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Wednesday, February 27, 2013

Drew some art.

 Well, I was working on the boss fight with Branda in Sayda Palace but I simply couldn't get the scenario to go right story and pacing wise. So I decided I'd take a break and do the only other thing I do with my small amount of free time: Draw. So I drew a picture with Branda, Nanshe, and the Shopkeeper just because.

I still don't consider my art good enough to go in-game, but it's getting better every few months. Maybe in another year or two I'll be a halfway decent artist. Going from stick figures to this in a little over a year is pretty good, but I have no clue how to do... almost all of art, actually. I still can't draw decent looking trees or landscapes, most of my bodies are noticeably messed up, and most importantly, I cannot into shading or understand light and shadow at all. (Meme, not typo) Oh well.

I don't think I did too terribly with this picture. I hope you enjoy it. It'll be just a bit longer until I have a substantial preview for you. I'll try to have a nice big post for you on Monday, but the next release probably won't happen until the middle of March.

Oh, I almost forgot. I drew this back in December. I put it on a few forums but never put it here. Have some extra Tower Mistress.

Saturday, February 23, 2013

Spoilery Art Post

The artist Hombre-Blanco recently completed sweet a new picture for a heroine you have yet to meet. If you don't mind spoilers, you can see it here.

Friday, February 22, 2013

Silly Comic

Just something silly I whipped up. You may have to zoom in to get this one.

 She was distracted by the Overmind's hot ass...

And another silly pic I doodled up the other day.

My art sucks, but I do work on it when I can. Hopefully one day I'll be good enough to add some of my own art to the games I make.

Tuesday, February 19, 2013

Text skipping fixed!

Thanks to Moonblack, current developer of the game Rapequest, for pointing out which line in the scripts bound the skip text key to the sprint key. I've changed it so text skipping is now bound to the "D" key on your keyboard.

Today was productive. I finished a potion-making quest, finished mapping the Sayda sewers and the events therein, made the first real cutscene in the game (a scene with no Overmind in it) and polished off an item gathering quest. One of the two plotlines in-town at this point is done. I still need to make Sayda Castle and fill it, make the monsters, and make the heroine boss fight.

It's hard to say how long the next release will be. The images are already done, though the images for the quest after this one are not. There's still a decent chunk of content to make. It'll probably be some time next month.

Monday, February 18, 2013

Stats, and how they work

Some fine people on the ULMF forums asked how stats worked, and so I figure I should make a proper blog post on it so readers on other forums and blog followers can see.

They wanted to know, for instance, why the Overmind's Shade ability is more powerful than Nanshe's spells in spite of her having greater spirit.

Here's a simple breakdown. You have six primary stats.

Max HP - How much damage a character can take
Max MP - How much a character can use their abilities
Attack - Raw damage with non-magic attacks
Defense - How tough you are and how much damage is reduced.
Spirit - A combination of Attack and Defense, but specifically for magic
Agility - How fast you move in combat

The reason that Shade hits so much harder than Nanshe's attacks is twofold.

One: Shade is a more powerful spell than Nanshe's current spells. Spells have "base damage". Stats add to it.

For instance, Shade has a base damage of 400. (I may tone this down later)

Fire has a base damage of 150. When Nanshe gets Fire II (not yet in the game), it has a base damage of 400.

Given spells of equal power, Nanshe will outdamage The Overmind every time (At level 10, he has SPI 48, she has SPI 75, and the gap only grows). Even more so as they level, because the Overmind has a fairly average spirit stat on a flat leveling curve, whereas Nanshe is (as one might expect) an A-list mage, and she'll get more boosts from Spirit enhancing equipment as she levels and recovers her heroic abilities (if not the calculating mind). There's a limit to the influence of spirit, a stat known as "spirit F", which keeps spells from jumping power-tiers just because a character has high spirit. I may raise the "spirit F" on Nanshe's abilities, though.

The second factor is elemental resistance. You almost certainly got Shade in the chapel or just before if you were careful about mopping up monsters. I planned it that way. The enemies there (including Rubati) are weak to darkness damage, making the spell extremely useful in that location.

When you later encounter creatures that are strong to darkness, you'll find that spell is much less useful. Moreover, as Nanshe learns spells of equal power she will highly outclass the Overmind.

