Sunday, January 25, 2015

v.075 release!

RELEASE TIME, BABY! (Sorry for the semi-late post, I've been otherwise engaged in sleeping all damn day)

Click here to download v.075 of Crisis Point: Extinction!

UPDATE v.07 GOALS
-Finish rest of kick animation
-Implement first boss
-Actually re-code collision engine for real this time, seriously
-Improve dialogue box graphics
-Add Warped Soldier cumming animation
-Implement various environmental hazards
-Create more content (areas)

I am (mostly) proud to announce that (mostly) every feature (mostly) made it into v.075! I pushed back the Wire Shot upgrade, due to its reliance on environmental interaction, but everything else is fully intact! Yaaaay

UPDATE v.08 GOALS
-Implement Spread Shot upgrade
-Finish Wire Shot upgrade
-Add new enemy (Flies)
-Implement menu to disable objectionable content
-Add new environmental hazards
-Create more content (areas)

Here's the list of things I hope to accomplish for v.08. There will be two(!) new upgrades for Alicia to obtain (one of which will make slimes more fun to deal with), a new enemy type, and some other interesting stuff that I will not spoil for now. Overall, though, my main focus for v.08 is making new areas for Alicia to explore, as there quite simply can never be enough of that in an exploration-based game.

Hope you guys enjoy it!
-A42

17 comments:

  1. Good work as usual! On my first full playthrough I didn't encounter any bugs or anything like that so everything seems to be working fine. I wasn't expecting the boss so soon (I was predicting it closer to the ruins) and they kicked my ass the first time around, but I figured out their patterns and beat them the second time no problem - definitely a good first boss. At the moment I only really have two things on my mind to ask, 1.) do you plan on adding a health meter for bosses, and 2.) as the world inevitably gets bigger, do you plan on adding a map feature to keep track of areas that you have and haven't explored?

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    1. Thanks, man! Glad you enjoyed it! It's kind of funny that you didn't find any bugs though, since I have a list of about 12 problems to fix before the next update :P I was thinking about nerfing the boss's damage a bit, since some people have had problems with it, but I'm not sure I will. I plan on changing him up slightly in some ways, though, just to make it more exciting.

      As for your questions:
      1) I don't think I'll be adding a traditional 'healthbar', but I do want to add a way to tell how close the boss is to dying. I'm thinking perhaps a color palette shift, but that could get annoying quickly with bosses that have a lot of animations. If you have any other ideas, lay 'em on me!
      2) Yes, definitely! I've been mentally planning out a way to implement a map system, and I'll probably be trying to get it done in the next few updates.

      Thanks for the questions, and I'm glad you enjoyed it!
      -A42

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  2. My Chrome refuses to let me download the file and marks it as malicious.

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    1. Unfortunately that's the one negative of Game Maker. The exe's made by it are unsigned, so antiviruses (and Google Chrome) automatically mark it as malicious, because exe's are the easiest way to spread viruses. I don't blame you for being cautious, and if you choose not to play it I understand, but the blog has been going on for a while and you can look back and see that nobody has had problems with viruses before. Hopefully that will ease your concerns?

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  3. Hello Anon42!

    First of all, you're doing a great job, congrats. So, does the game already has a save system or something like that? The only thing that I didn't like is die and start from the beginning. Sorry for my bad English, can't wait for next update. See ya

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    1. Hey, thanks! I'm glad you like it!

      Unfortunately, there isn't a save system in place yet. I'm working on tooling the difficulty to make it challenging without being overbearing, but in v.075 you're just going to have to work with it, sorry! I'll put implementing a simple checkpoint system at the top of my priorities list so it won't be as frustrating!

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  4. Great job again anon. Incoming feedback! *Insert Batman transition here*

    1. The boss... Mother of god that shit scared me a bit. Defiantly fun, and challenging. My only problem was telling whether or not he was dead. (I died and killed him on my first go... That was fun to see.)

    2. The exploration. Oh man! Once I got ahold of Double Jump (which btw, should be an item like in metroid prime (space jump boots)) I pretty much had a blast finding the hidden secrets left in the game. Only problem was location Test Dummy. Wish there was a map of sorts to eventually tell myself where to go next.

    3. This is a bug sadly. :( When I used a force shot on test dummy, another text-box appeared and didn't load anything. And pretty much locked me up forcing me to restart.

    4. This is more of a suggestion rather then useful feedback. :P Those soldiers... God damn their annoying. Difficulty is probs one of the key factors to this game (besides hentai galore) but damn I can hardly keep up with them. Mashing the shoot button is something I'm used too, but not to the point where I'm mashing it at 9/s.

    Other than that everything's going smoothly on my end. Keep up the good work dude!

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    1. Thanks, man, glad you liked it! I'll go over your things in order.

