Tuesday, 27 August 2013

A Momentous Occasion!

Well, it happened. As of 26/08/2013:

This blog hit 500,000 views!

I'm shocked how devoted the fans of this game are. I've spoken to a couple of the long-term fans (Who have followed it since the project started in 2011!), and I can say you're all awesome people (This page wouldn't be getting 700-1000 views a day otherwise!)

I know this hasn't been the most efficient in terms of output, but it will be finished. You probably know this to be my mentality already anyway.


Now, I did want to have something done for this time. It's not done yet, but I will be editing this post sometime this week with my little present :D


Take care, and much love to you all.

Z

P.S. Rebecca sends her love too :P

Saturday, 24 August 2013

Something Different...

 So, got another status update!

This week I was working on the GO images, and more GMod posing for them. I have 3 images in the works atm (2 zombie and 1 death image). However, that's not the something different...

I decided to help myself relieve the stress of coding by starting up something new (Since RE:Progeny has so many resources and scripts it's hard to keep track of them). This new project will be an action-horror game by the name of 'Keep Sane'. This will not be taking over RE: Progeny, I'm simply using it as something to relieve coding stress.

It was a test of dynamic lighting and the ability to have the player' limbs independent (of course, this is only demonstrated by upper and lower body.)

 You can check out the short thing I whipped up here: https://mega.co.nz/#!pR4yAIaC!D2XzVBaj44DtVYMgup_5NF16_RgDKMdzq_5J2Z8VBog

Controls are:

WSAD - Movement
Right mouse - Aim (No weapon shooting atm)
Z - Restart upon death
F4 - Fullscreen (Recommended)
Escape - Exit Game

The enemies are as follows:

'Tainted Ground' - Fun little tentacle covered ground
'Screamer' - Chases you and creates damaging pulses (You take more damage the closer you are to the Screamer)

I have more ideas for enemies, but for now I just wanted to focus on the lighting and movement.

No sound, graphics look bad, and no H, but was just a gameplay and coding test


Also, still no word from FAPCOM. I'll contact him again...

Z

Monday, 19 August 2013

A small progress report

So, to avoid further "OMG please post something" comments, thought I'd let you know how everything's going.

Firstly, I've implemented the new knotted animations into the game (both normal and laboratory modes), however it's not all done yet, there's a few transition animations that need to be finished, which brings me onto my next point...

FAPCOM has been silent since the end of last month. Knowing the circumstances of his last disappearance, I am fully patient with the situation, and I'm trying to get as much done as I can myself. But just so you guys are aware, I'm waiting as much as you are.

My next bit of news is that I've started on making the area sizes for the next part of this chapter (It's a bit sad to think we're still on the prologue chapter, out of my 8 planned ones) I'm not sure whether I should spill the beans on the next area, it's a bit of a gamble.

My last bit of news is that I've started doing the GO pics again. As suggested by 'Unforgiven7120' I finally got Garry's Mod, picked myself up a model of Becca, and got to work posing her. Some of these I will be putting straight into photoshop and working on it digitally, others I'm using as a reference point for sketching. (One of my updates soon will be a sketch and the digital version)

For now, here's a planned idea of the single zombie sex GO screen. (Guess where the zombie goes) This will be one that goes straight into digital editing. (Unless I feel like getting the drawing practice)


The idea of this image (and the whole game really) is to give more of a personal attachment to Rebecca, hence why I didn't put the camera from the zombies (dominant) perspective. Leave me some comments though with thoughts.


Again, can't tell you when the next update will be. (Won't be able to update until FAPCOM returns) It's crazy to think this blog is still getting around 700-900 views a day! Thank you all so much! (I'm going to need to throw together something for when we hit 500k views...)

Z

Monday, 29 July 2013

How things are coming along

So needless to say, posting is becoming less frequent. It sucks, but that's just the way things are turning out.

In regards to the game, I have had minimal contact with FAPCOM after the hard drive issue. However, in terms of progress there is:

- New knotted animation with random chance of occuring during every Cerberus behind animation. Along with this new animation (2 animations actually) is an altered mechanic for the grapple.
- Start of new area
- Text display of area name upon entry (Just so you guys can get to know the areas by name a bit more)

Last time I spoke to FAPCOM he was reconstructing external tiles for the new building, as well as the reloading sprite. These were lost in the HDD mess up.

