Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 42 to 60 of 60 · Previous page · First page
(-1)

v0.8.3:

Bugs:

- Fixed a bug where cave appeared in map 3 without selecting a gameplay first

- Fixed an infinite anomaly event node on one of the later maps

- Fixed variable assignment that was causing the infinite anomaly event on the blinding snow map

- ALPHA 6's sprite is direction locked, so won't change in appearance

- "Weapon_unleased" plugin removed: was causing startup error messages for some

General:

- Finished out logic for puzzle added to map 1

- Created code for gathering nodes for Cherries and Melon

- Pregnancy gameplay unlocked!

    - This is mainly to release the mechanics and to make sure they are working and fun while the last two art images are being finished by the artist.

    - The pregnancy gameplay had the most different mechanics out of any of the expansion themes

        - The anomaly energy seems to have made some sort of life form on the planet surface. And to a lonely sole survivor, they do look exactly like what you're thinking.

         - Resist their psychic calls. Or not. Beware if you give into your needs, the surprise comes quicker than you might think.

         - Most activities on the planet surface will erode at your willpower first if the MC isn't pregnant. Each psychic call from the aliens brings a chance that the MC gives in. 

- Upped the amount of ore rewarded from common, uncommon, and rare ores

- Pregnancy stages 8 and 9 art is complete and in place

  - Writing support has provided all dialog text for pregnancy stages and logs

- Added all pregnancy stages to the status check so that a player can track and enjoy the MC's current state

- New Tutorial is finally here!

    - Intro cutscene still needs some rewriting and formatting to fit into the text boxes

    - But intro cutscene now informs the player to visit ALPHA 6 to turn on the transporter, and gives the player the decision to select the expansion theme of choice from the beginning.

- Plus a lot more tiny bug changes.

Hey mate, sorry to ask, is there anyway to access the full body image of the character outside of the body changes?

(+1)

Nevermind mate, figured it out- check status item, i think.

(+2)(-1)

You're right. The check status item will let the player see the current stage and image for the main character.

(+2)(-1)

v0.7.4

Bugs:

- Fixed where sector map and map 1 events looked different depending on which direction you activated them from.

- Using the Move Events Core plugin to fix phantom wall bugs, especially in underground maps

- The transporter console cancel "button" wasn't using the new event I made that also handles the dynamic sprite selection

- Removed some transparent walls in the crew deck of the survey ship

- Fixed small bug on laser puzzle from mid to left that caused the smallest laser to disappear

Side Quests:

- Working on puzzle for helping to fix ALICE further.

    - Completed puzzle that will help to fix ALICE further, making one possible ending easier to achieve.

- Setting up story and location to find out more about aliens and last survey team

General:

- Language support

    - All menu elements not extended by the menu core plugin support Spanish

- Added new gatherable foods for Wg gameplay for 9 in total. Adjusted WP and Dist amounts for each

    - Gatherable foods will still provide some WP restore at the cost of some Dist in a pinch, but amounts are reduced in favor of crafted foods.

- New craftable food menu for Wg gameplay, with 15 recipes. Adjusted Wp and Dist amounts for each. 

    - Recipe ingredients entered. Entered into the bio-processor

Rewrote the battle formula for Deep Scan. Now hits much harder than a basic scan. Still going to keep the energy costs for abilities at their new, cheaper amounts.

* More research into existing plugins

  - Enhanced TP mode hidden from character menu until it can be made relevant

  - Made some unnecessary states hidden in the character menu

* Working on Preg gameplay mode pending art assets

  - Setting up new skills for new monsters and encounters

  - Fixing logic for the different way that distortion would start to accumulate in the MC

  - New logic for handling the different conditions for the emergency transport

* Working on story cutscenes and dialogs for Wg story

* Created the first branching ending! Story and dialog are not complete for each yet, but there are now two possible endings to the story

  - Obtaining the home ending has enough of its conditions ready to be triggered. With more possibilities to be unlocked later.

  - The first branched ending has enough dialog to comfortably fade to black until more content can be properly added.

* Jump drive gauge will now read correctly when charged. Well... eventually

* Tweaks to Wg specific states hungry and starving. Testing to ensure that these states are more significant in gameplay

* Fun with puzzles! 


- Big hunt for enemy art assets. Lots of new enemy art to go with an enemy revamp.

    - Working on attribute numbers now for load balancing, implementing into 1st map A-001 random encounter framework

- Cleaned up 1st Act smoke around damaged systems on the survey ship

    - And added a visual aid to see the jump drive charging status.

- No longer see the MC in the bottom corner during the beginning intro

- Ending cutscenes has removed the MC from the screen.

- Improved the personal logs so that they all appear on the same choice menu.

- Added more texture to the snow map, because hopefully players are not so blinded. (Seriously, wasn't that bright in RPGM editing.)

- Auto Battle removed from menu settings. Was causing wonky effects in battle and paralyzing enemies.

Story

- All Wg personal logs are completed and tied into the game

- Finally have second ending art in the game, and a small cutscene for it.

- Added in puzzle to help attempt to fix ALICE before trying to return home to help achieve one possible ending.

- Add in path to activate alien artifact to trigger second ending. Will improve in later release.

- Provided a prize for solving the puzzle on the snow map. Better dialog in progress. 

(-1)

Hey everyone, just uploaded v0.7.4!
Patreon supporters just got their hands on v0.8 in early access.
I’ll update the dev log in the morning!

(-1)

New release! v0.6.4

- Last maps for Act III content are nearly complete. Working on the side quest for one, and then the transformation after a puzzle on the other one.