On a separate note, there is an issue in the game caused by the fact that the "sprint" and "skip text" keys are the same key. I am not sure if I even can do anything with it. The sprinting and text skip functions are bound to the same key by default, and I haven't yet figured out how to separate them or found a script that could. You can change what keys are bound to your keyboard by pressing F1, but it doesn't look like you can do much about the functions. Believe me though - I read the comments, posts, and PM's talking about the issue  and I've been looking into it. If anyone else knows how to fix it, let me know. I'll implement it immediately.

Sunday, February 17, 2013

Sayda Preview and New Faces

Well, I've put a lot of work into Sayda lately. The maps are done, the townsfolk are done, and one of the two branching paths I'm going to put into this section is done.

Before I make another release, I'll need to make the sewer/dungeons dungeon, and then the palace. I'm glad I'm getting a bit more time to polish this.

The other thing I took care of was to make some new faces (including individual faces for the starting slaves) I think look a bit better than the old ones, using the generator found here:

They're still temporary, and I'll probably remake a few of these before the next release. Looking at the top choices in the poll for extras, I can see that the faces are fairly far down. Fortunately there's enough cash to do a few extras at this point. So I'm going to do whatever comes out on top at the end of this month (or whenever I have an artist free) and also exercise an executive decision to have one artist do some good handdrawn faces in a single consistent style, at least for the primary heroines and characters. But only once the entire list of heroines have their hot sexy art done, so the artist has references.

Friday, February 15, 2013

Work continues

Well, I hope you're enjoying the current version of Overwhored. I'm working on the next version now. The city of Sayda is partially complete. I'm going to allow a game-altering choice here, which in a big city means "complicated". Since I'm no longer trying to get it done before the end of the month however, I can spend more time fluffing and polishing the next section.

In other important news I am now also allowing anonymous comments on this blog. I like discussion a great deal, and I hope this encourages more commenting.

Also if you enjoy the project, feel free to talk about it in places other than where I have posted threads. I'm doing this so people can enjoy it first and foremost. So please let other people know about it so that they can enjoy it.

That's all for now!

Wednesday, February 13, 2013

Even more download links!

Depositfiles doesn't work in some countries. So I uploaded a new link to 4shared. However while I was asleep, a wonderful fan uploaded it to a couple of other places.

MD5: 57206e8cf68cfd60c0f8d502feb045cc
SHA-1: 164d0b53a79d531b2c887831f842ba38fd3ef5ba

Tuesday, February 12, 2013

Version With RTP

I didn't post a version with the RTP because RPG Maker VX has a bug with large files. However, I've finally found a way around it. This link contains everything you need to play.

The Rapidshare links are apparently broken.

Try this.

Some More Concept Art

I have a little bit more concept art for you to enjoy! This time it comes from a new artist I'm working with. You can find their work here:

New Version Released!

Alright everyone. This is version 0.2.

Unlike previous versions, this does NOT include the RTP. You'll need that to play it, but you only need to download it once.

Also, this doesn't include the images I've been previewing recently - those are in the next version. This does include a good bit of new content and some changes though.

Special code: urthebstfans

And you can get the RPG VX RTP here. (VX Ace RTP may cause minor graphics issues).

Saturday, February 9, 2013

Second Beta Released

If you're a donator or a brand new donator, check your e-mail. Most of the bugs should be fixed by this point. In the event that I didn't break the game in some absurd way while fixing the bugs (which is what the second Beta is supposed to test), I'll make the general public release on Monday.

Also Overwhored fact: Sex Slaves of the Overmind do not have to pay taxes.

Wednesday, February 6, 2013

New Beta Soon

Thanks to all of my beta testers for helping out with innumerable small bugs. I have fixed most of them already, but there are a few nasty ones I have yet to get sorted out.

Before I begin talking about bugs, I do want to issue an apology. I sent out the beta via a mass e-mail, and I should have allowed people the opportunity to opt out first.

If you wish to be e-mailed separately, please let me know either via e-mail, in the comments or otherwise. I will keep people in the mass e-mail by default unless they opt out. My apologies if this caused an inconvenience for anyone. I'm going to give it a day before I e-mail a new beta, and include the option to opt-out in the next round of e-mails in case you don't see this.

Before I mention bug reports, I should add: To Hide Text in-game, press F8. This is a new feature I've added.

