Friday, February 9, 2018

February 8th weekly update! Getter Graffiti v0.3 update and MonTamer plans!

Hello everyone!



Sorry for the late update, had a  few things come up, but the Getter Graffiti v0.3 update is done! You can download the game here. 

The changes include:

  • - more graffiti sprites to spray
  • - fixed some  level design that was causing issues
  • - Music now loops correctly
  • - slime enemy sprites properly added in
  • - you can now fall and land on another railing
  • - overall the game should feel more fluid
  • - a "Spray" icon will appear when you can spray an object


I had to pass on fixing some other issues since I need to get to work on the Stawberry game jam game, so here's all the known issues:


  • - spraying graffiti can still be too spotty
  • - The "Break out" icon can appear in front of the flying enemy scene due to the camera no centering properly


Once I get the Strawberry game jam game finished, I'll most likely take a bit of a break and then get back to work on Getter Graffiti. For the next update I'm going to try and:


  • - rework the spray system so it feels more responsive
  • - add in collecting spray cans and spray amount system so you have to keep track of how much paint you have as each object will have a needed amount of paint to spray it
  • - start planning the "speed up" feature which will speed up the pace of the game and the animations of the enemies so the game gets harder as you play.
  • change the way spraying works internally so I can have different objects with the same graffiti sprays.

Now, on to the plans for the Strawberry jam game; Montamer!

So basically for this game, I wanted focus to be catching and then taming monster girls from Pokemon and Digimon. The idea is to make the game scalable so I can easily add in more monster girls in the future if I want.
There will be various areas in the game:
  • Hub area (your house): This will be where you keep all the monster girls you successfully capture. You'll be able to check their stats, temperament, and initiate sex scenes with them from here. 
  • Map screen: This where you can choose an area to go to in order to search for monster girls. Right now I have 4 planned out, each featuring a monster girl, but only one will be included in the game for the jam if I get this far. In the future if I expand on this, I will probably have it so there will be multiple monster girls for one area and you have to choose which one you'll target ( kind of like a pseudo difficulty system)
  • Hunting area: This will be where you are actually trying to capture the monster girl. Since you can't fight them head on, you have to sneak around and force the monster girl's guard down. Depending on whether or not you are successful, you'll either win by making the monster girl too horny to fight by interacting with the environment and other monsters to arouse her, or have her notice  you too many times and get a domination game over scene.


So for the Game jam, I want to focus on getting the hunting area  scene done so I can test out capturing a monster girl and making it interesting. I decided on Blaziken being the first one to test. So for the demo, I want to:
  • finish animations for Blaziken walking back and forth, noticing, the player, and idling.
  • Player animations for moving through the environment and interacting with Pokemon.
  • The Water front forest environment sprite set
  • NPC Pokemon in the forest:
    • Roserade: walks from one side of the screen to the other. Player can spank her to cause her to use "Sweet scent". If it happens near Blaziken, she'll be affected and will be forced to masturbate for a brief time, increasing her arousal.
    • Ambipom: spawns and stays in a tree on either side f the screen. The player can shake the tree and force the Ambipom to fall down. If it lands on Blaziken, it will start an H-scene with her.
    • Tangela: spawns in the middle of bushes. Player can pick Tangela up, and throw it at Bliziken to initiate a tentacle like scene.
  • some simple music for the forest, and sfx.
  • Player win/ lose animation scene. 
I'll have more visual stuff to show later since the game is pretty hard to explain n
Unfortunately i didn't have time to finish any of the drawings, but I should have some sketches out soon so I'll post those when they're finished. I'm probably going to take tomorrow off sine I've pretty exhausted and haven't been in the best place mentally, but hopefully the rest will allow me to work on the game properly. I hope you look forward to it.

See you next week!


Tuesday, February 6, 2018

Small delay on this week's update

Hey everyone.

Just letting you know the update will be coming a bit later this week since last one was late as well. I hope to get the Getter Graffiti update done by Tuesday or at the latest Wednesday ( just have a few more sprites and fixes to do) and should have my plans for the Strawberry Game jam laid out. I'm also almost done with the Majin Android 21 set, just need to do the shading so that should be done by then too. Hope you guys look forward to it!

