Wednesday, 14 May 2014

Status Update - Continuing as Ever


Hey all,

Just writing to keep you all updated. Personally, I would've liked a lot more to update with at this point, but both FAPCOM and Dartred are busy for the next couple of weeks, and even then, we have so much to do in regards to the new areas.

I remain hopeful as ever, but I need your help! Please check out here: http://resigameforum.proboards.com/thread/4/request-casino-tileset
I am concerned about the potential difference in art style, but I can make adjustments to things sent in.

Below you will find one of the Cerberus Game Over images (drawn by Dartred) that I have coloured in, shaded, and added extras to. There are still some changes to make, but I need to know if there's anything I should focus on, so please give me your feedback!




















Again, thank you for your continued patience. I know it's slow, but we'll get there!

Z

Thursday, 27 February 2014

Forum is GO!

Following up on the request that I posted a couple of days ago, a couple of you said you'd be willing to help out if there wasn't any commitment and if you could just post on a forum... and thus, the RE:P forum is go!

Check it out here: http://resigameforum.proboards.com/

Do read the rules before posting, don't want a lawsuit on my hands. Looking forward to seeing what you all come up with/talk about! :D

Z

Tuesday, 25 February 2014

Status Update & Call for help!

Hey everyone, been a while I know...

So I've been busy with real life stuff as always. My grades have dropped a little, but still averaging a first overall, and I have been very busy working in studios on various projects. (Hopefully one of these will be paid, although I'm more after getting recognition.)

I have gone back over the GO image I posted a while ago, made some alterations, but mainly improved on the colors and shading. (and Rebecca no longer has a sickly skin color) I'm still not finished with it, but it's a lot closer to completion than it was last time I posted it. As always, please post critique.
















I have also started work on the second GO image (Multiple zombies), using a very nice porno as reference. More to come on that...

A more urgent matter:

As the title says, this is also a call for help. The recent communications with FAPCOM has told me he is unable to continue both sprites, animations and environments. Most pixel art sites I have been on get very little traffic, and I doubt the few that are on them would be interested in doing tiles for an adult game.

Neither me nor FAPCOM want to stop this (I already said I won't), but it would make time go much faster between updates if we could get an additional hand. I know I probably should've asked for this help a long time ago, but it didn't seem as urgent as it is now. Here's some examples of the work you'll be expected to do:









Lastly, I have been working on the new area a bit, introducing an NPC, including their dialogue and event. (No spoilers on this one...) I won't spoil the extra surprise I have planned for next update, but I've been working on that too.

I've recently been encountering problems with the zombie pathfinding, and the fact they get stuck on a large number of objects. I'll need to look into this one, but this seems like a big problem. Hopefully I'll get it fixed sooner rather than later.

As always, thanks for following and supporting. Not sure where I'd be right now without you guys.

Z

Friday, 10 January 2014

First Update of 2014

So, I was very late with this, and I took the first holiday I've had in many months for Christmas. I've been working on the Casino and something a little more secret, but I don't want to release either of those until they're fully completed, so you have more to keep you occupied than just one or two new areas.

However, since the majority vote is to see the new dog animations, you can find the updated version that includes the 5 knotted animations in-game (both Laboratory and in-game). In-game, the knotted scene happens at random when grappled from behind by a Cerberus, and features a different mechanic to the other grapples.

Update also features:

- Room names
- Added variations to death sprite (which you can also find in Laboratory, I'll let you figure it out!)
- Added preview to Boutique
- Clothing damage is now a grapple


Also, I will be responding to the comments you made in the last post. Please check those out if you posted something (especially those of you who offered your help!)


On a non-REP-related note, getting above 85% for my course now!

Thank you all for your patience
Z

P.S. I have not yet got round to reducing file size of music clips by using .ogg files. Next update will include that.

Thursday, 7 November 2013

'Keep Sane' Update

Hey everyone,

I am fully aware that this is not a post about RE: P, and it will be the last post I make about 'Keep Sane' here. I've started up a separate blog for that project, which you can see here: http://keepsanegame.blogspot.co.uk/

I've updated the game with dynamic 'Tainted Ground' and randomised enemy/item spawns. If you're interested, go check it out.

