Sunday, June 9, 2019

IS poll 1 results

Hi everyone,
A little over two weeks ago I made a favorite character poll for Immoral Sorceress just for fun.  Here are the current results(Spoiler warning):

3rd Place (3 votes) - Ellanora, the Unholy Sister.
The niece of Julia and product of incest. Betrayed the church to fulfill her desires.
Physical Traits: Black Hair, Huge Breasts, Buxomness, Thick Eye Brows,  Glasses, Heavy Public Hair.

2nd Place (7 votes) - Elizabeth, the Diseased Rapist.
A village girl forced to receive the DNA and penis of a diseased mass-rapist.
Physical Traits: Brown Hair, Moles, Hairy, Diseased, Lactating, Dirty, Sagging Breasts, Penis.

1st Place (13 votes) - Julia, the Ravishing Sorceress.
An old man transformed into a beautiful young girl.
Physical Traits: Black Hair, Hair Over Eyes, Heterochromia Eyes, Short and Petite, Very Thick Hips, Small Breasts, Obsessive Public Hair.

Here are the full results(click image for full-view):

There were 27 votes total, thanks for voting everyone!
The next demo is developing well and should be released sometime this month.

Um, that's all for now,
see you later.

Saturday, June 1, 2019

Immoral Sorceress poll + mini-update

Hi everyone,
This is the same poll from the last post, but I thought I would make a separate post for it to make it easier to see.  If you would like to vote(favorite character), click here:

Immoral Sorceress demo 2 is going well.  I don't want to spoil any of the story for it, I'll avoid saying too much for now.  If you haven't played Immoral Sorceress demo 1, you can download it here:

 start                     corrupted

Aside from the game storyline progressing and such, I've also updated some(sprites such as Elizabeth's), and made a number of  new graphic assets for the game.
On a more technical note, the game should run much better and use less memory.  I've also been experimenting with adding webm video animations with transparency(created in MMD) into the game.  After some trouble, I've gotten this to work correctly, so it's now possible for me to add video animations into the game.

I would rather not make the game get too development heavy with videos though, but I might try to add a few in at some point in the future(I've already made a few Julia x Lara video animations).  However, this game will have CG cutscene images on probably all of the erotic scenes, and hopefully I'll have at least one set of CGs ready for demo 2.

Right now, demo 2 is going well, and if everything goes as planned it should be released later this month.

Um, that's about all for now,
but here's one new screenshot from the work-in-progress demo 2.  See you all later.

Friday, May 24, 2019

Immoral Sorceress - Demo 1

Hi everyone,
more recently, I've been making a corruption themed h-game called Immoral Sorceress (previously called Untitled Corruption Game).

Here's a little bit about the game(taken mostly from the other post):
Seifer, a 66 year old criminal, uses the main fruit of his teacher's life research, "Young Maiden", to become a young girl.  Having also recently completed his own research on how to obtain unlimited mana, he now seeks to fulfill his desires for power, revenge, lust for beautiful girls, as well as regain the penis he lost from changing genders.  Through moral degeneration and corruption, he seeks to turn these girls into extremely loyal, horny followers.  For every girl he corrupts, his total mana grows and he inches closer to his perverse goals.

This game was made with rpg maker mv and has similarities to the Desires of Persephone chapter I posted as well as a game called "Village of Nightmare".  This game also uses an active battle system similar to games like "Chrono Trigger".
Warning though, this game may have some very dark themes.

You can download the game here:!dIZSkQyS!T0Jz69jRK45LyjhH-befHz_nZMzWaIFzBB_U4QdBFpY

If you would like to support me or the development of games like this,  please consider becoming my patron on patreon here.

This game is significantly more feasible to release on a regular basis compared to games like Conception Maiden, so if you like this game or would like to leave feedback, please let me know in the comments below.

EDIT:  I've made a favorite character poll, click here if you would like to vote or see results:

Um, that's about all for now,
but here's some screenshots (after the jump, click on this post's title)----v

Monday, May 20, 2019

Attacking, Bonuses, and Fatigue

Hi everyone,
Hopefully the following won't be too confusing.  I thought I would talk a little more about the battle system in development in Conception Maiden.
The battles for the game is divided into two different parts, the Overmap(top-down view where the characters can me moved one by one like a tactical game), and the Clashmap(side-view real-time battle more like a platformer-fighter).

