Thursday, 22 November 2012

Start your engines

I've put together a little demo of how 'Labcoax' will be like, gameplay-wise. I intend for it stages or levels to be inter-linked, allowing for very smooth transitions between them. It'll adopt the style that is Metroidvania, though not exactly.



Here's the link to Labcoax05 - 2012/11/22. File is zipped and the password is: dtny
The same link can also be found in 'Download(s) page' on the right, a page intended to hold more links that are to come.

In 'Labcoax', you play a heroine scientist who works in this bio-lab when one day, a bio-disaster happened, letting loose monsters and test subjects imbued with an insatiable sexual drive by said disaster. The lab's security system kicks-in and quarantines itself, effectively locking the monsters/test subjects and you in it. Your goal is to escape...

At least that's how the story currently stands.

I know, I know it's lacking background and tile sets. The engine or grapple system was a little more complex that I had imagined, taking up the precious time that I'm already currently lacking. Will get to putting tile sets together, hopefully being able to put together stages or levels at the same time.

Hopefully I would be updating more regularly starting now. You may "Follow development" so you get the latest updates. Meanwhile, I gotta eat something.

22 comments:

  1. Two questions, how good are you at creating tiles, and are the gun and hud just place holder graphics?

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    1. I suppose I could manage simple 32x32 tile tilesets, low-levels of detail with decent shadings. I usually pull colour palettes from the net and alter from there. Why do you ask?

      The hp xp HUD and the gun is an object itself currently. The hp bar and hp number, 2 different objects.
      I'm not sure what you're asking here actually, some terminologies elude me. Do clarify :)

      Oh and good to hear from you!

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    2. Well, just interested to see what your tilesets would look like.

      By placeholder, I mean are they temporary graphics that you plan on replacing later. The health bar and gun, for instance, look a little less polished than everything else.

      Either way, I look forward to seeing what you come up with ^_^

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  2. Hey there, just dropping by to let you know that you blog hasn't gone unnoticed, mostly thanks to Kyrie :P
    But anyhow I wish you the best of lucks on your project (which I'm downloading right now), I know how hard it can be to work on such a game :)

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    1. Hey! I didn't expect the 2 developers I follow to post the first 2 comments!
      Yeah its much tougher than I expected. Programming the grapple took much time, mainly because I didn't know how I want it exactly.
      Still much to learn :)

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  3. Not much to do in the demo, but it seems to work just fine. Although, I wonder where she keeps getting a new labcoat from when they throw it aside...

    There's certainly potential here, I think!

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    1. Regenerative labcoats? Anything's possible :)

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    2. How about an in-game upgrade to turn your labcoat into a living symbiote with some nice effects (max hp down + def up + easier struggles...) ?

      Plenty of potential down the line. :)

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  4. Hey I found your site through Kyrieru's blog, and I think you have a lot of potential. Do you have a plan on how much you want to sell this game for, and through which channels? I bought kurovadis when it first came out, and I plan on getting his new game as well. Count me in as one of your first customers! :)

    That being said, I infinitely prefer PayPal over dlsite, haha.

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  5. hi Datanony, wanted to say I joined blogspot just to comment on your game (and then Kyrieru's). I played the short demo and it's looking like a lot of fun! The character has a nice feel to her, good sense of weight, I like the story set up that you have so far, and the raping/sex animations and transitions so far have a good sense of dramatic weight to them.

    I also really like the set up of the main character being not a warrior with a bazooka or energy rifle but a scientist with a mere tranq gun. It makes you feel a little bit weaker and more vulnerable, which ads a nice shot of adrenaline and eroticism to the gameplay! If everything else changes, I at least hope that aspect of the game stays the same. It feels fresh in the face of aniime warrior women in most other h-games (not that there's anything wrong with that, but variety is nice!). I do wish you could do bigger sprites so her facial expressions were visible, but I get your reasons for not doing so.

    Can't wait to see more!

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  6. Dang, thats pretty awesome. I'm going to have to add this to the blogs I'm following now.

    Looking forward to future updates!

    Also I agree with Kris that clothing loss would be a nice feature. It was a really nice one in Iris Action in my opinion.

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  7. Congratz...it's amazing ! just dont give up.

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  8. A few thoughts struck me as I played the demo:
    I like the little particle effects for when the tranq darts strike something. Nice detail!
    The animations are very fluid. How much practice do you have makiing them? How long do they take you to make?
    Are you going to be doing any idle animations, say for standing or when knocked to the ground, or are those nice extras if you have the time?
    After getting knocked down by a slime and raped, it seems like the things as a player I want to see happen in an h-game, the sexual content, I get punished as a player for seeing; loss of health and stopping progress of completing the game. I know I said before I like how the character being a scientist instead of a warrior adds a thrill to the gameplay, but curious how you will manage what we as h-game players want and what makes the game fun and challenging. Perhaps being knocked down causes no damage to the player, but being raped does, or vice versa? Or perhaps allowing yourself to be raped could grant buffs/special abilities?
    Sorry for the random thoughts, just very excited by the potential for your game!

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    1. I started ground-up for spriting. I have been drawing for some time (mostly female humanoids) but never spriting so it took me a good month or so (that's excluding learning backgrounds).

      Managing what h-game players want? It's more of whether there is enough time and whether it aligns with the objectives of the development. But I'm all in for learning to implementing something new.

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    2. Of course, didn't mean to imply that the audience's desires trump yours. Not being sarcastic; aspiring creative type here as well. I just appreciate you wanting to make a game to give out to the world! And however it ends up, from what i've seen, it'll be fantastic.

      And looking at your game, Kurovadis and Iris Action have got me thinking about making my own things. I'm experienced at drawing, so if it took you a month to get up to making and animating sprites as well as you've done so far, then I feel confident I can do so as well. Quit being so damn inspirational!

      But seriously, I'd love to know your process for sprite creating and animating. Researching it and about to try it out myself.

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    3. Depending on the animation you desire, drawing the beginning and end of the animation on paper, and then imagining the in-between frames, is a good way of reducing the uncertainty in your spriting. You can also draw what you're going to sprite on paper, scan it, and then build from the frame. That's how Capcom artists do it. They draw practically every sprite before attempting to make it. Then again, they have a team doing that.

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  9. Pretty awesome game, but where did you get the sounds from?

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    1. I make them with a mic and audio editor. For everything 8-bit'ish, I go to a little link introduced to me by Kyrieru: http://www.superflashbros.net/as3sfxr/

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  10. Seem's good , it has potential

    I hope it will become a good game

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  11. H Game Enthusiast25 November 2012 at 09:57

    May I just say that this game is excellent! Even though its only in its alpha stages. It reminds me alot of Kurovadis and thats a good thing! Even as it is now, this game is tons better than all the shitty visual novels that are easy to make.

    It is really refreshing to see a new H game developer on the scene. Keep going like this and your games could become as well known and liked as Fairy fighting, MGQ, and Nanocrisis! You have talent, who knows what you could be capable of if you improve your skills and software. You could even sell your games on DL Site! I'd buy them.

    Good luck! ;D And remember, 1 good game done well is bastly more enjoyable than a 1000 shitty games. Quality over quantity!

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  12. Glad to see somebody who has their priorities straight and put the time they can spare into making the controls and the design solid first.
    Looking forward to seeing it progress.

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  13. Any update? Or share us what you're doing right now?
    Random rant is ok too.

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