Friday, 2 December 2016

Update + a bit of a plug

Hey all! Hope you guys are well.

Just thought I'd give a small update and do something I haven't done yet, is plug someone elses project! Dun dun dun!

So A Zombie's Life 0.5 will be available within the next couple of days for patrons (it would have been today but there has been a couple art delays.) With the public version going live 2 weeks from today (16th.)

Urban demons is a bit up in the air at the minute. I feel like there won't be much additional content by the time next Friday rolls around, so I may do a late Urban Demons 0.1 build closer to the end of the year for patrons, with it being released early new year to the public.

One thing I have decided (which was the helpful suggestion of a commentor on this blog, gsyosuke) After A Zombie's Life has "finished" it will be going into a sort of "Maintenance" or "Archival" mode. I'll be doing this with all of my projects. It basically means there won't be any major story or map updates, but it will mean ocassionally new characters, different scenes, alternative versions to scenes will be added to the game and released to $1 patrons (and eventually public of course).

Obviously, we are still a fair few months away from that happening, but I really like the idea of that, so wanted to sort of announce that was my plan for it going forward. Eventually the updates will stop, and it will just be the finished version of the game, but still expects for a while after I declare it "finished."

(Thaks again gsyosuke for the idea!)

Also next year as a small project that will probably last a few months I'm thinking of making a platform shooter. It will feature a Zero Suit Samus look alike, and won't be a huge game. I'm still deciding the odds and ends of it, but will probably start work just after AZL has gone into Maintenance mode. (And will probably start acquiring artwork just before that.)

Anyway, I just wanted to share with you guys this content creator here.

Beggar of Net.

I'm sure some of you are already very aware of his work on his game "My New Life", but thought I'd also share with those who may not be aware. His game has a lot of potential, normally I shy away from 3D stuff, but there's something about his models (specifically the female ones) that are really fantastic. (Probably because I'm actually more an ass man anyway xD)

The game is similar to UxL, but there seems like there is going to be a whole host of NPCs! Which you have to love.

He also does some fantastic artwork too, so if you become a patron you get a sort of double deal. I'm atcually a patron for him myself. If you can ignore the broken English (it's fine, it's not his language and I don't fault anyone for that) then I'm sure you will enjoy this game!

He also has a public blog.

And no before someone makes any sort of smart ass comment, I've not been asked to plug his game xD I just randomly played it and was really surprised! Expect this sort of thing in the future (when I actually manage to get time to play more games!)

Saturday, 26 November 2016

Urban Demons Demo - Live

Hey all!

The Urban Demons demo is now available to the public here.

This is the exact same version that has been released to patrons. So if you've already played it, then you won't see any difference here.

- Nergal

Wednesday, 23 November 2016

Busy busy busy

Hey all! Hope you are well!

Just a little update as it's been a bit of time. And since I have some news (some good, some not so good.) I thought I'd give you all an update!

So first the bad news. Unfortunately my animator (ChrisArmin) for the Solarion Project, isn't able to work on the game. He was offered a job with interests that more suit his tastes (tentacles), and he has decided to take it. Despite it being a shame he won't be working on the project (I may have got a bit too hyped after a sketch he sent me back along) I wish him all the best on that, and I think ultimately it was the best choice for him, so I have no hard feelings.

This has led to me re-evaluate the game slightly and what I want to do with it, since it is after all the project I'm most forward to working on (as I've always said).

I think this game will no longer be focus on SS (I know, I know, I can hear the boos), but a more generic sort of adult game. I'm hoping to do something really ambitious with it and want to turn it into a game with a lot of depth: create meaningful choices for the player with terricic dialogue for NPCs, create a strategy battle system that would have interesting mechanics (maybe even make it real time if my skills allow), allow a customisable player and give a whole depth of options for NPCs, allowing the player to precisely decide who they want as a part of their crew  (and these could pander to certain fetishes for example).

My aim is to try and reach a wide audience and try and add a lot to this game. As I mentioned, I would like character customisation be a big thing. Something like age, and gender but with different looks as well would be awesome.

Basically this is a really ambitious project that I'm not sure how long it will take to complete. But I want it to be the focus of my time. But not right now obviously.

My aim for the future (maybe you could consider this early New Years Revolutions?) is to finish off A Zombie's Life and Urban Demons (though the latter may take quite some time as well obviously.) And once these two projects have finished I'll begin working on the Solarion Project with as much time and heart as I am able to give it.

Due to the ambition of the project I may go silent for a few months while I dive into the planning stages, and early coding stages building up the back-end architecture and such, but for now it's too far away to comment upon really.

