Tuesday, 8 January 2013

Not Ready Yet...

As you can probably guess by the title, the update that was meant to be finished by Saturday (that was my goal) isn't ready yet. As usual, I've been busy with real life. However, I do have something to show. This is my (with the help of a 3d modeler) current test for a game over screen I still need to complete the shading (for the legs) but opinions?

Again, sorry for the delay.

Z

Rebecca isn't looking so good...

Tuesday, 1 January 2013

New Years Update

Yep, that's right. I didn't just put a countdown there for nothing! xP

This isn't the complete update I was planning, since this includes something a little different. Think of this as more of a 'halfway' update.

Included in this is:

- Removal of sex cooldown time for enemies.
- Complete intro, and bartender NPC.
- Crouching now has its own key
- Christmas surprise!

There's several new areas with this update, however, I haven't reached the point I wanted to yet, which is why there is no save point. (and it wouldn't make sense to have it in the middle of the street)

The next update will definitely have a save point though, since you guys have wanted to save your games.

Also, I had to make a new Mediafire account, which means any old versions will be deleted after a certain period of time. Sorry about that :/

Anyway, hope you all enjoy this!

Z

P.S. Since quite a number of people got here from other developers pages, I have decided to include their games in a list on the right. Hopefully you guys will enjoy a few games you hadn't played yet. :)

P.P.S. Should probably mention, Xmas replacers for anal and crouching will be done in the next week, promise :)

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