Good progress is being made on the game, and things are definitely on schedule for a complete conversion by the end of this month and release of a new chapter by the end of the next.
The scale of the work needing to be done is, frankly, staggering. But I've had my regular work decrease and as a result have been able to put a bunch of eight hour days into working on the conversion.
What needs to be done? Every single item had to be remade or tweaked in some fashion, and as a result so did every appearance of any item in the game. I haven't totally finished with the items yet, but I've made good progress. Shops haven't been remade but the the items are sorted, working, and chests now contain what they used to.
Skills had to totally be remade. 0nymous made some really good additions to the Overmind's commands and other skills right before the converstion and those needed to be redone after. Thanks to VX Ace's "tp" system, I can make greater use of the Overmind's commands without breaking the game and making it too easy. Most skills are remade, though many are placeholders.
Weapons and armor all needed to be remade as well. There are currently placeholders for everything, including the metal tiers I mentioned in the last post. Actual balancing has to wait for now.
All the monsters had to be more or less remade. All the skills getting tossed out meant all of THEIR skills were tossed out and the conversion program didn't bring over their stats right. HOWEVER, they are functional right now after a lot of work on a purely "basic attack" basis. I'm working on tweaking them to have special attacks and abilities. One of the common complaints about Overwhored was that combat early on was boring. Thanks to VX Ace making it much easier for me to make conditional enemy attacks and the TP system making it possible for me to have abilities that don't just use MP I'm working on making combat much more interesting.
Something else I need to do - some cutscenes in the game are broken due to timing and such working just a bit differently.
However, just to list off some of the progress so far:
1: Items have been remade and work.
2: Weapons and Armor have working placeholders (unbalanced)
3: Skills have been remade and work (unbalanced)
4: The game is playable through at least the first dungeon (I haven't tested more than that with actual platests yet)
5: Name tags have been updated up to Sayda, which still needs to be fixed. Everyone has appropriate name tags and custom actor images with multiple expressions now.
6: More art is done, including one bit of art for the monstergirl village.
I'd like to thank everyone for their continued support of the project. Also, our sister project, Harem Collector, has just had a release. Go to BadKittyGames and check it out!
I look forward to a Christmas time release of Overwhored for you all!
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Thursday, October 9, 2014
Monday, September 29, 2014
Magical Metals and History
Today I'm working on redoing the weapons list. To this end, I've had to think a bit about the weapons I want to make.
Most fantasy games just jump right in and have a pretty standard tier level. Wood, Bronze, Iron, Steel, Mithril, Diamond, Special.
This will not be what I do because that list is crap. To illustrate why I'm going to go over some different metals used in history and various mythical metals as well as my interpretation of them.
My tier list will go as such. Wood, Iron, Bronze, Steel, Orihalcum, Mithril, Adamant, Special.
First let's talk about why I don't rank Bronze below Iron. Simple answer: It's WAY FUCKING BETTER.
When people think of bronze they think of the ancient Greeks primarily. They think it's a more primitive metal and an iron sword is able to cut through it like a hot knife through butter. This is wrong - REALLY wrong.
Bronze is an alloy of copper and tin. In decorative mixes it's very soft and is worthless for combat. In combat ready mixes it's roughly equivalent to mid-grade steel. It holds an edge less well than Iron but makes great armor. It is, however, pretty heavy compared to steel.
Bronze saw a massive rise in ancient Greece because they were able to strike up trade and get both copper and tin, the primary ingredients of bronze. Iron wasn't hard to access - Iron is EVERYWHERE. Crappy iron is very brittle though, and without decent refining techniques most iron is going to be crappy. The decline of bronze is pretty easy to explain. Once those techniques existed Iron was a lot cheaper than bronze and didn't rely on trade (because iron is everywhere). Once trade broke down and Greece started to go into decline Iron eclipsed it - but Iron was NOT better. There's a reason the "Iron Age" is considered a barbaric decline of the "Bronze Age".