However I know my patreon has been built around the idea of 3 games and so I've made some changes around that, but you can check that out on my patreon.

Anyway so the good news, though I guess for you guys it's just news maybe (but I'm really chuffed with it anyway!) I have managed to create some code that plays scenes in rpg maker.

Woah, woah! I can see you already frantically typing "But Nergal, that already exists! You are just lying to make it look like you are busy!" I assure you I'm not!

Let me explain...

So with the Sijix, now taking over the animations for A Zombie's Life, it became clear I was going to need another system to play through animations. Currently (as I'm sure anyone who has cracked my game files will know) I have to create an event on a map for each animation, and then set up each frame as set a waiting time etc etc. Which works fine when the animations is about 7 frames long.

However the problem (and it's not really a problem). Is that the Sijix's first animation was about 150 frames (including the cum variant.) So you can see the issue here!

Obviously my old method wouldn't really be feasible as the whole point of getting someone to do the animations was to save time, not to add more in the setting up! So I've been spending quite a lot of time this month building something that will allow me to place all of one scene into a folder, pass in a single script call from an event and allow it to play the entire scene as normal... And this I have finally achieved today!

The downside is currently I'm figuring out the best way to add in dialogue, but the faster/slower/cum options now work with the keyboard (right arrow/ left arrow/ enter.) Sounds effects could also be an issue, but less of one I think.

This has also allowed me to better structure my folders (my picture/ parallax folders won't begin to bloat out because of this.)

One negative point however with these new animations is the game will overall be quite bigger, but hopefully it will be a good trade off ;)

Another great point is that I can re-use it in Urban Demons too, since I've made it pretty generic.

So my plan is to get Sijix to re-animate my older scenes, when he has finished with newer ones (or when he takes over Scarlett in making them compared to how quickly she makes new art.)

Anyway, I have blahed on too much, especially considering the technical detail involved. Just know I have been working very hard getting this to work and I hope you guys will find it a big improvement!

Speak to you soon guys!
- Nergal

Sunday, 13 November 2016

A big thank you to everyone who follows and supports!

Hey all!

We've reached a couple big milestones in the past few days. Not only has the Patreon reached over $3,000 a month (I really wasn't expecting that in such a short manner of time.) But the blog itself has reached over 1 million views!

I honestly was never expecting this to take off in the way it has, and I thank everyone who has supported the project/community in some way, whether it be commenting, offering to help or contributing to the projects. I mean this truthfully, but none of this would have been possible without the great community we have created here.

The interaction part I play in this has dwindled lately, and for that I apologise, but I've been very focused on trying to progress these games as much as possible.

But seeing as it has been a while since my last update, I thought I'd give a large update for each of the projects. So...

A Zombie's Life

This fun project will be reaching it's fifth build at the beginning of next month. ScarlettAnn has been working hard as always, and now I've hired an animator, Sijix to help out with that. He really impressed me with his first scene. The fluidity of the animation is just great! He'll be adding a water marked version of the Aunt scene soon, so be sure to keep an eye out for that! ^^

But as with all things they must eventually come to an end. Although this is in the future, it's within sight, and I imagine within the next 4-5 months (maybe sooner if I get my ass in gear) my time spent on a Zombie's Life will be at an end.

The thing with these on-going projects is, you can always say more can be added, or things can be improved, but eventually you have to find a place to call it. However, I won't be leaving it with any major bugs, nor will I will be stopping until I deem it is complete. And I'm also looking forward to the day I can say "I made this finished game."

AZL 0.4 Public Release: This Friday
AZL 0.5 Patron Release: 02/12/2016
AZL 0.5 Public Release: 16/12/2016

Urban Demons

Urban Demons is proving to be a whole new kettle of fish. Mechanically it is simpler than A Zombie's Life, but the scope of the project is much larger. With 17 characters, all of whom will have busts along with a variety of scenes, the large part of the work here will be incorporating these scenes into the game. Which means Urban Demons is going to have a lot more focus on dialogue than AZL.

By that I mean, every dialogue will be dependent on the NPCs "corruption"/"relationship level" with the character, instead of just the sex dialogue like in AZL.

My plan is to focus first on the story line and creating the fairly large over arching story that will make up the majority of the progression in the game, while GlassFish is working on the busts/scenes. That way when there is a backlog of scenes I can implement them in large batches.

I'm thinking Urban Demons will have a longer wait between updates, but the updates themselves will be large offering a lot of new scenes with the variety of NPCs in the game.