When you walk up next to an enemy on the overmap, they'll be an option to battle them which takes you to the clashmap.

overmap, controls like a normal turn-based strategy game

having a "clash battle" on a clashmap, this is controlled directly with the keyboard and is more like a real-time platformer-fighter.  The +2 and +1 on Loreiel's stats represent the bonus she gets from initializing the clash battle.

When on the clashmap, you have direct control over the character with the keyboard, you can stand, run, attack, jump, and block.  The AI will now also try to attack you.

Something particularly new that I had met to add before is the fatigue system(this was partly added earlier but never fully applied until now).  At the very beginning, each character will start with 2 stamina points, for each action you take, you'll lose 1 stamina point(unless you wait without moving/doing anything).  If the character has less than 0 stamina points, they are considered fatigued and will suffer from reduced stats(the more fatigued the character is, the higher the effect).  A character will also lose 1 stamina point each time they are attacked on the overmap by an enemy. Characters will regain 2 stamina points at the beginning of the player's turn on the overmap(this is enough stamina to do an action, and get attacked once by an enemy).

You might be wondering how this works, for example:  Victoria starts with 2 stamina points on the overmap, she moves closer to an enemy and complete her action, which reduces her stamina points to 1.  Next on the enemy's turn, an enemy move to Victoria and attacks her, this also cost 1 stamina, so Victoria's stamina is now 0.  Then at the beginning of the player's turn, all the player's characters(including Victoria) will regain 2 stamina points.  Victoria is back at 2 stamina points.

In other words, like this:
Player's turn
Victoria Stamina = 2
Victoria Selected -> Move closer to enemy -> end her action
Victoria Stamina = 1
Enemy's turn
Utrila Selected -> Move to and attack Victoria -> end enemy action
Victoria Stamina = 0
Player's turn
All player's characters regain 2 stamina
Victoria Stamina = 2 

This is met to hopefully make the game much more strategic.  Before this, one character could walk up to a group 5 enemies and beat them pretty easily(all you have to do is avoid getting hit on the Clashmaps).  However now, if a character walks up to a group of 5 enemies, this could be fatal for that character.  Here's an example:

Player's turn
Victoria Stamina = 2
Victoria Selected -> Move closer to a group of 5 enemies -> end her action
Victoria Stamina = 1
Enemy's turn
Utrila 1 Selected -> Move to and attack Victoria -> end enemy action
Victoria Stamina = 0
Utrila 2 Selected -> Move to and attack Victoria -> end enemy action
Victoria Stamina = -1
Utrila 3 Selected -> Move to and attack Victoria -> end enemy action
Victoria Stamina = -2
Utrila 4 Selected -> Move to and attack Victoria -> end enemy action
Victoria Stamina = -3
Utrila 5 Selected -> Move to and attack Victoria -> end enemy action
Victoria Stamina = -4

This means that Victoria had to fight 5 enemies all during the enemy's turn(think of it like fighting 5 enemies at the same time without pause), which tired(fatigued) her out greatly.
The greater the fatigue, the more it effects the character's stats.  It can effect how many spaces the character can move, attack power, defense, and the speed of the character in particular.  If the fatigue becomes too high, the character will not be able move any spaces on the overmap, and the character will barely be able to move on the clashmap and won't be able to harm the enemy on the clashmap.

You might be wondering, how do you avoid tiring the character out?  Attacking groups of enemies with groups of your own characters is a tactic that can be used to completely avoid the heavy stamina lost.  For example: if there were a group of 3 enemies, Lorelei could attack one, Victoria could attack one, and someone else on your team can attack the 3rd enemy.  If these enemies are defeated right away, none of characters will get fatigued since they all fought the group of enemies together.

This system also makes it important to never let a character surrounded by enemies on all sides.  Not only that, this system applies both ways, meaning fatigue also applies to enemy.  A group of your characters can surround one stronger enemy and fatigue her by having each character attack her. This will lead to her having reduce stats from the fatigue and make her easier to defeat.  However, this strategy might only work if a single enemy is by his/herself.