Tuesday, January 23, 2018

January 23rd weekly update! Things still in progress

Hey everyone!



So things are still in progress for Getter Graffiti. Unfortunately I had a kind of stressful week as I try to get things rolling life wise so I didn't get as much done as I wanted. But the Getter Graffiti context is going well. I'm going to try and have at least 5 types of graffiti per size and try to add a few more background elements as well while I'm at it. The slime animation is going well. Still need to do the enemy's game animations and finish the climax scene so hopefully I can get those wrapped up in the next few days. I'm also going to try and add sound effects and iron out all the final bugs since I want this to be the presentation demo I show off to people to get them excited.

I also spent some time just doing some pixel art for fun to clear my head a bit and wanted to do a higher pixel count sprite so I made a few sprites featuring Lightning from Final Fantasy 13.


They're both still WIP, but I'm going to try and make a small animation focused game with them as a cool down from Getter Graffiti whenever I feel burnt out on it.

Also, I think some of my main problems as a developer right now is starting and stopping projects, mismanaging the scope of games, and  being afraid of showing my content to the community unless I consider it to be perfect. I feel fine doing updates here because I already assume there won't be much traffic here, but I haven't updated my other sites in a long time because of this nervousness. I spent a lot of time thinking about what I can do about this over the last week. I think one of the best things I can do is start getting involved in discord groups, reddit threads, forums, and other things and showcasing my work there even if it's not 100% complete. I think this will not only help me get over my nervousness of showing my work, but also relieve some of the stress of development and improve my growth. Truth be told I felt myself getting jealous towards fellow creators and kept feeling like I had to be better than them if my work was to have any value, which would lead to me starting new projects. But thinking like that will not only make me miss opportunities to meet and interact with new devs, but it's also shifting my focus from my real goal: becoming a better developer than I was yesterday. So the plan is to start communicating more with the community and learn from my fellow creators. Sorry if this got too personal, but I wanted to let you guys in on my though process and maybe help any other devs that might be stuck in the same mindset.

Anyway that's all for now. Hope you all have a great week!

Tuesday, January 16, 2018

January 16th weekly update! Getter Graffiti full steam ahead!

Hey everyone!

So this week I wanted to primarily focus on drawing, but making pixel graffiti art took up the most of my time instead.

I did manage to get the Getter Graffiti bug fix version out earlier in the week which prevents Mui from getting knocked back or slowing down on the rails, so the game should feel much more consistent. There's still an issue with the zoom in during the flying enemy scene since the camera doesn't center itself. This causes the "break out" image to appear in front of the animation, so I'm trying to find a way to make it move the camera to avoid that problem. Hopefully I'll figure it out by the time the next demo rolls around. I'm also going to adjust the spray object hitboxes and make an icon indicating when you can spray an object which should help the game flow better.

Speaking of Getter Graffiti though, I have been making progress on a lot of the new graffiti for the game. I have 7 total small and medium sprites ready and I'm working on a few more at the moment. I wanted these to incorporate some references to games and shows that I liked or were inspired by you might see some familiar faces haha These will be included with the slime enemy update once I get the sprites for that done. I'll post a couple of them below as a teaser. I might work on them a bit more, but probably no major changes. The "Oni" one will actually be replacing the one in the game currently since I feel that one is a bit lackluster.

Looking at the, now, a lot of them are ass focused, so I'll try to incorporate more boobs and other areas of interest in the future to balance things out lol



The slime animations and it's scene are going well. There's still a bit of work left to it including the climax, but I should have it ready by next week. I want to add 2 more enemies to the game, so I need to think of some ideas soon since I want the game out by the end of January. One will probably be an enemy that dashes at you, so you need to be on your toes more when you're on the ground. The other might be a tall enemy or something that you need to time a jump to get over. Originally I wanted a slide in the game, but I think I'd rather try to keep things simple and work with what I have. I could even do something like a tentacle trap that hangs from the rails. I'll keep you guys posted on what I decide on.

