Tuesday 27 December 2011

Status Report

So, I'm still waiting for FAPCOM to get back to me with sprites. I'm tempted to just not worry about the new enlarged sprites and get him back to work on the smaller size sprites, since the larger ones just makes 10x more work for us anyway. Still, things have been pretty quiet on his end recently...

If I decide to get FAPCOM back to working on the smaller sprites, it means I can begin level development of the next part straight away, which means I may actually have some kind of update soon. If not, then you guys may have to wait months before an update (Project X anyone? but in all seriousness, that's a pretty good game, and they have more than I do!), and it'll be the stuff you've already played before, just enlarged.

Not going to lie, I was worried that it'd end up as not finishing from the start when the enlarged sprites were first suggested.

Still, what do you guys think? I'll poll it at usual.


Also, wanted to thank you guys for your constant patience, and I promise I will keep working on this, even if I have to do the damn sprites myself! :P

Monday 12 December 2011

The Wait continues...

One of the things that really upsets me is when I disappoint big fans, and I've been extremely busy with my personal life and achieving my goals, so therefore, time devoted to this has been miniscule/non-existant.

Also, I can't really work on the game much further, as FAPCOM is redoing all the sprites over again, which requires me making quite a large portion of the game again too. On the plus side, the sprites will look very good!


With the amount of work being put in at the moment (aka. none), I couldn't really put an estimate on when the next update will be. I think I'll make quite a bit before releasing the next chapter, as I don't want to make you feel like it was a pointless wait.

Saturday 19 November 2011

Status Report

I am back once again, after a hectic exam week.

So, as usual not much has been done. I've completed the bonus features menu, and added in cheats which are available for use. The cheats are balanced so you can't have sex after sex, Rebecca has to have a break at some point :P

The resizing is going along great, FAPCOM is continually doing a great job, however, he's been in exams, which finish tomorrow (20th), and he seems to be working quite fast on it. He's working on the idle sprite and the running sprite.

Now, onto the main point (I guess?) of this post. If you haven't checked out the RE:P thread on the Legend of Krystal forums, I suggest you do so. Recently the idea has been going around of following it's title and having creatures that can implant their "progeny" into Rebecca. I was pondering how to go about this, when one person (DemonKnightRaziel) put up an idea, which was great.

The idea was as follows:

"In regards to egg implantation and stuff, a giant zombie wasp type monster would be perfect, many species of wasp already reproduce by injecting their eggs into other creatures to incubate them, who actually mind-control the host from within their own body to protect them from harm.
Could be another side quest thing. If she gets implanted, she has a limited amount of time(with lots of accompanying flavor text of her struggling to maintain control of her own body, maybe even cause the controls to act funky and/or make her try to sit down now and then?) to get the parasites removed before they take over and she resigns herself to be a willing host for the wasp creatures."

I thought this was a perfect idea, the only part that got me was "how to remove the parasites?". I would also like to cast a vote on this idea.

So, the vote is for:
- Having this side quest idea (Side Quest - Post)
- Having it as a side quest (but not this idea, comment with your own ideas!)
- Having normal (but only specific) creatures be able to perform these moves
- No implantation.

As usual, thank you for all your support on this project. We are battling through hardship as we go!

Sunday 23 October 2011

Back from the Dead!

Avoiding the pun in the title, hopefully my workload has cleared up a little... or it appears to have anyway.

So, obviously I haven't done much this time, especially not in the case of level designing.

What's been done is:

- New additions to "Extras" menu, including shop
- Gallery for images (currently only got 2 in the bonus shop)
- Resizing... everything
- New inventory Sprites: Handgun, HG Ammo, Combat Knife, ID Card. Also I have done herbs + Mixed Herbs.
 - -

And now, this brings me onto the two polls, that's right, two at the same time.

The first one will be if FAPCOM should continue to resize everything. He's currently scaling everything to about 2x the size it was before, which means more detail, and hopefully more fluid animations. He also says that it takes the same amount of time as it does for the normal sprites, so I'm putting up a poll whether to go with it. The downside to the large sprites is that I will have to re-code a lot of things, I will need to remake all the levels, and I won't release the new sprites until they're all done, since the size is too different to allow the "inconsistencies" like before.

The second one is about a game over pic. I thought, hey, I'll try my hand at making one, and so, off I went with my laptop touch pad and photoshop. I had drawn up a basic pose, then FAPCOM came on and now he's taken over from me, sketching it in 10x more detail. The game over pic itself is a generic death one (not electrocution, but bites, claws, etc.), and so, I wanted to ask the question: How much blood (and maybe some gore. Yes, I said it!) do you want to see in it? After watching the "Dead" movies (George A. Romero is god), I realised that the Resident Evil series is extremely lightened down, but I want to keep its dark atmosphere. So, I'm asking you, on a scale of no blood or gore to George Romero, how much do you want to see?

