Tuesday 18 December 2012

Pre-Christmas Status Update

Just dropping by to let you know that I'm still working on this update, although I've spent a lot of time getting ready for christmas, looking for work, etc.

I'm at a point where I just need to create the levels, and the new Pharmacy area is looking good!

The update probably won't be before christmas. I'm giving myself a very optimistic goal of before new year.

I've also put up a poll on whether or not you want the game to freeze when you're examining objects (like it does in the original REs), or stick to its current approach.

Again, thanks for the support!

Z

Friday 7 December 2012

Status Update


Hey again guys,

Over the last week I haven't worked much on the game, next week should be a lot more productive though, I don't plan to make you guys wait another few months for one update!

Here's my thought process for the week in meme form: http://www.quickmeme.com/meme/3qzm68/

Still, FAPCOM has been sending me some tiles for the pharmacy, and I'm starting to build up the levels some more.

I'll get to work on the crouching now that the poll has finished.

Look forward to bringing the next update!

Z

Wednesday 28 November 2012

Small Status Update and Poll


Hey there guys!

Firstly, just want to say that the next update is coming on well, FAPCOM is hard at work making some extra props for the street, and the new areas. I'm finishing up the intro, making the new areas as well.

I've also put up a new poll. This is a questioning wondering if you guys would like a different button for crouching? (If you didn't know already, crouch by aiming and holding down, that'll be included in the player controls.) I think that aiming and holding down works as crouching, and I want to minimise the amount of controls used, but I'll leave it with you guys.

Also, I gave the player diagonal movement as asked, and it became far too easy to dodge enemies, and the player can also get stuck in some walls with this, so I have once again removed it.


One last thing: I'm currently looking for a voice actor to be the new Rebecca, and also an artist to do the gameover CGs. Let me know if you would like to fill one of those positions!

Thanks everyone,

Z

Friday 23 November 2012

UPDATE! (23-11-2012)

Here it is finally guys. Additions in this update include:

Complete Revamp into new "3D", which includes:
 - Changes to AI Behaviour
 - Depth system for layers
 - Less restrictive Movement
 - Change to particles
 - Larger environments

Added changing controls to the options
Made a number of resources load externally
Fixed memory leak
"Pleasure" system added, with some visual representation

Check changelog for all details of complete update

I'm finally pleased to announce this update. This project's already been going for over a year, and while I was disappointed that we're still only in this first chapter, I'm very pleased with the graphic reboot.

I can admit that last update before this was immensely rushed and hyped, and the game that was released was nowhere near deserving of praise, but I hope you all enjoy the result of these few months work.

Again, thank you for everyone who supports this game, and we look forward to bringing you the rest of Chapter 1. In fact, we're already working on it!

Z

Monday 19 November 2012

Status Update

Well, we're almost there. This new version of the game is definitely my favourite to play right now.

This update has mainly been getting the new "3d" working. However, I've thrown in some extras that are pretty noticeable. Some of these were requested, others weren't.

Again, there is no Mercenaries Mode. Not sure if I posted why before, but my plan is to convert it to the style of the RE2 and RE3 Mercenaries, where you go from point A to point B as fast as you can. I may add sub objectives that will score you more bonus points to spend. Since the old Mercs meant you could just heal before finishing the mission which would score you an extra 1000 points, the deduction will be based on how much damage you took instead.

There will be 4 areas, 3 of which have zombies, and I'm going to try to get the Cerberus to work for the 4th area.

Also, there's going to be a change to the boss in the first chapter, and a change to the first part of the story.

Again, thanks to everyone who supports this project, and everyone who has given suggestions for improvement. I'm listening guys!

Oh, and expect the update sometime this week...

Z

Saturday 3 November 2012

Status Update

Hey guys,

Again, sorry for the silence (I really don't check back here enough.)

You'll be pleased to know me and FAPCOM are working full steam ahead with getting this update ready. The main focus for me now is getting the laned version ready. This includes:

- Removing that lag that was created whenever a zombie was present
- Optimizing the use of lanes and obstacles
- Creating the first couple of areas (Probably going to be basic versions of them)
- Anything extra I want to add in before release

Unlike FAPCOM's version (that was put up as a small test on the LoK forums), my version will have unlimited lanes (and each one will be a smaller width, giving more freedom of movement.



The update will be ready Mid-Late November.

Z

P.S. Honestly suprised at the amount of donations received! Thank you very much guys! (You know who you are!)

Monday 8 October 2012

Status Update

Well, this month has been very difficult for me, in both money and time (isn't every month.) However, I now have time, so I am pleased to say that from now on, I will be spending an hour or two every day sitting down and working on this project. The external loading of resources is coming along great, and I'm confident that within a month I can hopefully get the loading and the 3d version all to a playable standard, to which I'll release a long awaited demo.