The biggest differences between bronze and Iron can be summarized. Bronze bends, Iron breaks. Bronze is heavier than Iron. Iron can make longer weapons than bronze and holds an edge better, but Bronze is much more durable and doesn't have that whole rust problem and will last basically forever.
Steel is light, flexible, springy and tough. It also took a LOT of work to make properly before modern methods were invented and not a lot of it was made. It's flat out better than any other historical material though. Today we have various metals and alloys that do better than steel at certain jobs. Aluminum is lighter but not stronger than steel so it's very useful in aircraft (it was also EXTREMELY rare and valuable before the invention of a process to extract Aluminum from bauxite). Titanium is very strong but brittle, and so on.
Going by real material strengths you can pretty reasonably make a tier list for these materials. Wood, stone, and bone, Iron, Bronze, Steel. If you want to add other metals like Copper most go right below Iron and just about everything better than steel at a given job didn't exist before the industrial revolution.
Now onto mythical metals. There's a lot of those, but I decided to take three and make a simple tier list for them as well. Their existence is based on the idea that you can take the above materials and magically enhance them.
First, Orihalcum. Historically this was considered "gold bronze" and was a mythical metal that has been lost to time. It's fairly simple to figure out how this would be made in my world. It's an alloy of combat grade bronze and gold enhanced with magic to make it tougher. I would place it as stronger than steel but much heavier. In essence, it's bronze but moreso. It's somewhat traditional these days for Orihalcum to be 'anti-magic' so I have little issue with assigning that property to it. It's magically enhanced, magically resistant bronze. Great for armor,blunt weapons and magic defense.
Second, Mythril. The term was invented by Tolkien but is used by prettymuch everyone so I feel fairly okay with using it. The substance described in the Lord of The Rings series and The Hobbit was more like Aluminum than anything else but I decided to take a different path. I'm going to treat it as mundane silver that undergoes magical enhancement. Silver is historically a material famous for magical properties and associations with purity. Silver itself is fairly useless as a weapons material. I'm simply going to figure that magic makes it tough enough that it's similar to steel in strength but acts as an excellent channel for magic. So it'll only be slightly stronger than steel as a material for weapons and armor, but will be an amazing enhancer for magic.
Third, Adamant. Adamant is a term that comes from the ancient Greeks meaning "Untameable". Over time it has come to be associated with diamond and very hard metals. You probably heard of it first from Wolverine of the X-Men, but I assure you the term existed long before him. I'm going to treat it as high-grade steel magically enhanced with microscopic diamonds built into the material itself; a mix of steel and carbon nanotubes, sort of like Damascus Steel but magic. This makes it an especially great material for weapons and armor, but it is not especially resistant to magic and doesn't really boost magic either.
"Special" weapons are enhanced with high level magic and is made from a mixture of the above materials or special versions of the above materials, like Mithril forged from silver collected from Meteorites and enhanced with lunar light based magic or Adamant armor plated with Orihalcum to create armor that's extremely tough and resistant to magic. I'm tempted to throw in other materials from myth but I feel these three cover the bases well enough.
A lot of this is presented fairly matter of fact because I can't afford to take too much time to write out this post, but do feel free to look up some historical mythical metals and real metals. My advice? Go look up ancient China. They were on the verge of the industrial revolution for much of their history and had a truly impressive amount of amazing materials. They were making and coating steel and bronze with Chrome - a material not used for plating metals in the world at large until the 1800's - during the Qin dynasty. That's 2000 years ago.
A few periods in history have some incredible peaks in terms of the metals and materials they can make. The Ancient Greeks, India's Golden Age, the Chinese at various points and the Middle East during its golden age all produced incredible materials. I strongly encourage you all to go look it up and enjoy it! It's truly fascinating to see how people throughout history have made miracles out of their land and the forge carries a special kind of magic all its own.
Now does any of this really have much of an impact on a porn game? Nnnnnope. But it sure is fun to talk about!
Most fantasy games just jump right in and have a pretty standard tier level. Wood, Bronze, Iron, Steel, Mithril, Diamond, Special.
