment was one guy that just smiled and opened his mouth... That is why I do this, and I thank everyone that donates because...
2015-11-24 19:46:17 +0000 UTC View PostYou start here, and the adventure begins soon after.
Testing some cloud types... hopefully we can get some of this in the game by next release, right now the place holder clouds are barely noticeable.
- Ui update, not final yet, but less painful to look at.
- Also worked lots on the battle system (still no win conditions and other bugs)
- Buying and selling kind of working, though you can also buy and sell monsters... which is not the way it will be working.
- World map now moveable and there are even clouds that parallax
2015-09-30 14:35:54 +0000 UTC View PostThe sketch of our young (20 year old) hero is looking good, this is his token for the overworld
A few of my favorite genre's all rolled into one.
It's something like this, so far... I keep thinking of cases that change this enough to be frustrating. For example, if an action is instant and takes 0 action points, why disable input at all... in fact disabling and re-enabling input would just be an ugly effect in the game... But if the action takes some time, we don't want people to be able to ...
2015-09-12 08:47:17 +0000 UTC View PostVisually, I don't think much changed, basically the character icons at the bottom of the screenshot is for "real" now, there is an editor etc, that makes it easier to modify what it looks like, the only thing it doesn't do is update when the monster stages up, but I'm thinking about how I want to do that still. Ideally it would "watch" for characte...
2015-08-31 14:45:54 +0000 UTC View PostThis is what I've been working on, The new system is more robust and is very "third-person" like in the code structure, it helps with the AI parts quite a lot. I doubt I can get the code fixed and running before this months release, so this month we may have a build that is visually very similar, but with lots broken.
There is a tool that we're making to be able to track battle's in real time, theoretically there can be multiple battles at the same time.. not in Monster Girls, but in some game out there..
Right now the arrow moves to whichever team is currently playing. I really want to get some sort of 'fake' battle visualizer going too.
2015-08-21 19:47:02 +0000 UTC
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Cat Assassin, you will be able to find her wandering on the path looking for travelers to assault. She is a mid-game monster type that may be a fine addition to your arsenal. At least she'll look good as one of your body guards.
Lots of files, nothing changed visually, that is always a pain, we're working on the "real" combat system, even without the numbers etc, just the underlying system of how an RPG battle can/should work, fully tweak-able for when it comes time to do balance.
Colored sketch of the snail gardener. Posts like this is typically reserved for only the higher tiered contributors, but once in a while everyone needs a sneak peak. :D
This weekend we chipped away at a difficult task, the battle system. It needs to be working for real, no more temporary code.
We're working on the intro sketch/manga idea thing... hopefully we can raise enough money to make the intro into an animation.
Mmmmmm health bars in the main UI add so much... temporary bars just for testing, they will probably be in a different position when we decide on the design for the bottom.
2015-07-03 22:22:28 +0000 UTC View PostMany monster girls moved around, to their proper spots, their spawn location is too predictable, and that will be fixed.
We're one step closer to the game becoming "real" and having consequences and challenges.
https://youtu.be/wpblhozxeHM Let's get back to videos, we spent all of the money we earned here (and then some) to buy a video editing software... so expect regular videos, I hope to publish once a month for the appropriate tier level... not all are this boring :) (low quality is...
2015-06-28 21:22:37 +0000 UTC View PostWas trying to find something to post for today that wouldn't spoil the release image... so instead I'll show this girl that is making a starter appearance into the game, she's not scripted into anywhere, but can be accessed from the front room for now. We've spent the past week refactoring the click system, which oddly enough ran super smoothly on...
2015-06-21 22:42:05 +0000 UTC View PostIs anyone else experiencing some major bugs with Patreon? Lots of content of my own is not appearing for me, making it very hard to work with... I'm worried it's my internet or browser.
2015-06-12 13:17:58 +0000 UTC View Posthttp://screencast.com/t/Vd7AMRWi8RI End of the month, bug testing and stuff like that makes for little visual updates to post about... One of these tickets is the full screen code. :) Now we have a button that will grow the game to full screen.... ideal for those pesky webs...
2015-05-29 15:19:30 +0000 UTC View PostWe're going to need a bigger paper.... http://screencast.com/t/UZelnwau planning some problematic code, I have to get 3 logic circles into a single loop... and then I can code this stuff correctly.
2015-05-21 20:00:36 +0000 UTC View PostOne of our sketches of upcoming monsters, The Puppet master. :) irony...
2015-05-09 10:46:25 +0000 UTC View PostItem dragging, there are several bugs, including you can drag yourself into your own inventory... then you won't be able to click the inventory at all once you close it... also added one new monster and upgraded several of the older monsters arts!
I'll be working on several small things next, hopefully full screen mode, and sound contr...
2015-04-30 14:34:32 +0000 UTC View Post