Sunday, March 27, 2016

Update

Since my last post, I've been plugging away at a few projects as time allows.

Futa Apocalypse:  I finally started the process of breaking this into its individual stories.  I'll see about making a release of another story about once a week until the entire game has been broken down into more manageable chunks.  The latest build does NOT have any new content, but if you're interested in taking a look at what the game looks like for a single character, you can find it here:
http://www.tfgamessite.com/?module=viewgame&id=446

Aftermath:  I have far more information to share on this front.  With the exception of Feats & Flaws (Feats, like in D&D, Flaws being essentially the opposite and by taking one, it gives you the ability to take an additional Feat during character creation.) I've got the character creation done.  All of the first area's navigation is complete (Over 30 locations in the starting area.)  The last thing I've started working on was the Inventory stuff.  I've got the first few clothing options partially coded into the game (No weight or stat modifiers associated with them, but it includes the ability to change out clothing options.)

No ideas what, if anything I'll accomplish tomorrow, but it looks like Tuesday has some promise.  Hopefully I'll have some more news worth sharing soon!

Tuesday, March 15, 2016

A look at what's a head.

Some time in the near future, I'll be shifting my attention back to game making again.

My list of priorities include the following:
-Finish up the next update to Wanton Cove.  Its about 80% complete at this time, and a couple of good days' work should see us with a new test build.  As soon as I get the ok from my testers, and/or fix anything they point out, I'll be getting a new build up for the community.
-Do some minor work on Futa Apocalypse.  While I'll likely write a little bit of new content, this work will mostly be for the sake of breaking the game down into its individual stories in an effort to make things significantly more manageable from my end in the future.  This will likely require a full day's work.
-Set to work on Aftermath.  There's been a colossal amount of time and planning that has already gone into this project, and now we're gearing ourselves towards producing a working prototype/demo for the game.  This is easily the biggest item on my to-do list at this time, but on the up side, I'm working with ReaperOf666 from TFGamesSite.com so the work load won't be entirely my own.  At this point in time, we have most of the starting location written, navigation for that location is in place.  We have a combat engine written that will work fine for now (Designed for 1-on-1 combat, but will need to worked on to handle more than that.), but will require a significant amount of work moving forward, and some basic items created that still need to be plugged into the game.

I'll be sure to update about developments as they happen.  I'm not 100% sure which project will get worked on first, but I hope to get to all of them in the coming weeks.

Thursday, March 10, 2016

Fallout 4, part 2

Decided to push forward a little bit on this and am rushing through the endings now.  I've knocked out two of the four now, and I hope to bump out the last two over the next two nights.  Then I'll be spending an evening collecting the last few bobble heads and magazines that I missed.  When all of that is done, I plan to jump back into Wanton Cove to see if I cant grind out an update by the end of this month.  ;)  No promises though.


Monday, March 7, 2016

Fallout 4

Nearing the home stretch of Fallout 4.  Once that's done, I'll be jumping back into this again and will hopefully have something to show for it fairly quickly.

In the game related news:  Since the last update, I've completely rebuilt and rewritten the combat endings, resulting in a massive amount of new content in the form of naughty endings for combat.

The last test build left me with a lot of issues to run down.  When I settle back into working on Wanton Cove, I'll be addressing that list and grinding my way through a couple more small issues before a new public build is released.