Anyway I'm looking forward to showing you the demo that was released to patrons on Friday!

UD Demo Release: This Friday
UD 0.1 Patron Release: 09/12/2016
UD 0.1 Public Release: 23/12/2016 (Merry Christmas!)

The Solarion Project

Ah... my baby. So Unity is proving to be a bit of beast to get my head around, despite being able to use C#, I feel like there is a different mind set you need to adopt when developing with unity. I've purchased a few systems that will help me out in the long run, meaning I don't have to develop an engine from scratch so to speak.

Artwork from Witchking00 has been fully acquired. And I've been working with the background artist, pusyicecream quite extensively. So far he's created 13 backgrounds for different locations of the game, with quite a few more to go! It's definitely given a sense of style to the game already. ChrisArmin also should be starting work on animations soon.

There might be a bit of time before a build for this is ready, as I'm slowly working out the best way to approach this in Unity. But a nice, polished demo should hopefully be out sometime next year! I'm looking forward to delivering something not in RPG maker. And honestly, unless the type of game I'm going to create fits it, I doubt I'll be using rpg maker again after A Zombie's Life/ Urban Demons is complete.

This is project where I want to put my time, but haven't been able to so far. Once A Zombie's Life is complete I will be focusing on this project above all else!

The Solarion Project Demo: TBA - 2017

Blog/ Patron/ Forum

First off I'll start by saying, the forum is gone. I deleted it today as it was mainly unused and no longer fulfilled the purpose it set out to be. Thanks for those who used it though!

Also, I have been considering, possibly deleting my blog too. The reasons for this are quite simply I'd rather have one place to update everyone. You don't need to be a patron of mine (or signed into patreon at all) to see the updates (like this one for example). And it makes it easier for me to update everyone in one location, and to completely merge the community into one place. It's not something I am definitely going forward with, but it's definitely a possibility that has come across my mind.

As for the patron itself, it's in desperate need of a redesign, so I may focus on that a bit this week.

Thanks again to everyone for their support in which ever way they give! I really appreciate any help given to me, especially the kind words from people when I thought I was going to be made redundant. Lets continue to make our community a friendly great place full of ideas and discussion! Until next time!

- Nergal

Sunday, 30 October 2016

First Animation Test

Hey all!

Just a quick snippet here, of a new animation. Let me know what you think.

The animation was done by a fan in a few hours, Estaban (with obviously the artwork being done by Scarlett). So if you would like to see him continue on working with the project, please express your love for the animation in the comments ^^

If so, I can discuss terms with him and I can get him to work on the animations (freeing up so much of my time!)

(Also spoiler I guess xD)

- Nergal

Friday, 28 October 2016

I'm back!

Hey all! I'm back from my work trip and overall it's been a good experience.

I want to start by saying at this point, it's 99% likely I WON'T be made redundant!

Which is great and fantastic news, and I can now carry on with my work as intended. Speaking of which...

I've got 2 full free days to work on my two projects (AZL 0.4 and the Urban Demons demo/teaser) until the 4th November (as I've said before I've suddenly become stupidly busy for a bit).

My plan is to finish off the AZL 0.4 build tonight, so it's ready for the 4th November for 10+ patrons. Then 1 week later for 5+ patrons and then free to the public a week after that.

Then work all day Sunday and part of Monday to try and get an Urban Demons demo/teaser up for 10+ patrons this Monday (31st). (Which will be released to $5+ patrons a week later, and then made public 2 weeks later.)

My scheduling hasn't been great this month, which I admit to, but I hope you all (or most of you) can understand the reasons why. Things might get a little hectic (as expected due to the run-up to Christmas) with friends and family demanding more attention and of course... presents shopping (ugh!) But I'll still aim for the new normal format of AZL 0.5 live for 2nd December (for 10+ patrons) along with the first official build (0.1) for Urban Demons going live then too!

One thing I also want to say is that, I'm always happy to hear (constructive) criticism of the games/ artwork/ project management, and if I have a different view point to yours, I'll try to explain myself in a reasonable manner. But what I'm not going to have on this blog is a slagging match between people. We shouldn't have to devolve into name spewing in order to get our points across. We are here as a community, to have some awesome H-Games to play (or in my case build), and that should be it. If comments end up going down the pointless devolution of name calling, then they will simply be removed as they are not worth my time to read/respond to (which is obviously limited.)

Hope you are all doing well anyway! I'm going to try and catch up on comments/emails/messages/patron and the like now ^^

- Nergal