Friday 30 September 2011

UPDATE: 30 - 09 - 2011

This update has a lot of changes that were requested by people, and some that weren't. The new version contains 3 new sex scenes, which FAPCOM has spent an amazing amount of time doing, while also adding a new aiming sprite, and a dead sprite.

On my side of things, I've made the inventory a lot easier to navigate, as well as picking up and dropping items. I've also eliminated a couple of bugs, mainly that save one, as well as the Mercenaries sound one. I still don't know what was causing the mercenaries one, because all I did was remove resources that weren't in use. Anyway, that's fixed as well.

Enjoy the new update!

Z

Sunday 25 September 2011

Status Report 25/09/11

Sorry for missing the usual status update on Saturday, went out quite a bit. My course keeps me pretty busy, but I'm still finding quite a bit of time to work on this.

Anyway, here's the progress:

Inventory System changed
Zombie attack % changed (more rape moves than biting moves)
Sex grapple dependant on position of Reb and position of enemy
Game window now larger 
Started on new custom inventory sprites (I've also been doing some basic ones too)
Completed new standing sprites (with some neat clothing damage!)
Completed sex animation #1 (Zombie + Reb behind - crouching)


I'm going to be working on these new inventory sprites so I can update the look of the inventory ASAP. Also, had some ideas for a few scenes, so I'll be putting up polls every so often to see whether or not you'd like what the scene covers in there.


EDIT: Here's a couple of things done today:

Added a option to change % chances of Normal/Sexual attacks, to the point where one will only happen 10% of the time (will not affect boss %)
Completed car sprite (no more box with "CAR" on it :P)

Saturday 17 September 2011

UPDATE: 17 - 09 - 2011

Finally, the next update is here!

This update fixes a few of the bugs that you've been complaining about in the previous version (the ammo one, teleporting one, etc.) however, I have not been able to get rid of the mercenaries bug, so you will still experience that when playing in the Mercs. You may also get the loading bug still, I am constantly trying to fix this.

There are also lots of additions, from the end of Chapter 1 (still have some extra bits to put in...) to a new HUD style!

NOTE: To use the new HUD, you have to change the style in the Graphic Options, and remember to SAVE YOUR CHANGES, OTHERWISE IT WILL REVERT!

Classic = No HUD, original REs
Modern = Circle Bar HUD, modern REs
Progeny = same as previous versions


Enjoy this update!

Saturday 10 September 2011

Status Report

It's that time of the week where I let you all know how everything's going!

Basically, my course starts on Monday, and while my timetable isn't exactly strict, I'll be doing tons of extra stuff, so as I already said, updates will not be as frequent as they were (... which wasn't very frequent at all, haha)

Yesterday, Thaedael quit and is now focusing solely on moderating LoK, and I wish him all the best with that.

As I'm sure you noticed, both ANoob and Pen are back after their long downtimes, with ANoob starting on Inventory sprites and Pen finishing the door animation.

Finally, FAPCOM is working extra hard as always, and has done more animation.


And here's the actual progress on the game:

Fixed a couple of small bugs
"Submit" during grapples is now C instead of X.
Chapter 1 Ending - Start on Chapter 2 (I've removed chapters though)
Zombie + Reb Biting Animation

There hasn't been a lot getting done, I know, but ANoob and Pen had to catch up on where we're at, I moved, had to get ready for my course, same as Catgirl.


Also, I'm putting up a poll now regarding my OST once again, I'd like to see who is interested in it. Currently the music clocks up at around 32 minutes, and that's not even with all of the conversions from the old MIDI. Since I'm not charging anything for the game, it'd be nice to know that people would be interested in buying the music.


P.S. Got a tester, RyaKun, so there shouldn't be any bugs when I release new updates from now on. Also, Bluelight from the forums has done some voicing for the Bar Owner (in the opening scene). Thanks to both of those!

P.P.S. Hoping for an update next week. Stay tuned on that one.

Z-Fied

Saturday 3 September 2011

Some Good News

As I'm sure you've all been noticed, morale has certainly dropped as we get closer to the uni/school starts. While it hasn't affected me, even though my course starts next week, the rest of the team appears to have been hit hard.

However, the title of this post is 'Some Good News' and that's what I'm going to post.

So me and Thaedael were discussing what we were going to do last night, then suddenly ANoob decided to log on, telling me that he's got a new modem and that he's back for good this time! (well, fingers crossed) He spent yesterday catching up on where we're at, which is why I've got him down as doing 'Nothing' at the moment.


Unfortunately, Pen still hasn't been on in a while, so until she comes back on, I'm blanking her out.


Oh, and a short little bit of progress:

Boutique Exterior
Inventory space for 'Special' item (Taser)
Last Part of Prologue (I'm probably going to remove chapters)

In the next update, I'm not sure whether I'll have the Taser usable, since I'd like to wait for an animation for it first.

Thursday 1 September 2011

Progress Report

Just thought I'd let you all know how the game is coming along.