In the meantime I will be:

- Drawing up a map for new area (I have been trying to get round to doing this for a while, but haven't been able to decide on a layout that would work)
- Altering the knotted animation text to work with when cutscenes are off.


As always, apologies for not posting often enough, but the support is always appreciated.

Z


Friday, 28 June 2013

A disappointing status update

Ok, so before some of you start worrying, I'll let you know that we have got the basic second dog animation down, it's included in the game/Laboratory. I'm also going to change the scripts for climaxing. We were working on the 'knotted' extra scenes of this animation, and I did want to start on the new area by now, however there's been this problem:

FAPCOM hard-drive and backup hard drive were corrupted due to a power surge, which means we lost all the knotted animation, as well as new area tiles and a background for the new skill tree layout. This has obviously set us back by a considerable amount.

However, I plan to create the second area without the tilesets, and then add them in after. (as in just use placeholder tiles)

Unfortunately, I can't pin when the next update will be.

Z

Sunday, 26 May 2013

Trying again...

So this weekend, I looked and looked some more at that GO image I posted a while ago, made a few touch ups (added more bites, blood, changed skin tone, etc.) and decided to just draw the head out from scratch, changing the angle in the process.

Thoughts?

My main concern are the proportions, and it's difficult to see how the head will look with all the features on it. No comments on face shading (obviously)

Z

Tuesday, 21 May 2013

Link Fixed

Re-upped with Mega. Hopefully it won't get taken down :(

Z

Saturday, 18 May 2013

Laboratory Update! (18th May 2013)

So I've been away from my computer... a lot. I've been working weekends (travelling parts of UK) and have had about 2-3 hours a week (tops). I've been in contact with FAPCOM though, he's still working on the Cerberus animation (and having a slight bit of trouble with it).

This update contains the Laboratory which you can find in the "Extras" section. It contains 6 backgrounds and 6 lighting effects, but please, send some more backgrounds in! I really want to add a bit of fan content into the game, so this is your chance to chip in! (I will not be making any backgrounds)

However, this update also contains a few bug fixes (one of which kept me frustrated for 4 hours yesterday), such as the zombie health (post-sex) bug, and the 'sprite not existing' bug, as well as a couple of others.

As someone in the comments put, there really is no way I can release something that will make you all feel the time spent was worth it, but I do spend most of my time working in real life.

I hope you all enjoy this update, I'll try and keep you all 'in the loop' a bit more. As always, thanks for your continued support.

Z

P.S. I still need to add a little credit thing for whoever sent the background. In the meantime, thanks to InsaneBrain for sending backgrounds 2-6!

P.P.S. I probably shouldn't have added "Prostitute" as a choice for the outfit!

P.P.P.S. Please check the last post for repsonses to your questions/feedback/etc.

Sunday, 28 April 2013

Back in business

So, as I'm sure you heard, FAPCOM is back and drawing up some new stuffs. We're focusing on the second dog animation next, and then moving onto the next area (no spoilers.)

It really annoys me that we put in so much work for so little result, but I'm going to put forward the question, would you like the update released in this week, or wait until the new area is ready? Let me know in the comments.

The current update stands at bug fixes for the last version, the merchant screen (which ate away hours with stupid bugs.) and the laboratory (which should keep you guys going for a bit...)

Z


P.S. Here's a little skill tree idea that FAPCOM came up with (obviously the look will change). To explain, as you know throughout the game you get innocent and whore experience. The 'hearts' cost you whore points, and the wings/halo cost you innocent points. The ones that are half heart-half wing gives you the choice of either going down the whore route, or the innocent route (and blocks off the other route.)

Obviously, I don't want to make this game too RPG-esque, but I really like this idea and I feel it wouldn't take away from the experience at all. Again, lemme know in the comments.


Monday, 1 April 2013

Not an April Fools Status Update

So I could've been really cheap and posted an 'update' up here as a fun little prank, but frankly, that'd just be wasting time.

The Lab is coming along great, I think you guys are going to love it. Check the picture below for a small preview. The background is the 'Holding Cell' by fan InsaneBrain. You can customise the lighting, music, and little visual effects like the camera effect you can see in the picture.

I'm really excited to get this one out to you all, I know you've been patient. I need to finish up this extra, and then finish off the merchant buying screen (since I've run into a large number of bugs with it), and then I'll be releasing!

Thanks for your support as always, and hope you had a good Easter!

Z