Hey everybody! It's a little later than usual, my sleeping schedule is thrown off right now and I sorta forgot it was actually the 25th, but no worries - the new update has officially gone public!
Click here to download v.10 of Crisis Point: Extinction!
UPDATE v.10 CHANGES
-Enable Pausing function
-Finish implementing Map system (missing powerup icons)
-Add new enemy (cumshooter)
-Finish Limping animation
-Begin working on new boss
-Improve Latcher animation
-Create more content (areas)
-Fix more minor issues
Aside from pushing the new area back, nothing else in this update had to be scrapped. There's some polish here and there I'd have liked to add, but I can always touch things up later. Now then, on to v.11!
UPDATE v.11 GOALS
-Implement Gamepad controls
-Add in 'teleporters' to skip past old content
-Work more on second boss
-New enemy
-Introduce new area
-Create more content (areas)
-Fix more minor issues
The list of goals isn't too huge, but some of them are big. The new enemy being added is.. shall we say, special. It will require more effort than any of the normal enemies added so far, so I might have to space it out over the next few updates, but you guys are gonna fuckin' love it, I promise you that. I'll share some more info about him later in the month. Aside from that, v.11 will be focused on creating new rooms and working on that boss fight. I hoped to have it completely finished by the time v.11 comes out, but I'm not sure if that will happen, as there are only a few days left in the month. As always though, if you're interested in playing v.11 when it releases (which should be within the next week), make sure to check out my [URL="https://www.patreon.com/Anon42"]patreon[/URL] - only patrons at the $10 or higher tiers get early access to betas!
Now, before I finish up, I also want to let you guys know what the future of public updates is going to hold. I'm sure many of you have realized that, considering Crisis Point is going to be a paid product, there will eventually be a cutoff point where demos stop going public - it would be silly to give away an 80% complete product for free and expect people to purchase the full version, after all.
Crisis Point will soon reach its 2nd boss fight, which marks around 30% of the game content being complete. Unfortunately, this is where I'm choosing to stop releasing betas for free - not including a fully polished, official demo release at some point down the line. However, I absolutely do not want to leave people out of the loop. After the 2nd boss fight is finished and fully implemented (I'm currently anticipating this to happen in v.12,) betas for Crisis Point will stop going public, BUT information about game progress (including screenshots and livestreams) will immediately go public the moment they are released, instead of after a one-month gap. Once this happens, I'll be retooling the $1 tier on Patreon to give rewards other than early game news, and (as mentioned above) posting any future text/screenshot updates or livestream announcements to the public.
If anyone has ideas for what they'd like to see as a $1 Patreon reward, or any other kind of feedback, feel free to let me know. I want to make this project as inclusive as possible while still being able to make a living off of it.
Anyway, that's all there is for this update. Thank you all so much for the support and feedback during this project. For someone like me, it makes all the difference, and keeps me motivated to make this the best game it can possibly be!
-A42
Minor Issues for v.10
-Boss can no longer be shot/do damage while dying
-Modify Warped Soldier shot timing
-Unbreakable horizontal barrier in caves changed to black blocks
-Added background for Summit area
-Another attempted fix at rare H-scene crash
-Single fly can no longer loop Alicia in rape scene against wall
-Slowed fly attack down slightly; increased fly startup speed
-Kicking slimes on slopes now works better
-Depth issue on fly nest fixed
Saturday, April 25, 2015
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
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
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
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
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
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
Tuesday, January 20, 2015
Small update
Hey there, everyone! Just wanted to post a small update of one of the new animations before the v.07 update goes public.
I would explain what it is, but.. it probably speaks for itself. Instead, I want to give a small shout-out to another developer who could use the help.
You might notice a new link on the right side - to a blog by cheshireCat, the guy who developed Pendulum and is currently working on a bunch of new projects that have some real potential. Long story short, the last year wasn't kind to him and he's currently homeless. I've never spoken to the guy personally, but I've seen him around, and as far as I can tell he's a pretty genuine person, deserves better in life. If you have a few bucks laying around that you don't know what to do with, consider throwing 'em at him - or just help spread the word, any little bit helps.
Thanks for your time. v.07 of Crisis Point is going public in 5 days, so I'll see you again then!
-A42
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