As for how the graphics themselves are coming along, check out the LoK forums for FAPCOM's latest post, where he posted an environmental sex animation, and a leech sex animation. Remember to give feedback to him guys!

Also, since you guys seem to want to donate, I will be setting up a donations button today. Once again, thank you to all of you guys for supporting this project.

Z

P.S. in case you're wondering how big the change in memory usage is using the external loading currently, from start up of the game, the memory usage has gone down from 349 MB to 259 MB. Most of it is used up by the big animations with lots of frames, and backgrounds. My aim is to make nearly everything an external resource.

Thursday 9 August 2012

Still Alive

Hey guys, just to check in and say that I'm still here. I sent FAPCOM the map a few days ago, and just got a repsonse. He's going to be playing around with it a little (since there's a couple of buildings he wanted that weren't in there), and then starting on scenery (such as brick walls).

As for the game itself, I'm currently at the very long and boring task of making each resource load externally. This is to save memory usage (since I noticed even without the memory leak, it still uses about 300 MB of memory from startup.

And as usual, life is busy. Too busy with not enough reward >:C

http://www.youtube.com/watch?v=Y6ljFaKRTrI

Monday 28 May 2012

Update! (28th May 2012)

Sorry for the late update (I know you were all eager to see it last friday), I've recently come across an amazingly annoying problem with the side on version (and I think will carry onto the new lane version too), which is that the game seems to take up a massive amount of physical memory, and doesn't seem to empty it upon deletion of resources. I will definitely look into this. If your game starts to lag severly, just select "quit game" and restart the application.

So, this update adds in:

Extras & Cheats Menu (Suggest some more if you have ideas!)
Points Gained from Mercenaries depending on Rank
COMPLETE SPRITE OVERHAUL
Sex Grapples changed
Game Over in sex sprite changed

For "sex grapples changed", I have added in the ability to "grind" (aka speed up grapple). This is currently only available on the standing frontal grapple. After submitting, mash the left & right keys as you normally would. This will make the grapple end faster, however, not only will it drain fatigue, it also increases the chance of the zombie cumming inside of you multiple times. It will also give you Whore experience.

In the latest version, you can only properly play "the Mercenaries". The new game option takes you to a test room, where you can play around, and you can train your knifing ability. This is until I get a map of Montbury drawn up, and we build the town ready for the first chapter.

I'll reply to your comments individually :)

Enjoy,
Z

P.S. Since MegaUpload has been shut down, can anyone suggest another free file sharing service?

Friday 4 May 2012

Very, very close...

Don't worry, I am still working on this. Just at a point where I'm fixing up enemy AI, and it's been pretty annoying not making any progress on it, so I seem to be at that "open -> try and fix -> fail -> close project" point. However, I'm hoping to have an update out before 2 weeks time. No promises though, I'm getting really busy again, and that AI's damn annoying!

Glad to see everyone's so enthusiastic for an update! I hope you'll enjoy the next update (both versions...)

In regards to donation, I've already said I'm happy to release this game for free, and am not interested in making money off of the game itself. :) If you would like to support me however, when I finish off the game (if that'll ever happen, haha!) I'll be selling the OST, which should include about an hours + worth of original composition, in higher quality than what's in the game.

Just to give you a little heads up though, I'm really psyched with the new style of gameplay, less platformer and more "resident evil". For the next update I'll release both versions, but I'll be going for the non-platformer version of the game from now on, unless I get a large amount of complaints about it, which I doubt highly.

Looking forward to releasing the update,

Z

Sunday 15 April 2012

Getting closer...

Well, since the last post, I have receieved another set of sprites from FAPCOM, which means we're drawing closer to an update. While he's been working on those, I've also been adding a couple more bits to the bonus menu, and making massive changes to the game so it will be able to load resources externally, meaning it will take up less processing power and should have the same amount of loading time.

So, all I'm waiting for now is a last batch of sprites from FAPCOM then I can release an update. The update will only contain Mercenaries mode available for playing, but you will be able to access the bonus menu and check out the stuff there!

Z-Fied

Friday 30 March 2012

A long wait indeed.

Well, apologies for not posting any updates recently, I've found it very hard to prioritise.

If you're looking for a tiny update, here's something FAPCOM has put together and put up on the LoK forums: http://legendofkrystal.com/forum/viewtopic.php?f=7&t=1354&start=600#p115611

Once again, thanks to all of you who continue to support this project. Results (and rewards) will be given to you guys for being so patient!

Until soon,
Z

Sunday 1 January 2012