Bug Fix: Disappearing Ammo
Bug fix: Teleporting when meeting with boss
Saving/Loading fixed yet again
3 Save slots!
Bar Exterior
Rebecca Crouching Sprite
Rebecca Crouching + Aiming Sprite

Regrettably, it appears as though ANoob won't be working on the team, due to lack of communication.

Also, most of the team members courses start soon, so updates will probably be less frequent. Don't lose faith, we will still be working on it!

Friday 26 August 2011

More and more problems.



First, the positives:

Fixed the Disappearing Ammo glitch
Fixed the Rebecca Teleportation Glitch
Started on New Save System (see annoying news below)
Uploaded Side-On Rebecca Sprite
Licker Sprite Completed
Leech Sprite Completed

And also thanks to FAPCOM for going the extra mile and making a better version of the bar background!

Here's the bad news:

1) Not sure if ANoob can continue working on the project (contact with me and him has been rare, if at all.)
2) Haven't spoken to Pen in a while, not sure if she's busy
3) My course starts soon, so updates will be less frequent.

And the annoying news (for me anyway)

Since the save system has been messing up so much recently for me and for others, I am re-doing it from the ground up, which has been... difficult to say the least.

And unfortunately, the way it's looking, I won't be able to add in loading the game from death, so it'll be more like the old Resident Evils, where death takes you to title screen. I won't make it automatic though.

Thursday 25 August 2011

UPDATE!

The update is finally here. Check the changelog for details on what's changed, but most of it is pretty noticeable. Enjoy people!

Unfortunately, I didn't get round to finishing the new area, so there's a couple of doors in the B2 area that don't open, I'll be working on those areas next.

Also, no, that's not the final Rebecca running sprite, it's going to be re-done again from scratch.


EDIT: Oh, and it looks like Taser has been voted to the top! I'll start working on that next too!

Monday 22 August 2011

Progress - Almost there!

I look forward to uploading the new version, and this is probably one of the last progress things I do before I upload it.


Test Leech sprite
Test Licker sprite
Voicing work for Rebecca, including dialogue for grapples
Health changes for zombies (zombies in mercenaries had lots of health)
Added 'Submit' option for grapples (got the idea from a post in the LoK forums)

Saturday 20 August 2011

Drat, Drat and Double Drat!

Okay, so I was planning to release the new version quite soon, after I had finished updating the current areas, however mid-way through the expansion I was testing the game and I appear to have stumbled across an extremely annoying bug where upon hitting 'Load Game' when I died, the game completely froze up, and I had to exit it through task manager. I am currently trying to fix this, however I can't even find the damn cause of the problem.

On a lighter note, here's some updates that have been done.

- Title Screen 2.0! (Still needs animating, but it's pretty much finished!
- Physics System updated! (No more getting stuck in walls!)
- Stamina system (makes breaking out of grapples all the time harder)

Also, I've been doing some composition for Uriel_ManX7 and his Mitsuko X game, which you can find
HERE

Wednesday 17 August 2011

Repair Complete!

This is just a post letting you guys know the repairs have been done and I'm back!

However, been having some troubles logging onto the windows live messenger system, I can't even go on the website for it, so I assume it's their servers playing up, not some firewall settings. However, can you guys let me know if any of you are having the same troubles?

Monday 15 August 2011

A Short Break

I'm going to be off for a few days, getting some repairs done. However, on the plus side, I've almost finished the new area.

Saturday 13 August 2011

Voices and stuff

So I got a cable through today that allows me to record from my mic. I need to remove the rest of the background noise, but after that, I can do voices. However, if anyone is up for doing voices, please let me know, as my voices are not the best.

Without further ado, I give to you, merchant and Wesker tests, done by myself: http://www.mediafire.com/?n75ys4zae5z0n2h

Team Progress

As I'm sure you've now noticed at the side, I've added a little team progress bar thingy. That'll be reset everytime the task next to it is completed.

I'll also be color-coding all progress made.

- Zombie Death Animation
- Cerberus Test Idle & Running Sprite 
- Zombie changes (Health tweaks, Falling down, dead zombies disappear on room leave) 
- Completed Cerberus Idle Sprites

Friday 12 August 2011

Creation of Blog

Since I wanted to be able to host polls easily, and have constant post updates, I have created a blogger account.

I'll post the current progress:

- Added Zombie Lunge Sprite
- Added grapple dialogue (in the form of RE: Outbreak)
- Added Game Over dialogue
- Started next area

EDIT: Oh, and this poll for "Emergency Grapple Breaks" was suggested by Catgirl. She got the idea from REmake.

The idea is, you have a special item (taser/mace) with limited uses. Once you have run out of uses, you need to find another battery/can to continue being able to use these emergency grapple escapes. You won't be able to use it on special enemies, such as bosses, and you won't be able to use it when grappled by more than one zombie.