Tuesday, March 24, 2015

v.09 release!

Hey there, everybody! It's (almost) the 25th, so you know what that means - update time!

Click here to download v.09 of Crisis Point: Extinction!

This update is one of the best ones Crisis Point has had so far, in my opinion. It took a lot of cramming to get it all done, but as it turns out I work well under pressure and I'm very happy with how everything turned out!

UPDATE v.09 CHANGES
-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 -- partially complete
-Add flies cumming animation
-Add new enemy (Latchers)
-Custom controls will now be saved in 'keys.ini', and should function with future versions of the game
-New music for Summit and Worm boss
-Create more content (areas)
-Fix more minor issues

Like last time, I'll be listing the minor changes at the end of this post, for those of you who are interested in them. As you can see, the changelog is probably the biggest one that Crisis Point has ever seen, and there are some pretty important functions that a lot of people have been looking forward to. I hope you guys enjoy it! As for what the future will bring..

UPDATE v.10 GOALS
-Enable Pausing function (will require large system reworks)
-Finish implementing Map system
-Add new enemy (cumshooter)
-Finish Limping animation
-Begin working on new boss
-Improve Latcher animation
-Create more content (areas)
-Fix more minor issues

As usual, v.10 is coming out for patrons in about a week, so for those of you who want to be a part of it, now's a great time to join the campaign! Either way, I hope you enjoy v.09, and v.10 will be going public on the 25th of April!
-A42



Minor Issues fixed in v.09
-Door straight ahead in first slime room has been changed into force shot wall to provide better flow
-Enemy reaction to Wire Shot platforms moving was wonky
-Flies buffed (more knockdown, faster attack speed)
-Added sound effect & music credits
-Added new struggle system to non-rape struggles
-Made boss fight start up faster
-Some rooms weren't persistent, had respawning ammo upgrades
-Pants in jumping animation were inconsistent with standing
-Made Alicia move backwards when kicking enemy near the wall, rather than forwards
-Increased boss damage, lowered boss HP, to result in faster fight
-Attempted fix at random H-scene crashes
-No longer possible to get knocked back behind laser gate and be unable to progress

23 comments:

  1. I really like the progress on this. Are there currently and non-rape struggles?

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    1. Not yet, sorry! There will be some 'willing' sex animations soon, though they may or may not be spore-influenced :P

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    2. how about a "surrender" option?

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  2. I love this game I just discovered it yesterday!
    It's quite frustrating though: quite hard, not many checkpoints, AND no save system. I had to quit the game and tadaaaa I realized that meant restarting everything from the beginning. I just can't get myself to do that all over again...
    I wish there was some kind of gallery, like in Chronicles of prey (align monsters and "press use to rape/get raped"); or a save system but I guess those both things are tough to make
    So, keep up the good work!

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    1. Oh Btw, I discovered it on LoK forums; I realized you stopped updating there, but be assured your work is appreciated. I don't quite understand why you didn't get many replies over there

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    2. Hey there, thanks! I'm glad you like the game!

      It's not that adding a save system or gallery is difficult. Crisis Point is still in the midst of development; the game is nowhere near complete, and I don't plan on implementing those features until later on. However, I AM planning some features to make repeated playthroughs less taxing, so keep an eye out for those!

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    3. Hi again
      I think I beat the whole finished game so far now...?
      I got the "large radius" gun upgrade, the wire shot, I killed a double worm boss, I saw a fly, a soldier, slimes, tentacles, some weird starfish which sucked my nipple, I got the "health upgrade" and got raped by blue monsters...
      I guess the game aint that hard when you get used to it, but its pretty much "die and try again" until you get it right, and the map is quite confusing, I had a hard time finding where I was supposed to go once I had X upgrade (I didn't get to use the "large radius" upgrade I guess such use wasnt implemented yet)
      So, there is one thing I'd like for future updates : having a list of implemented ennemies (unless you want some of them to be secret) and the number of sexual interaction + the status of animations (for example the blue guy cumming animation aint finished apparently). I think it would be really nice to keep track easily of your work, even tho, for me, it probably won't be necessary now that I (think I) finished what was done so far. But I think newcomers would like to see how many different monsters are gonna rape them in your superb game before playing it :p

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  3. Love the game! However I never have the time to get very far, is there another way to get the debug cheats so I can see more of the game content??