  - This one is taking the longest. I want more on the maps and some simple puzzles. Something that is more fun than some of the early maps.

    - One map's puzzle is complete, now adding gameplay specific zones.

- Objectives complete for Act III. Act III is not story and dialog complete, but the most important thing:

  - The final WG stages and art is unlocked. Enjoy!

  - Now able to repair the jump drive. It will still need to be charged with exotic energy to jump. If only there is a supply of exotic energy somewhere...

- Other expansion illustrations won't be done in time for this release. Holding off on other gameplays.

- Working on concepts for new encounter gameplay and handling events.

- Found a text code to have all the text in the box appear at once. However it also doesn't play well with the Text plugin I have for the word wrap.

- Still working on a rework of food craftables. 

- Fed up with RPG Maker trying to make my players as deaf as I am. Reducing volume on all music entries until I start customizing. Will be doing the same for effect volumes soon.

- Adding more dialog to npc's. Also adding a data reward for secondary discoverables. Large Anomaly encounters also now providing data.

- Added more ore deposits to A-043

- The Deep Scan is a big pain point for a lot of players. I'm realizing that leveraging battle core plugin for higher crit rates is working as planned, and the skill is too sensitive at lower levels and improved gear. Working on a new formula and other ways to improve.

- To attempt to make saves safe for porting into future versions, created the crew quarters level where the player can save the game in the captain quarters wall console.

  - Autosaves and saving anywhere will still be active until this is confirmed to be a solution. 

Med bay medical procedures for Act III stages are now properly unlocked.

The Act III maps can now be walked around on.

There were a few typos found, one more unlimited gatherable found and fixed.

Also reduced the Energy Costs for advanced scan skills in encounters. Still working on tweaks to the damage formulas. 

- Fixed some typos in different places.

- Fixed where jump drive charging wasn't applying, or doing a proper check on MC's distortion status

    - TODO: Charge Gauge still reading zero even though it's charging.

- Fixed bug where navigation console was disappearing after jump drive is fully charged so can't kickoff the Act III end cutscene

- Fixed more infinite ore on anomaly deposits.

- Sector map now allows traversing over any terrain. Mountains no longer blocking movement.

- Fixed potential bug where completing medical procedures after all other objectives in an act may not have triggered the objectives complete.

- Learning new things about plugins:

  - Found a label tag so that all sections of the ship have better signs

  - Found a more reliable way to track steps and use that to trigger an event. Which allows me to have more control on random encounters, not just with traditional monster encounters. And also better control of rewards, instead of a chance for one item. Will test this in A-001 to test reliability, and to setup more random events.

- A lot of the crafted materials were accidentally marked as consumables. Fixed. 

(-3)

The game will have a free version on itch io until at least a finished v1 comes out. It will just be delayed a version behind those that support.

If you are interested in supporting, it does help in giving me the resources to acquire some amazing art assets! Take a look at the [patreon](https://www.patreon.com/majesticbluefalcon?fan_landing=true) page. $3 gets you the early access.

Deleted 1 year ago
(-1)

I have just completed the first patreon supporter early access version: v0.6.0!
Act III is unlocked with the final stages of art for the Wg gameplay.
Lots of small tweaks. Found some more places to add dialog and story.

v0.5.1 is the current free version here on itch.io. If you enjoy it, supporters will get early access to the very latest version. v0.6.0 will release for free to itchio once supporters get their hands on v0.7

(-1)

is the fat aka gain weight still in work in progress or is it's just not your thing anymore

(1 edit) (-1)

The second act was unlocked, and the third act is near completion and will release to supporters first. I'm in talks with the wg illustrator to put a final ending cutscene into the game.

I am in talks with other illustrators to release additional themes. Each theme will have it's own sequence, and it's own story.

v0.5.1
In adding 20+ some skills to the class skills list, I forgot to add back the escape skill

v0.5.0
Revamp of the skills system. Surveyor Skills have been revamped, and will upgrade as the surveyor rank increases.

Anomaly skills added that will appear in higher stages of distortion to add choices to encounters.

v0.4.0
Added some more walking sprites
Added first SFX for some of the expansion content
bug fixes.
Lots of other stuff.
It was a big list, check out the discord channel for the full list.

(+1)

v0.3.0
Bug fixes
Added dialog and log content for Act II

Just been playing v0.2.2, every time I use the restorer it says it takes 100 days :P

(+1)

v0.2.2

- Added Act II medical upgrade and procedures in the med bay that would increase the MC's threshold capacity.
- Finished dialog for Act II WG stages
- Found a better solution for recovery when outside of communication with the ship
- Added a new walking sprite for when the MC takes it a little too far

so what's new in this version of the game? again

Thanks for following everyone. v0.1.0 is uploaded

What's new in this version?

(1 edit) (-1)

It's harder to update all the forums with the change log. The formatting is different with each one. I keep a progress and backlog thread in my Discord channel. Please come on over and check out the status updates there!

Erm... Tagged "Erotic" but I didn't see anything there that would fit that tag.

I guess I'll follow? But it's pretty sparse right now.

Those stances are part of a suite of plugins that I like, but am slowly pruning and refining. Expect those to change. Thanks for taking a look!

Excellent start to a game. For now the game is nothing but a short grind to set up the rest of the game, but it felt promising. The grind didn't feel too tedious, although that might be because I just got from rune grinding in Elden Ring. I will say, the enemies did feel a bit on the weaker side, especially with the warrior stance.

Viewing most recent comments 42 to 60 of 60 · Previous page · First page