This will not be what I do because that list is crap. To illustrate why I'm going to go over some different metals used in history and various mythical metals as well as my interpretation of them.
My tier list will go as such. Wood, Iron, Bronze, Steel, Orihalcum, Mithril, Adamant, Special.
First let's talk about why I don't rank Bronze below Iron. Simple answer: It's WAY FUCKING BETTER.
When people think of bronze they think of the ancient Greeks primarily. They think it's a more primitive metal and an iron sword is able to cut through it like a hot knife through butter. This is wrong - REALLY wrong.
Bronze is an alloy of copper and tin. In decorative mixes it's very soft and is worthless for combat. In combat ready mixes it's roughly equivalent to mid-grade steel. It holds an edge less well than Iron but makes great armor. It is, however, pretty heavy compared to steel.
Bronze saw a massive rise in ancient Greece because they were able to strike up trade and get both copper and tin, the primary ingredients of bronze. Iron wasn't hard to access - Iron is EVERYWHERE. Crappy iron is very brittle though, and without decent refining techniques most iron is going to be crappy. The decline of bronze is pretty easy to explain. Once those techniques existed Iron was a lot cheaper than bronze and didn't rely on trade (because iron is everywhere). Once trade broke down and Greece started to go into decline Iron eclipsed it - but Iron was NOT better. There's a reason the "Iron Age" is considered a barbaric decline of the "Bronze Age".
The biggest differences between bronze and Iron can be summarized. Bronze bends, Iron breaks. Bronze is heavier than Iron. Iron can make longer weapons than bronze and holds an edge better, but Bronze is much more durable and doesn't have that whole rust problem and will last basically forever.
Steel is light, flexible, springy and tough. It also took a LOT of work to make properly before modern methods were invented and not a lot of it was made. It's flat out better than any other historical material though. Today we have various metals and alloys that do better than steel at certain jobs. Aluminum is lighter but not stronger than steel so it's very useful in aircraft (it was also EXTREMELY rare and valuable before the invention of a process to extract Aluminum from bauxite). Titanium is very strong but brittle, and so on.
Going by real material strengths you can pretty reasonably make a tier list for these materials. Wood, stone, and bone, Iron, Bronze, Steel. If you want to add other metals like Copper most go right below Iron and just about everything better than steel at a given job didn't exist before the industrial revolution.
Now onto mythical metals. There's a lot of those, but I decided to take three and make a simple tier list for them as well. Their existence is based on the idea that you can take the above materials and magically enhance them.
First, Orihalcum. Historically this was considered "gold bronze" and was a mythical metal that has been lost to time. It's fairly simple to figure out how this would be made in my world. It's an alloy of combat grade bronze and gold enhanced with magic to make it tougher. I would place it as stronger than steel but much heavier. In essence, it's bronze but moreso. It's somewhat traditional these days for Orihalcum to be 'anti-magic' so I have little issue with assigning that property to it. It's magically enhanced, magically resistant bronze. Great for armor,blunt weapons and magic defense.
Second, Mythril. The term was invented by Tolkien but is used by prettymuch everyone so I feel fairly okay with using it. The substance described in the Lord of The Rings series and The Hobbit was more like Aluminum than anything else but I decided to take a different path. I'm going to treat it as mundane silver that undergoes magical enhancement. Silver is historically a material famous for magical properties and associations with purity. Silver itself is fairly useless as a weapons material. I'm simply going to figure that magic makes it tough enough that it's similar to steel in strength but acts as an excellent channel for magic. So it'll only be slightly stronger than steel as a material for weapons and armor, but will be an amazing enhancer for magic.
Third, Adamant. Adamant is a term that comes from the ancient Greeks meaning "Untameable". Over time it has come to be associated with diamond and very hard metals. You probably heard of it first from Wolverine of the X-Men, but I assure you the term existed long before him. I'm going to treat it as high-grade steel magically enhanced with microscopic diamonds built into the material itself; a mix of steel and carbon nanotubes, sort of like Damascus Steel but magic. This makes it an especially great material for weapons and armor, but it is not especially resistant to magic and doesn't really boost magic either.