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    1. Sorry, you can only get the debug cheats by grabbing the health upgrade at the end of the demo. As I mentioned above, there will be some features in the near future to make repeated playthroughs less taxing, so hopefully those will be helpful for you until the save system is implemented. Glad you like the game!

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  4. Whats near the end so I know what to look for? As I mentioned I never get very far it seems lol. Keep up the great work!

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    1. Pretty much
      get the blaster -> checkpoint -> kill the worm boss -> checkpoint -> some kind of temple area -> fuck flies -> get wireshot -> come at the first room you met a slime and use wireshot -> "end"?

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    2. Where are the latchers found ??

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    3. The latchers are only in a few areas near the end of the demo. They're pretty small. You actually won't run into them using the path the anonymous above you posted, though - you aren't supposed to go back to the first slime room after getting the wireshot. You're supposed to go back through the Summit into the room with the fly nest on top of a platform you can't reach; there's a wire shot platform right next to that platform that you can pull down to get up there. After that you can continue along that path and it will eventually wrap back around to the room the anonymous was talking about, with the first slime.

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    4. The latchers are only in a few areas near the end of the demo. They're pretty small. You actually won't run into them using the path the anonymous above you posted, though - you aren't supposed to go back to the first slime room after getting the wireshot. You're supposed to go back through the Summit into the room with the fly nest on top of a platform you can't reach; there's a wire shot platform right next to that platform that you can pull down to get up there. After that you can continue along that path and it will eventually wrap back around to the room the anonymous was talking about, with the first slime.

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    5. Ahh ok I'll give that a try! Getting the hang of it lol the check points saved my ass many times! And looking forward to the next update! Keep rockin, and a "basic" hats off to you for your efforts :)

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  5. Yay I finished! Got hung up on the return to the room with the first slime encounter but I made it. But I didn't see the new enemy type - latcher where are they found ??

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  6. Hello there. I fell into a glitch, but since i discovered that a previous glitch i reported you is still there, i won't bother myself on reporting this new one. This is a little sad, your game is VERY PROMISING but you are failing in some very "basic" mistakes/errors that you clearly don't show any intention to fix. I feel so much cool stuff here that are sadly darkened by the very same flaws over and over again.. please fix them.. i really think this could be a pretty cool game :(

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    1. ..Wow, okay, thanks for the indirect insult? Do you have any idea how much effort goes into making a game like this, especially as a solo project? Sorry I spaced it out and forgot to fix something you reported before, but that doesn't give you any right whatsoever to immediately insult the effort I'm putting into this and say things like I 'clearly have no intention of fixing problems'.

      If you have a bug report, or multiple bug reports, I'd love to hear them. If not, don't waste my time with anonymous slander.

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    2. Don't let those haters get to you Anon. Its people like these that don't understand the trials that one must go through in making a game.

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  7. Been here as a long time fan, and I'm glad that you're still doing good on your feet, Anon. I check up on your blog once, every few weeks to see how you're doing. You have my full support. Keep it up and keep working at your fullest.

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  8. Anon, PLEASE, make the buttons configuration customizable. The current layout is very difficult to handle for people that (like me) are used with an almost-standardized setup. Many will appreciate if you give us the players a chance to use out own configuration. I know you can do it :D

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    Replies
    1. Crisis Point has had customizable controls since v.05, man. You're also playing a really old version of the game; you can get the latest public update here http://purelukbowman.blogspot.com/2015/07/v13-release.html
      Key customization can be accessed by pressing F10 ingame, I believe. The text box at the beginning of the game should say which key it is.

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