Aside from this, there also something new called the initializer bonus.  Whichever character initialized the clash will be given about a 20% attack and defense bonus, making them more likely to win/survive the clash(see the clashmap image above).  This means both the player and enemy can receive this bonus by initializing the clash battle.  This also means it can benefit the player to try to attack as much as possible during their turn.

This shows how stamina looks right now on the overmap, the stamina of the enemy is now 0.  It was reduced to 1 when the enemy moved closer(but not close enough to attack), then to 0 after Lorelei attacked the enemy.

This fatigue system and bonuses were made to hopefully help balance the real-time fighting with the turn based strategy, making both important for victory.

I still don't have a release date for the demo, but I will let you guys know once it ready,

That's all for now,
see you later.

Saturday, May 18, 2019

Untitled Corruption Game Demo 1 live on patreon

Hi everyone,
Recently, I started making a new h-game in-between making Conception Maiden.
For now, it has the name "Untitled Corruption Game", but I'll try to have a real name for it when I post it here on the blog.
This is different from the Desires of Persephone game chapter I posted(I had never really intended to post Desires of Persephone publicly), and instead it is more build around the idea of something that I might like to keep making for a long time, but is also far less complex to make than something like Conception Maiden.

This game has similarities to the Desires of Persephone chapter I posted as well as a game called "Village of Nightmare", though this game probably has even darker themes.

Here's a little bit about the game:
Seifer, a 66 year old criminal, uses the main fruit of his teacher's life research, "Young Maiden", to become a young girl.  Having also recently completed his own research on how to obtain unlimited mana, he now seeks to fulfill his desires for power, revenge, lust for beautiful girls, as well as regain the penis he lost from changing genders.  Through moral degeneration and corruption, he seeks to turn these girls into extremely loyal, horny followers.

Here are the Patreon demo Release dates, since this is a new game, I'll release it publicly sooner: 
Very early access: May 18th, Early access: May 21th, Public release(blog and anywhere else): May 24th

If you're wondering, before this, I wasn't sure if I should make a new game, however I haven't really released anything major yet this year and ideally I would like to be able to post new releases every month or so, like I did when I was making Girls x Lust.  This won't be possible with Conception Maiden right now partly due to it's complexity(and the foundation of it isn't complete yet) and my free-time, so I wanted to also do something smaller.  This new game is something I can make significantly faster, possibly even release every month like I did with Girls x Lust(if I have have enough free-time).  But please don't worry too much, Conception Maiden is still in development though and I'm hoping to release it's next demo sometime in the future as well.

This new game has some very dark themes, but if you are able to, please give it a try.
I will try to post more about this game once I release it on the blog. Thanks for your support everyone!

Um, that's all for now,
see you later.

Wednesday, April 24, 2019

CM Progressing/Animations

Hi everyone,
Recently there were many smaller things I've been doing to conception maiden.

I wasn't originally planning to for this demo, but I've updated both Victoria's and Lorelei's large cut-scene sprites and modded normal clothes for Victoria.  I've also put together about 36 new MMD animations(though some of these uses the same animations with new models) and added them into the game(this is a slow process due to all the image processing needed to convert the animations to small frames correctly). 

Victoria is massive(standing over 8 feet(243cm) tall) and was the most difficult character to put together.  She now has her updated sprite for the game looks like this:

In-game Victoria with updated Lorelei which shows their height difference:

and the default view:

Comparison of new cutscene sprites(bottom) with the ones used in the last demo(top):

I've also updated/created new animations for battle characters.  On the last 2 post, I did this victoria's  MMD animations without shadows since I wasn't able to get shadowing to work. But now after altering the models further, shadows works correctly.  Here is an example:

The left has no shadows, and the right has shadows.  All the new animations now have shadows.  The in-game size will be slightly bigger than these.  She will now be this size in-game:

Both Victoria and Lorelei have attack animations and such now(as well as Minori and Utrila, though Minori has no attack), here are a few more examples:

 The animations set to be used in the game are current idle(facing 2 directions), running(facing 2 directions), jumping, taking damage, blocking/guard, and attacking(Minori doesn't have an attack since he focuses on healing).   Here is an example of the scale of the new battle sprites:

This reflects their correct sizes. Minori is now shorter, Victoria is larger, and Lorelei is slimmer.  Lorelei is actually a tall girl but it is hard to notice when she's standing next to her mother.  