"Special" weapons are enhanced with high level magic and is made from a mixture of the above materials or special versions of the above materials, like Mithril forged from silver collected from Meteorites and enhanced with lunar light based magic or Adamant armor plated with Orihalcum to create armor that's extremely tough and resistant to magic. I'm tempted to throw in other materials from myth but I feel these three cover the bases well enough.
A lot of this is presented fairly matter of fact because I can't afford to take too much time to write out this post, but do feel free to look up some historical mythical metals and real metals. My advice? Go look up ancient China. They were on the verge of the industrial revolution for much of their history and had a truly impressive amount of amazing materials. They were making and coating steel and bronze with Chrome - a material not used for plating metals in the world at large until the 1800's - during the Qin dynasty. That's 2000 years ago.
A few periods in history have some incredible peaks in terms of the metals and materials they can make. The Ancient Greeks, India's Golden Age, the Chinese at various points and the Middle East during its golden age all produced incredible materials. I strongly encourage you all to go look it up and enjoy it! It's truly fascinating to see how people throughout history have made miracles out of their land and the forge carries a special kind of magic all its own.
Now does any of this really have much of an impact on a porn game? Nnnnnope. But it sure is fun to talk about!
Friday, September 26, 2014
Possible Deadlines
So here's what's going on. My day jobs have sadly been interfering with me having free time. Fortunately it is now Autumn, which means I will get free time once again. Free time is good, because that's when I work on the game.
One thing I've realized while I've worked on this is that I work best with deadlines, even if they're sorta iffy ones. So here's one: I want to finish fixing the game from the conversion by the end of October. Then I want to finish Chapter Five by the end of December and provide a release right around Christmas. I cannot GUARANTEE that these will be the release periods, but I'll do my damndest to make sure they are if I can.
I want to thank everyone for the continued support and donations. I haven't set up my Patreon yet as I didn't want to start regularly taking money until I could sit down and make sure I have the free time to work.
Some side notes: When the next version comes out I will release a trailer for the game with art done by the awesome Mindwipe. He did the animation in the opening for free, so please thank this guy. He is fucking AWESOME. I have a rough skeleton design of it done, narrated by Nekochan of badkitty games. It needs audio editing and gameplay footage. When it's done it'll go up on youtube.
Speaking of Nekochan I've taken over editing the audio for the podcasts. Not having time for working on Overwhored means not having time to work on editing audio. Hopefully those of you that enjoy the Indecent Podcast will get to hear more of us soon.
Also my girlfriend was ticked I took credit for the names on a notepad idea a while back. I've avoided mentioning that she exists to respect her privacy up until now but since she wanted me to give credit where it was due she gets the credit for that.
Thanks again for being fans, everyone.
One thing I've realized while I've worked on this is that I work best with deadlines, even if they're sorta iffy ones. So here's one: I want to finish fixing the game from the conversion by the end of October. Then I want to finish Chapter Five by the end of December and provide a release right around Christmas. I cannot GUARANTEE that these will be the release periods, but I'll do my damndest to make sure they are if I can.
I want to thank everyone for the continued support and donations. I haven't set up my Patreon yet as I didn't want to start regularly taking money until I could sit down and make sure I have the free time to work.
Some side notes: When the next version comes out I will release a trailer for the game with art done by the awesome Mindwipe. He did the animation in the opening for free, so please thank this guy. He is fucking AWESOME. I have a rough skeleton design of it done, narrated by Nekochan of badkitty games. It needs audio editing and gameplay footage. When it's done it'll go up on youtube.
Speaking of Nekochan I've taken over editing the audio for the podcasts. Not having time for working on Overwhored means not having time to work on editing audio. Hopefully those of you that enjoy the Indecent Podcast will get to hear more of us soon.
Also my girlfriend was ticked I took credit for the names on a notepad idea a while back. I've avoided mentioning that she exists to respect her privacy up until now but since she wanted me to give credit where it was due she gets the credit for that.
Thanks again for being fans, everyone.