      1) Glad you enjoyed the boss! As mentioned above, I plan on finding a way to indicate when the boss is low on HP, so it will be easier to tell when he dies. Interesting that your first fight ended in a double KO though, kinda cool to think about xD

      2) Double jump will certainly be an item, the game just isn't far enough into development for that yet. The double jump powerup doesn't show up until about halfway through the game, but I already have it coded in, so I just give it to the players at the end of the demo so they can have fun with it. As for maps, I'm going to be adding a map system soon, but it won't tell you where to go - only map the locations you've been in, while allowing you to leave personalized notes in each square so you can write down information you want to remember later.

      3) Damn, I can't believe I forgot to remove that. The force shot actually had dialogue when you used it on the test dummy an update or two ago, and I must have just forgotten to remove that function. Sorry!

      4) Don't forget to slide around. The soldiers can shoot you while you crouch, but not while you slide. Shooting them a couple times, then sliding under their assault, is the most effective way of dealing with them - until you get double jump, that is! Either way I don't plan on nerfing them quite yet. Maybe if there are more complaints, though.

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  5. Anon, I salute you! Your game looks promising, very promising, man! You have all to be a big guy when the subject is Hentai Action Game. And also, I'm here to tell my opinion about some aspects of your game. Please, PLEASE, don't misunderstand me, I'm not here to tell you what to do (and I don't underestand who does that), I know you are the game's creator, I really respect that. And here I go:

    * I think a hentai action game today has 2 "animations" per enemy or a "duo/triple attack" system, like the blue enemy. I know some enemies in fact doesn't match with this duo/triple attack, but the soldier, for example, deserves a doggy style with other partner or any position from your imagination. But, I realized he usually appears alone or far way from other soldier, so, why not put a second position? The criterion to decide which position will happen can be random or not. I hope you think about that, applying it on as many enemies as possible.

    * Until you finish the game, why not release the debugs at the beginning of the first phase?

    * Do you will put Crises Point on DLsite?

    Anyway, graphics, animations and sound are pretty good, it reminds me incredible games like Parasite in City, Eroico and a few other that stand up in this H-Games universe. I'm here to help (or trying to help). Sorry for this long post. Good luck!

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    1. Hey man, thanks for the kind words! No worries about misunderstandings, either. Everyone is entitled to their own opinion, whether it be positive or negative!

      1) I definitely have some stuff in mind for things like multiple animations. If the game were further in development you'd probably be seeing some of it. I'm not talking publicly about my plans for this yet, but rest assured there will be some nice variety in the H-scenes available!

      2) I'm not sure what you mean by this. Are you talking about giving you debug codes at the start of the game? Each release is kind of like a 'demo', so the player is intended to play through it normally rather than having all the powerups right away. If that's not what you mean though, my apologies.

      3) I definitely want to put it on DLsite! I plan on saving up some income from Patreon and hiring a translator once the game nears completion so I can release it to the Japanese crowd as well. I don't want to leave them out just because I myself only speak english!

      Thank you for all of the compliments, I'm glad you think the game has so much potential! I'll be sure not to let you down :)

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  6. Hey Anon42 this has been making me angry for a while. There is this bug where i get knocked down and then i try pressing A and D to get up while an enemy is fucking me and my game just freezes and an error pops up and i have to abort it and the game closes. By the way, I spam A and D very fast.

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    1. Hey there, sorry to hear you've been having this problem! Can you try to replicate the issue and post the error log that shows up? It would help a lot to figure out what's wrong and how to fix it.

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  7. I just downloaded and started running around a bit, and have only unlocked the pistol so far. But I wanted to say how much fun it is so far; you have the basics of running and jumping down and it's fun just to navigate, something basic far too many h games fail to get right. I'll write more once I've played more, but wanted to report a positive first impression!

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    1. Thanks man, I'm glad the first impression was good! I'm hoping the lack of continuation doesn't mean the rest of it was less enjoyable? :P

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  8. Really awesome game so far man. It controls smoothly ( Almost like... A REAL GAME ) and the graphics are pretty damn good for a sprite game.

    A few things: I know it's a demo and all, but how about a savepoint/checkpoint before the first centipede boss?

    And, how about making the game a bit more uh... PC? Might be a later addition after it's complete, but i'd like to see it to where you can control where she aims by using the mouse and shooting with the mouse.

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    1. Hey man, glad you enjoy the game! Unfortunately, the v.08 release won't have a checkpoint system, as it was already released on Patreon by the time the idea was brought to my attention. There WILL be a checkpoint system in v.09 though. My apologies for the inconvenience!

      As far as mouse controls.. I see the value in it, but I don't think I'll be adding that, for a few reasons. First off would be that Alicia would still be limited to the directions she can aim with keyboard controls, which would feel clunky with a mouse. If I unlocked aiming directions on the mouse, though, the keyboard controls would feel useless by comparison. I'm also concerned mouse aiming would render my design visions for the combat moot - it would make it very easy to find a 'safe spot' and snipe enemies where they can't hit you, but the combat in Crisis Point is designed around mobility and dodging. Thanks for the suggestion, though, and I hope you still continue to enjoy the game regardless!

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