Something else I've added was a switch system that keeps track of most of the events that occurs in game.  This is different from what I've done before, and this will basically remember everything that has happened in the game and the game will use it in a few ways.  An example would be you pick up a berry off the ground, the game will remember this by turning on a switch.  Another example, you chose a choice from when a character asked you a question, this too will be remembered using a switch.  Basically this will be used to remember miscellaneous things in-game and will also be saved in a savefile when the game is saved.

Here are a few more screenshots of the work-in-progress demo #2:

I would like to post a date for the next demo but with my limited free time(also I have been going backwards to redo the visuals on it multiple times), I am still not sure when it will be ready.  However I am planning to post a new demo between now and within the next few months.  Right now, the fighter animations I need for the next demo are done for the most part, so the main things to add are more eventing, storyline, and programming for the battle system.

Thanks so much for your patience with me and following me.

That's all for now,
see you later.

Friday, March 22, 2019

Menus, Items, and Saving

Hi guys,
The following may get a bit technical, but recently in Conception Maiden I've created an Item database system, an inventory system, a save/load system, and a multi-purpose menu system.  Aside from that I've also added the fighter system from my last post into the main game(though they can not take damage yet and only Victoria's sprites are set up for this so far).

The item system is very simple right now but can be used to easily create new items for the game.  The inventory system builds off of the items system, and basically keeps track of what items and how many are in your possession(along with money) like in other RPGs.  It can also be used to create multiple inventories.

One of the highest proprieties after I adding the stuff from my last post, was to create a Save/Load system so the game could be saved.  For this, the game needed to know what should be saved, which turned out to be mainly data relating to characters/fighters, inventory, system info, and the general current state of the game.  In order to save, the player would also need menus to select where to save, so I also made a multi-purpose menu system.
This is different from menus I made before and took far longer to make than the items/inventory systems.  The basic idea is to have a menu system that can be used almost anything in the game.  It looks very basic right now but it can be used to make lots of different menus with transitions.

After everything was set up, I added pausing to the game and a pause menu, with one of the options on it being save:

This is how the save menu looks at the moment.  The save time is shown as well as a screenshot.  Each time the game is saved, two files are created/overwritten for this.

The ".sav" file contains all the save data while the ".png" file is a small screenshot to go along with it.  This save system would need a few more test but should likely be fully-functional on the next demo.

Character Menu Layout in progress

Right now, the pause menu have 5 sub-menus, Characters, Items, Save, Options, and Quit. Though only Save/Quit will probably be usable in the next demo.  Save files can now be loaded from a new menu on the title screen.


Also, about load times between maps(rooms):
This game is rather optimized, but there is one major thing that makes the player wait, this is the time it takes when the game changes maps.  For example, at the very beginning of the last demo, immediately after the title screen(right before the games first line of dialog), it's noticeable that it takes the game a moment to load. 

This is because autotiles are being merged together in real-time before the map can be played.  (Autotiles are images used as tiles on the ground, and then automatically merged together based on where they are from each other.  This can make the map look very nice.)  The more autotiles on a map, the longer it takes to load before playing.  This basically accounts for most all of the waiting time in demo once the title screen appears(without it, loading could be just about immediate aside from asset sprites/sounds/etc loading when needed).

The best way I can think of to fix this would be to have all the tiles per-merged.  This means nothing would need to be merged while the player is playing.  However, with pre-merged game maps, I won't be able to easily edit the maps(my custom tile editor would probably need a complex update to account for this) and the animated autotiles(like animated water) aren't currently designed for per-merging.  I will try to fix this in the future, though I probably won't have time to do it by Demo #2.


With the basic Save/Load working now, I will probably focus on the writing of the storyline now and a few other smaller things.  Once I have the stroyline far enough, I will likely focus on adding/updating fighters and eventing.

Once that is all done(Though I am not sure when that will be right now), I think Demo #2 will be completed and ready.  This demo will include the Utrila h-event.  Thanks so much for your support so far guys, I will let you all know when the demo is ready.

Um, that's all for now,
see you later.