Sunday, August 31, 2014
The Conversion Process Continues
This is gonna be a fairly short post. I just wanted to mention that yes, I am indeed working on the game quite a bit. There's a lot of busy work to do in converting between systems - not everything converts over cleanly. Sometimes the differences are very minor but have a big impact on the game itself.
For instance, in the previous version of the game name tags were inserted with the code: \nb[Character Name]
However, the new version of the game also has a script that provides name tags. This system is slightly different, in that the code is written: \nb{Character Name}
This slight difference basically means I have to manually go through and rewrite every single name tag in the game. That's an example of busywork. I also have to redo every single monster, every single skill, most items, basically every character, and so on. Thankfully the dialogue and actual scenes in the game translated over pretty well.
0nymous has been working hard on this as well. Together we're making some nice progress on maps and on the system. Before long we'll have finished the basic conversions and will begin working on Bilbao, the city of chapter 5.
Of course the art is coming along as well. I just got some nice scenes of the Sasquatch girl who will be in the Monstergirl village. I think you all will enjoy it when you see it.
Finally, NO I do not have a timeline for release! I haven't got the slightest clue how long this will take, as converting between systems is bound to throw up a few little roadblocks here and there I have no way of predicting. Making a new chapter alone should take a month or two when I can knuckle down on it (delays in previous releases were mostly me fighting with the system to get it to do stuff VX Ace does without anything special) but converting I have no way to predict. Hopefully soon.
Don't worry, I'm sure you'll see the next release of this game before the end of the year. Probably sooner than that.
Donators: I might send you an early copy before chapter 5's content is done to see if there are bugs in the conversion. This will be identical storywise to the previous versions, but will be focused on testing how well the game works in the new system. Once again I do NOT have a release date for this, it's just an advance notice.
Thanks again for being fans!
For instance, in the previous version of the game name tags were inserted with the code: \nb[Character Name]
However, the new version of the game also has a script that provides name tags. This system is slightly different, in that the code is written: \nb{Character Name}
This slight difference basically means I have to manually go through and rewrite every single name tag in the game. That's an example of busywork. I also have to redo every single monster, every single skill, most items, basically every character, and so on. Thankfully the dialogue and actual scenes in the game translated over pretty well.
0nymous has been working hard on this as well. Together we're making some nice progress on maps and on the system. Before long we'll have finished the basic conversions and will begin working on Bilbao, the city of chapter 5.
Of course the art is coming along as well. I just got some nice scenes of the Sasquatch girl who will be in the Monstergirl village. I think you all will enjoy it when you see it.
Finally, NO I do not have a timeline for release! I haven't got the slightest clue how long this will take, as converting between systems is bound to throw up a few little roadblocks here and there I have no way of predicting. Making a new chapter alone should take a month or two when I can knuckle down on it (delays in previous releases were mostly me fighting with the system to get it to do stuff VX Ace does without anything special) but converting I have no way to predict. Hopefully soon.
Don't worry, I'm sure you'll see the next release of this game before the end of the year. Probably sooner than that.
Donators: I might send you an early copy before chapter 5's content is done to see if there are bugs in the conversion. This will be identical storywise to the previous versions, but will be focused on testing how well the game works in the new system. Once again I do NOT have a release date for this, it's just an advance notice.
Thanks again for being fans!
Sunday, August 10, 2014
Thanks for the Pizza!
I wanted to pop in today and give a special thanks to those who donated lately. I had my first pizza in a year yesterday. It was one of those very delicious ones with all the veggies, especially artichoke heart which I find delicious. It was like a group of veggie-based monstergirls had an orgy on top of the pizza. Very tasty!
I've been getting a bit more work done on the game; it seems I may have to redo skills. That's just as well since I intended to redo them anyway. I had already created new abilities for everyone and hadn't filled them out yet. Plus side: Regeneration should be pretty easy to pull off, I think. So much frustration with trying to get that to work in the last damn system.
The Sayda Sisters pictures are almost done save for the orgy scene with the two of them and I've gotten back some sketches of monstergirls from one of the coolest members of the art team; Drew.