Once that's done, I'll start incorporating the Chaser enemy. This will be the one trying to catch Mui throughout the game and will trigger a game over if they catch up to her. I decided to make it Mui's rival "Phyvo". A prodigy police officer who uses tentacles to traverse the city. So basically the concept is you want to prevent yourself from running into the police because they'll slow you down and allow to be caught by Phyvo. Her sprite will be big since it'll involve her tentacles and take up most of the screen vertically, but it's animation shouldn't be too complex so hopefully it won't take too long to finish. Here's her concept sprite with a comparison to Mui:

 Other than that I still need to get the sound effects in the game, so I'll be working on that too. I also have a lot of the art work left to do and I wanted to make a little 2 page comic to introduce Mui and Phyvo and the start of the chase so there's a lot left on the plate as far as work for the game goes, but I feel confident about getting it finished. Worse case scenario I will push the release date into February if I need more time. I'll keep you guys posted.

Also as far as plans for my other games go, I'll chart that out once I get done with Getter Graffiti since there's still a lot of work left for it. I think right now it's better to try and focus rather than juggle everything like I do normally xD

Anyway that's all from me. Hope you guys have a good week!





Tuesday, January 9, 2018

January 8th weekly update! Back from break!

Hello everyone!

So after the Lewd game jams I wanted to take the last week off and just take some time to myself.
I still did a bit of artwork and worked on a few things on the side to keep myself busy, didn't get anything finished to show, but hopefully I'll finish some of it up as the week gets rolling.

But before I start making more art again, I want to finish up Getter Graffiti and get rid of some of it's annoying bugs. I want a lot of graffiti sprites to be in the game for  the player to spray so I'm going to try to do 3 a day (1 small, 1 medium, and 1 large sprite). Like I mentioned before I want to try and get the game out by the end of January. I'll also have to look at adding some more "endless runner" mechanics like adding a score, leader board, and other mechanics that would make the game more enjoyable.

On my off week I also started another small project. While it is very small in scope, it will still involve a lot of  sprite work, so I'll wait to work on it until I finish Getter Graffiti. I'll show off the project once I get it into a more presentable state.

Unfortunately I don't have anything to show for this week, but the coming weeks should be more fruitful. I plan to bring out a bug fix update for Getter Graffiti by next Monday so hopefully that will go well. Also I will be working out plans for Pome and Usagi Star as well, so I will keep you all updated on that once I figure things out.

See you all next week!

Tuesday, January 2, 2018

January 2nd weekly update! Happy new year and Getter Graffiti demo released!

Hello everyone!

Hope everyone had good holidays and a happy new year! Mine was pretty nice, and I got a good amount of work done as well haha

Speaking of which, the lewd game jam 2017 hosted by Sepherit has concluded, and I completed the proof of concept demo for Getter Graffiti! You can download it from my itch.io page..

You can download the game here

The game currently has a few bugs that I want to iron out, but I want to take a few days t rest a bit since I already feel a bit burnt out. I put all the notes I think were necessary to know about the game on the itch.io page so feel free to check it out if you're curious.

I'll be adding more graffiti sprays and 3 new enemies and more environment sprites. I'm hoping to get the game out by January so I'm gonna work hard on it once I rest up a bit. Here's a sprite from the game, I'm really liking the "Mating Press" position as of late haha


As for future things and new year's resolutions:

  • I want to try to get a game finished every 2 months, and do some more practice with art, pixel art, and coding. 
  • I also want to do more comics and images sets too since I think they are a great way to practice and show a simple scene. 
  • I want animation to be a big focus as well, so I'm going to be doing more hand drawn animation beyond just doing pixel art animations.
 So I will be pretty busy going forward and I might not complete everything I start, but I think being more experimental at this phase, will lead to me learning more and figuring out the type of content I want to make. Also, I will probably get a  day job soon now that the holiday season is over, so that'll probably impact my work in a big way if I land one. I'll keep you guys posted on what happens and what the plan is.

Well that's all for now, see you next week!