Sunday 7 June 2015

AoA - Progress Report (5)

Aaaand I completely missed out on a May update. Damnit.   =(

Things I worked on so far:-

  1. One (1) new boss.
  2. Two (2) new enemy types (slime and female cultist) for variety.
  3. Two (2) new skills.
  4. Unlock check (for animations) and handler after defeating bosses.
  5. Knockdown handling changed. Now occur only when stamina bar depletes.
  6. ...

It looks like I'll have to delay v0.6 just a little bit more as I work on completing the enemy animations for the newer enemies (slime is done, now the female cultist is left). As they are a type of their own, their animations will have to be different as well, since they don't share the same body shape as the generic grunt look (this multiplies the number of animations).

Here's a few quick GIFs :


I should have v0,6 out next week, as soon as I get the cultist animation done!

In the mean time, you can watch an uploaded stream on how Sourjelly creates the art and graphics for Anthophobia. Shaping up nicely I say!


12 comments:

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    1. I was thinking of a vicious green slime enemy. It came out viciously cute.

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  2. Silly slime, you can't sex that NPC.
    ...
    Or can it now?

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    1. so no tentacles slime hentai animations for the heroine?

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    2. The slime has that, although its actually only 1 tentacle instead of a whole slew of tentacles. See v0.6 soon!

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  3. Come to think of it I don't recall seeing the heroine's bare bouncy boob and bush/shaved pixel in any of the animations LOL Is there going to be an animated position revealing her complete pixel beauty?

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    1. Its quite difficult to have all encompassing positions but the heroine is to have more positions soon (I just haven't got to animating more yet). That being said, I too agree that the positions be more "full frontal" viewing. I shall add them next (v0.7)

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  4. Hey there, I had an idea earlier that I felt like sharing here. I'm not sure if you had any plans for different difficulties but I came up with what I think would be a small but noticeable change in the level of challenge. For an easy mode upon defeat the player could choose to respawn on whichever wave they lost on and for "hard" or "normal" difficulty the player would have to restart from wave one. For example say there are 10 waves per stage with a checkpoint or save point before/after that stages boss battle. On normal/hard the player would have to retry the stage (from wave 1) if defeated. Just something I thought of after getting beat up and seeing the game over options.

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    Replies
    1. Hey Alastor, interesting suggestions. I've thought about it too but came to conclude there be no difficulty controls, merely a set system where players get checkpoints every 10 stages (after defeating a boss) so that there'll be no confusions. It is also easier for me from there to scale difficulties via wave number and enemy combinations. Last few waves will always be the most difficult (relative).

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    2. Alright, sounds good. I think the checkpoints will balance things really effectively and make it just the right difficulty. Do you plan on having the bosses have special sex animations for the heroine, later on in the waves? I thought it'd be cool if there was like a brute type of boss and he has like a blowjob animation. The other enemies would be standing there watching like (O>O) lol.

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    3. Sorry about the repeat question, I just scrolled up and saw that you already addressed having different future animations.

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