I'll show you some sketches. I won't be using Drew's Yuki-Ona because I've already got an Ice Spirit in the game (She's a main heroine!) but I will show you a couple of preview sketches.
First off, some previews of art from Mindwipe:
And second, the sketches by Drew!
Out of those sketches the Sasquatch girl is by far my favorite. My thanks to whoever suggested it forever ago! The sketches by drew (except the last one, the Yuki Onna) represent girls you'll find in the Monstergirl village. I'll add in some others to replace her, don't worry!
Thanks again for all the support, and especially for the pizza!
I've been getting a bit more work done on the game; it seems I may have to redo skills. That's just as well since I intended to redo them anyway. I had already created new abilities for everyone and hadn't filled them out yet. Plus side: Regeneration should be pretty easy to pull off, I think. So much frustration with trying to get that to work in the last damn system.
The Sayda Sisters pictures are almost done save for the orgy scene with the two of them and I've gotten back some sketches of monstergirls from one of the coolest members of the art team; Drew.
I'll show you some sketches. I won't be using Drew's Yuki-Ona because I've already got an Ice Spirit in the game (She's a main heroine!) but I will show you a couple of preview sketches.
First off, some previews of art from Mindwipe:
And second, the sketches by Drew!
Out of those sketches the Sasquatch girl is by far my favorite. My thanks to whoever suggested it forever ago! The sketches by drew (except the last one, the Yuki Onna) represent girls you'll find in the Monstergirl village. I'll add in some others to replace her, don't worry!
Thanks again for all the support, and especially for the pizza!
Tuesday, August 5, 2014
Converting the Game
Hey all! I wanted to go ahead and update you on the game.
First off I work on a farm as one of my jobs. As such I'm ALWAYS very, very busy during the summer, to the extent that I did work myself sick twice recently. For most game devs this would be bad news and excuse not to work on a game, but for me that's fairly good news. Why? Because when I'm stuck on bedrest during the periods where I'm awake I can actually have time to work on the game. And what work I've been doing.
Long story short the biggest thing I've been doing lately is converting the game from RPG Maker VX to RPG Maker VX Ace. To 0nymous's (The team map maker) credit he wanted to do this a long time ago and I avoided it because I hoped I could work around some of the problems with vanilla RPG Maker VX. I eventually did decide it was just too much bother. It's an incomplete and dead system and an endless headache. VX Ace is complete, has new scripts, and frankly does every damn thing better than VX vanilla.
Good news: There was an automatic converter that did 99% of the work for me, and I've mostly been looking for game breaking bugs and converting over the fair amount of stuff that didn't make the transition. Well that and working with scripts (custom programming for the game).
You as players probably won't notice a lot of difference in the end, but *I* will, and I know 0nymous will. Mapping is infinitely easier now that we don't have to use SwapXT. You see - in VX Ace you can use as many tiles as you like, but in Vanilla you got the default and one extra small page worth of customs. That's IT. SwapXT lets you get around that but it's a pain to work with. That's just one example of the MANY artificial limitations VX vanilla forces you to work around.
Everything is 100% easier in VX Ace, basically. I had always intended to do any sequels and expansions in it but hadn't expected to make this transition. I was simply working on the game one day and after the fifth time of running my head against one of the limitations of the very crappy and incomplete RPG Maker VX vanilla I just decided to convert. Good news: Everything is just a hell of a lot easier now. I don't expect it'll take very long to complete the transition.
I have a lot of new art done, including the VERY LAST sex scene in the game. Because there's a LOT of spoilers involved in this I can only show you the background, but damn. That is a fucking awesome background. Sleepymaid has outdone even the normal crazy good standards of her work on this one.
I'll dole out more art previews in coming weeks. As for an ETA - because I know you'll want one - depending on how much real life work I have to do (which will probably be a lot) and any snags during the conversion I haven't hit yet I'm expecting somewhere between 1-3 months.