Here are the ones I've corrected, so there's no need to report them twice: (Spoiler warning, obviously)

-Immortal Nuns
-Repeating fight in the Nun's showers
-Misspelling Bint for Bent
-The door in the burned village (if you noticed, kudos - you are probably good at adventure games, where I am obviously not)

-Fallen Hero giving "blank space x1" (Remember how I was talking about how things could go wonky behind the scenes when I changed the items? That was something I missed.)
-Warrior Bracelet and Ancient Overlord Helm cannot be equipped by anyone

Bugs I have yet to figure out and/or program:
-After fight screen not appearing after the goddess statue
(I have not yet figured out what is causing this. It is currently being looked into.)
-Skree does not appear in the tower after recruiting her (I'll look into a Belfry upgrade if I can give it more uses than just having her hang out in it - the tower has a ton of rooms and doors already)
-No found antidotes before the graveyard (you can buy them in the upgrade center/store, but I'm going to add some chests with antidotes due to people getting blindsided by poison monsters in the graveyard)
-Weird Doors in the Chapel (No idea why they're sticking the way they are, I'll look into it.)
-Multiple Girls appear in the slave pits after you capture the first village girl (This is related to some stupid programming I did when I first started the game. It will be fixed eventually.)
-Needing to talk to the mistress a second time after clearing the village to cross the mountains, when I could just have her give you the same speech as you're crossing the mountains OR have you talk to her.
-A strange bug that forces you to walk one direction without stopping. But this seems to be an RPG maker bug, and rare. I've encountered it myself in other games. No idea what causes it.

Oh, and a few notes. The areas of the desert continent you can reach are NOT unfinished. You will in fact gain a special bonus for exploring the oasis before the chapel area. Also make sure to check the boxes in the Drug Warehouse in the Bandit Camp. You might get a chuckle out of it.

That's all for now!

UPDATE: The issue with the disappearing after-battle screen is fixed. I have no idea WHY it was happening, but I was able to find and change the event that made it happen.

Tuesday, February 5, 2013

Beta Test Engaged!

Donators, you should see an e-mail in your in box with a link to the current game! This is the first beta.

Please don't share the link with others. When you play, please keep a list of bugs and send it to me, and I'll use those lists to improve the game.

The end of the current beta is right after the Chapel. Enjoy!

Note: If you didn't get the e-mail, let me know. I'll send you a new one.

Monday, February 4, 2013

Beta Test Should Be Ready Tomorrow

First thing tomorrow I have a dentist's appointment. Provided I'm coherent enough when I get back, I will make sure to release a beta of the game as it currently exists to donators.

Although this IS a nice benefit to donators, this is also a beta test, and I really need to have people comb through the game and find the bugs. Because so much of the game (mostly behind the scenes) has changed since the last release, there WILL be bugs.

If you have donated, when you get your beta test you should expect me to put out multiple new versions in a short time throughout the week. 

I can practically guarantee old saves won't work with this, but I have compiled something special for people who have played the game before. There is a special locked chest in the tower to help you advance quickly. This password will let you crack it open, minus quotation marks.


In other news I have replaced the Poll with a new poll. The old one required you to scroll down to vote for some, and I noticed that most of the ones you had to scroll down to see had almost no votes at all. Also, as a UMLF user informed me, it was broken.

So I'm starting over fresh with the poll.

A big thanks to all of you for helping me make this all happen.

Friday, February 1, 2013

Good and Bad News

Well, Mediafire suspended my account, which isn't a big deal in and of itself. My backup of the last release ended up deleted by accident when I cleaned up my dropbox files a while back, and that is a bigger concern. With my game file the way it currently is, I do not want to go back and flip switches to end it where it was and make a new file, because the core game has changed a LOT since the last release.

Fortunately I was already ready to make a new release. I have simply been holding off on it because I wanted to include two heroine areas instead of one, and only have the content of one fully created.

So here's what's going to happen. The rest of this weekend and possibly on Monday, I'll polish up the code for the Chapel area to make it fully release-ready. Then I'm going to send out an e-mail to donators letting them playtest the game. Once I'm sure the big bugs have been hammered out, I will release a new version of the game. This will have less content than I initially wanted, but ultimately is better than recovering the file from someone else or delaying the next release to go back and flip the switches again.

So to clarify - sometime within the next two weeks, you'll see a new release of the game, with a new dungeon, system improvements, and sweet new content. Until then, downloads of the game will remain offline.

The new version will include:
A new combat system
1 New Heroine Area
A special bonus for Blog-followers
A new recruitable character
The ability to hide text boxes during sex scenes.
And more. Look forward to it!