Z

Monday, 4 November 2013

Status Update

Hey everybody,

Ok, so this forward momentum keeps changing every two seconds. Things have barely moved forward since the last update, so I didn't think it'd be worth making an update. However, you guys requested them, so I'll keep to your wishes.

Last email from FAPCOM was on 13th last month, which he said he was upset things weren't getting done on his end as well, and that he needed to sort out some errands for next year. Again, we have lives to uphold outside of this project.

That aside, I worked more on 'Keep Sane'. You can check out the updated version here: https://mega.co.nz/#!VRBTXJbC!BAVTgyHAMrh1itg44np5yQSoXBYHVZ04OeiRMdYPsAE

Again, Controls are:

WSAD - Move
CTRL - Sprint (New)
Left Mouse - Use/Fire (Only use at the moment)

Menu - W, S - Move, Z - Select

Updates include:

- Blob of death (that is going to be an enemy)
- Intro cutscenes going up to the first proper level
- some 3D sound, going to play with it a lot more for this game
- Music

Bear in mind that no animations are done yet, and most sprites/tiles are placeholders.

Let me know your thoughts.

Z

Thursday, 17 October 2013

I'm back, k?

Hey again everybody... I know I was gone for a bit, but I've been very busy with my life and doing as best I can at my course (which is going fantastic, one of the best in the class and on par for above 80%).

FAPCOM got back to me on the 1st of this month, and since then I've been working on implementing all the sprites he's been sending me way in the game. What has he sent me? We have 5 rounds of the dog knotting animation. That's right, 5! Since the gameover is unlike the others (as in, it is the enemy' special) I wanted to extend it out a bit.

I've also been making some of the new areas (Obviously without some nice looking scenery). I'll go ahead and let you guys know that the laboratory this time is hidden beneath a casino. I'm still trying to work out the full floor plan of it, but the exterior and parts of the interior is finished. As I've said before, I will release when the next area is ready. I'm being kept very busy (as is FAPCOM), we're working when we can.

Cheers for sticking around,

Z

P.S. For all you haters, I have a very special present for you: http://www.youtube.com/watch?v=v1PBptSDIh8

Monday, 2 September 2013

Present!

So as promised, here's the present: One of the GO images. It's still incomplete, I've only done basic shading for the zombie, and there needs to be a bit more work on Rebecca. However, I've spent the last week and a half on this. Please give your critique!













The second present (What, two?!) is both an image and an introduction. On the above photo I had help (with some of the highlighting, sweat and hair) by a fan that's recently been helping out with artwork and some spriting for the new project 'Keep Sane'. So, introducing Unforgiven7120 to the team with this teaser pic of the main character:


Sorry it's not a game update (Hopefully I didn't give the impression that it was) but I hope this all satisfies your cravings for now. Again, this was meant as a thank you for your continued (and lengthy) support!

Z

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


Monday, 25 March 2013

A little something...

... you can do to help!

So, no response from FAPCOM yet. I have started working on the 'gallery' (also known as 'The Laboratory').

So, what can you do to help you ask?

Well, I'm looking for people to create some backgrounds for this mode, as I'd like to be able to customise it. I am looking for a nice variety of locales, including:

- Street
- Sewer
- Catwalk
- Whatever you can come up with!


I probably won't pick all of them, but I look forward to seeing what you guys can come up with!

For a small example, here's what the screen looks like (Also, I can do some advanced lighting effects like I have in this background):


Note: Dimensions MUST be 640x480, and images either JPG or PNG

Can you please send your finished works to z.fied@hotmail.co.uk

Thanks again for the support guys!

Z

Monday, 18 March 2013

All at once...

I honestly wish I could've posted sooner. It's stupid to make excuses and say I was doing this, doing that, blah blah blah. I didn't have the time to work on this though I assure you. (Plus I'm at a point where there's not much I can do.)

FAPCOM has still disappeared off the face of the earth. In which case please email me Arsham at z.fied@hotmail.co.uk

My main concerns are:

1) The style difference will be noticeable
2) FAPCOM hasn't actually gone

It would be stupid to say (like I have before) that this year is probably my most important year, because honestly, every year is the most important year, and I just don't prioritise this highly enough. I do still work on this, but it's become very occasional. However, once I start getting some new art in here I'll be able to do a lot more, which will probably make me more productive.

Sorry if I'm letting anyone down.

Z