Also I may launch a Patreon soon. While the game is fully funded I've also sunk a lot of my own money in the game and wouldn't mind recouping some of the costs. Won't be too choked up if I don't but hey, I haven't had a pizza in a year. I'll prolly buy one if I get cash enough. Apparently you can still make donations to my Paypal right now so you can still take advantage of that if you want.
Thanks for being fans!
First off I work on a farm as one of my jobs. As such I'm ALWAYS very, very busy during the summer, to the extent that I did work myself sick twice recently. For most game devs this would be bad news and excuse not to work on a game, but for me that's fairly good news. Why? Because when I'm stuck on bedrest during the periods where I'm awake I can actually have time to work on the game. And what work I've been doing.
Long story short the biggest thing I've been doing lately is converting the game from RPG Maker VX to RPG Maker VX Ace. To 0nymous's (The team map maker) credit he wanted to do this a long time ago and I avoided it because I hoped I could work around some of the problems with vanilla RPG Maker VX. I eventually did decide it was just too much bother. It's an incomplete and dead system and an endless headache. VX Ace is complete, has new scripts, and frankly does every damn thing better than VX vanilla.
Good news: There was an automatic converter that did 99% of the work for me, and I've mostly been looking for game breaking bugs and converting over the fair amount of stuff that didn't make the transition. Well that and working with scripts (custom programming for the game).
You as players probably won't notice a lot of difference in the end, but *I* will, and I know 0nymous will. Mapping is infinitely easier now that we don't have to use SwapXT. You see - in VX Ace you can use as many tiles as you like, but in Vanilla you got the default and one extra small page worth of customs. That's IT. SwapXT lets you get around that but it's a pain to work with. That's just one example of the MANY artificial limitations VX vanilla forces you to work around.
Everything is 100% easier in VX Ace, basically. I had always intended to do any sequels and expansions in it but hadn't expected to make this transition. I was simply working on the game one day and after the fifth time of running my head against one of the limitations of the very crappy and incomplete RPG Maker VX vanilla I just decided to convert. Good news: Everything is just a hell of a lot easier now. I don't expect it'll take very long to complete the transition.
I have a lot of new art done, including the VERY LAST sex scene in the game. Because there's a LOT of spoilers involved in this I can only show you the background, but damn. That is a fucking awesome background. Sleepymaid has outdone even the normal crazy good standards of her work on this one.
I'll dole out more art previews in coming weeks. As for an ETA - because I know you'll want one - depending on how much real life work I have to do (which will probably be a lot) and any snags during the conversion I haven't hit yet I'm expecting somewhere between 1-3 months.
Also I may launch a Patreon soon. While the game is fully funded I've also sunk a lot of my own money in the game and wouldn't mind recouping some of the costs. Won't be too choked up if I don't but hey, I haven't had a pizza in a year. I'll prolly buy one if I get cash enough. Apparently you can still make donations to my Paypal right now so you can still take advantage of that if you want.
Thanks for being fans!
Sunday, July 13, 2014
Status Update
Hi All! I'm still alive and still working on the game, but I've been so busy with work this month that I haven't had a lot of time to crunch down on it.
In fact, I hadn't played so much as a single session of a videogame for almost a month until a few days ago. I managed to get in a tiny bit of minecraft with Sleepymaid, but otherwise - too busy.
That's not to say progress isn't happening. It is. I'm working on chapter 5's maps and working out the story, and I'm finally getting the Princess Melita/Princess Tasa sex scenes worked on as well as the maids.
I'll show you two little previews of some of the nice stuff you'll see in the future:
These are some design sketches by the awesomely skilled Mindwipe.
In fact, I hadn't played so much as a single session of a videogame for almost a month until a few days ago. I managed to get in a tiny bit of minecraft with Sleepymaid, but otherwise - too busy.
That's not to say progress isn't happening. It is. I'm working on chapter 5's maps and working out the story, and I'm finally getting the Princess Melita/Princess Tasa sex scenes worked on as well as the maids.
I'll show you two little previews of some of the nice stuff you'll see in the future:
These are some design sketches by the awesomely skilled Mindwipe.
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