Tuesday, February 24, 2015

v.08 release!

Hey guys! It's time for the v.08 release today, but first I have some news to share.

Blogger recently sent out a mass message informing anyone with a blog marked NSFW that their content policies regarding sexually explicit material is changing. On March 23rd, any content that exists solely to be sexually exciting will no longer be allowed. Now, the email was phrased vaguely (as is the norm), so it's possible that it won't really have much of an impact on my blog, but it is very possible that I'll need to migrate to a new service. I'm considering Tumblr at the moment, but I haven't fully decided yet.

I'll have more info on this soon, but I wanted to let you know what was up ahead of time. Now enough of that, and on to the release!

Click here to download v.08 of Crisis Point: Extinction!

UPDATE v.08 GOALS
-Implement Spread Shot upgrade
-Finish Wire Shot upgrade
-Add new enemy (Flies)
-Implement menu to disable objectionable content
-Update boss fight, modify difficulty
-Add floating platforms for Wire Shot
-Create more content (areas)
-Over a dozen minor issues fixed

For those of you interested in the minor issues, I'll go over the more interesting ones at the end of the post. Some of them were things I had been meaning to fix for ages and just kept forgetting about. Now, for the v.09 goals!

UPDATE v.09 GOALS
-Begin implementing Map system
-Implement checkpoint system (NOT save system)
-Implement more uses of the Wire Shot
-Add new movement stance (limping) to be used for various status effects
-Add flies cumming animation
-Add new enemy (Latchers)
-Create more content (areas)
-Fix more minor issues

v.09 is a pretty ambitious update, and it's due to come out in a few days for Patrons. These last few days are going to be a bit of a time crunch for me, but I think I can manage to get everything done! For those of you interested in joining the Patreon campaign, remember that only people pledging before the 1st of the month will get access to the update before it goes Public.

In any case, I'm pretty proud of how v.08 turned out, especially with all the stress of the month, between taxes and applying for health insurance and all sorts of stuff. I hope you guys enjoy it



Minor Issues fixed in v.08
-Slimes still spawn items when killed by leaving zone
-Slimes jump animation when kicked is sometimes incorrectly timed
-Items do not disappear after changing zones
-Arrows do not damage enemies
-Tentacle activation radius should be slightly bigger
-Arrow traps need 'cooldown' timer after being triggered
-Some areas too dark in windowed mode, adjust lighting levels
-Player can stand up while crouching underneath something by using Aim button
-HP collectible spawn chance doesn't scale properly
-Boss particles hard to see in windowed
-Moans for slime duo rape are incorrect
-Accidentally struggling at start of rape is too easy; input delay window at start of animation

22 comments:

  1. The game didn't seem to like me attempting to go into full screen mode, as it froze and black-screened a few seconds later, but I can play in windowed mode for now c:

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    1. Strange. I have some ideas on what might have caused that problem, but did you get an error report or anything? If so, think you can replicate it and post the log here? I'll do some messing around to see if I can figure out what the problem is, sorry for the inconvenience!

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  2. How do you save? It's a fantastic game and I love it. I just hate when I get so far into the game and I die, I have to start all the way back at the beginning.

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    1. Especially if you have played this each time a new update comes out. It's frustrating dying before the end of the content.

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    2. Sorry, there aren't any save points in v.08. The game feels all too easy for me, since I'm developing it, so I didn't realize it was getting tough enough that I should start putting checkpoints. That's entirely my bad and I apologize for it.

      v.09, the next release, will have a checkpoint system - you'll have to restart the game IF you close it completely, but if you die you can just respawn at the last checkpoint you passed easily! Sorry it took so long to add it, but it will be there in the next update.

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    3. Also every time you restart, you have to reconfigure the controls :\

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    4. Good timing; v.09 is releasing for Patrons tomorrow, but I should have enough time to implement a system so controls won't reset when you close and restart the game. Sorry for the inconvenience!

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    5. Thanks for the update. Its a really good game. I'm looking forward to the updates and hopefully soon the finished product.

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  3. Dearest, Mr.42 please enlighten me on what the hell I'm supposed to do after I get the blaster... I've walked through the entire map 10 times, killed that stupid little slime thing 5 times, but I just keep running in circles, what do I do, i r not smurt :(

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    1. Shoot the floor in the slime chamber.

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    2. What the second anonymous said, you have to shoot the floor out in the slime room. I'll be making it a little more obvious in v.09 by changing the color of the 'shootable' floor a bit more. It's got a slightly different color already, but it's not too different so I'm changing it a bit more. Sorry about the confusion!

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  4. Replies
    1. Maybe not use the word 'demand'? However, there IS a key config already, look at the dialogue box that pops up when you start the game and it will tell you what button to press. Also, checkpoints are coming in v.09.

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  5. Just in case you haven't seen, they are already reversing their decision on banning porn.
    http://www.pcmag.com/article2/0,2817,2477475,00.asp

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  6. Are the debug-controls still avaible?

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    1. Once you grab the health upgrade at the end of the demo, yes! Until then, you can't use any of the debug stuff.

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    2. Thanks a lot. (GREAT game btw)

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  7. I just recently discovered your game demo but I find it frustrating to try and complete it once through since there are so many blocked off paths and no map. Is there a walk-through somewhere so I can find my way around? Call me spoiled but I'm more used to the more modern metroid game mechanics like in the Prime series or Metroid Fusion.

    Other than that, I like what I see so far and I'm interested in what this health upgrade can do other than give me debug codes.

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  8. There's no walkthrough, sorry. The game isn't finished, which is why there's a lot of blocked off paths and no map. The next version of the game, v.09, will have a basic map function, but there will still be blocked off paths - that won't change until the game gets near completion and the entire map is finished.

    The health upgrade just upgrades your max health, like an Energy Tank in Metroid. Since the game is so early in development, though, I thought it would be fun to give players debug codes so they can mess around with it if they want. It's just going to be an HP increase in the final game though.

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  9. Any idea on when you will release the next demo? I'm so excited to play it and see what all you have added.

    Thanks!

    I am a patreon supporter, but I couldn't afford enough to get the game early i guess. >_<

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    1. If I may ask, how much are you pledging at and when did you join the campaign? Patrons at $10 or higher are the only ones that get early access to public demos, and you have to be signed up before the 1st of the month, since your donation doesn't go through if you sign up after. There's also the possibility that there was a problem with your pledge and it didn't go through, in which case I would have sent you a message on Patreon letting you know there was a problem.

      If those don't apply to you though, then the most recent update always goes public on the 25th, so you'll be able to play it no problem then!

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    2. yeah... unfortunately I wasn't able to afford the $10 or higher. I'll just have to wait until the 25th. :)

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