Lately, one of the things I've been doing a lot was developing demo 3 of Conception Maiden. There are a number of things to show, I'll post them after the jump(click on post title or read more to view).
Here's the story (demo 1&2 only) of the game:A boy name Minori is awoken from cold sleep(cryostasis) by a mother and her daughter, only to find that a deadly virus wiped out most of humanity, and that the 3 of them are the last living humans on earth (with the exception of an unknown number of other people in cold-sleep pods). The world is also overrunned by "cross-breeds", deadly parasitic life-forms. With just the 3 of them left, humanity faces complete extinction.
Details from earlier post below:
This game is a blend of tactical rpg and a side-scrolling platform-based fighting game. The game is played in 3 different main modes: Exploration mode, where you can walk around freely, Command mode, where you use a cursor to select and command units to move on a top-down map(similar to tactical games such as fire emblem), and Battle mode, where you control the character directly and fight the enemy in a side-scrolling fighter/platformer-like view.
Here are a few new screenshots of the game:
You can download demo 2 here: https://mega.nz/file/BAwATTIa#abSgqB9wzVYAa9jMuq7eXiHwocOGXTIImjhtNgIZrjQ
Exploration mode: Arrow keys - move character, Enter - Interact/Talk to others
Command mode(for battle maps): Arrow keys - move cursor, Enter - Select, X - cancel (You can also use the mouse in command mode)
Battle mode(side-view fight): Arrow keys - move character, Z - Jump, X - Attack
On-screen messages can be progressed by pressing Enter, Space, or Left-Mouse Button.(Hold down to fast-scroll text)
Press Esc to bring up the menu(this only works when no one is talking).
Demo 2 changelog:
Some notes about the current demo:
Also Note, that the game has been going through a major revision, and the demo 3 will have a very different story-line(partly based on the idea of monster girls), focus and new CG style(among other things), to read more about this from my earlier post, click here.
This is somewhat of an originally unplanned release of CM demo 2. Note that this is almost the same as CM demo 1 in content, expect the game engine has been upgraded to a newer and faster one(from GMS1 to GMS2), so it should have improved performance(little to no lag between maps), and there are a ton of small changes(such as new character sprites, menus, save/load-system, pre-autotiled maps, and Lorelei able to fire bow in battle) and slightly longer story-line.
Note, this wasn't originally planned to be released but I thought I would release it since it has many improvements over the last version, the conversion to the new engine turned out so well(though it took a long time to get the demo to this point), and also I haven't released anything new for CM yet since it's initial release.
Note, this file is password protected. The password is up on patreon/subscribstar, for more info about this please click here.
-Here are the Patreon/SubscribeStar Release dates-
Very Early access/Early access: November 3rd, Public release(on blog and anywhere else): November 10th.
That's all for now,
see you all later.
I been doing a bunch of stuff the past few days such as learning more about how to use koikatsu, and I also made some significant progress recently to image/sprite processing(can now easily convert images to spritesheets for game) as well as with auto-tiling which is now complete and is possible to use on the level of rpg maker can within GMS2. Some of this maybe a bit techinal again but hopefully it won't be too confusing.
Here are some new CG renders I created now showing the elven family(wip). From left to right, Victoria(massive elf), Minori(human boy), Lorelei(daughter of Victoria), plus two possible offsprings(with parents being Victoria and Minori).
|Facial Expressions test|
For creating animations with koikatsu, from what I've see so far there are 3 ways(I think) to animate, first is by importing an MMD animation(I don't think you can directly edit these, though i'm not sure), second is by using a route animation tool, and third is by using a fan-made timeline tool to build animations. There are also alot of premade animations that it seems to possible to make small adjustments to. I'm not sure but it seems like it might be the easiest for me to create the animations in MMD, then import it into Koikatsu(as well as use animations already within koikatsu).
I've tried a bunch of stuff with animations as well as post-processing the animations so I can put them into the conception maiden game. They are a bit large so I'll post more after the jump.
Animations and more after the jump(click on post title or "read more" to view)
I've been doing some more stuff with Koikatsu as well as doing thing to up-convert Conception Maiden from GMS1 to GMS2(Game Maker Studio 2, this is an engine used to create games). Here are some character design stuff I did in Koikatsu since the last post(though I am still learning how to use everything):
I updated Victoria's body proportions some more as well as changed her face. Her facial expression is now a bit kinder and more relaxed looking(and maybe a bit sleazy).
Orc girls have been adjust too, to hopefully look a bit more fearsome.
This character(WIP) may appear in the game, a human girl who was once a slaver trader/breeder that deceived human males, capture them, and sold them them monster girls. In regions that were taken over by monster girls, she would force human women to get pregnant. This is what she use to do before the apocalyptic war.
Something else I've been doing was trying to add animations. Koikatsu has a very detailed scene creator(and fan-made plugins enhance this even more). I can now take any animation created with MikuMikuDance and import it so that I can use it for my characters. I tried importing the MMD files(called VMDs) I had already did for Lorelei and Victoria, and animated them both which worked well, and then saved their animations as an image sequence to test frames exporting.
A problem I had for a long time with images/sprites was shrinking/resizing them to be the best quality they could be. From all the art programs I've tried, it seems Microsoft Paint(MSpaint) does the best image shrinking for the images I use. However, I don't know any normal way to batch shrink images with it and it doesn't seem to support image transparency. To get around this, I made 3 scripts that work together by combining microsoft paint with photoshop, however process this is very slow, needs preparation and can have bugs once in awhile.
Recently though, I've found a significantly better way to batch shrink images in what appears to be the same as microsoft paint does. Using a program called magick I can now automatically shrink them like microsoft paint does. This saves a tremendous amount of time and completely the solves a long-time problem I had with shrinking images while keeping a higher quality. Here is an example of the animation playing, shrunk with photoshop, then shrunk mspaint style with magick:
It might be hard to notice at first, but the MSpaint resized one(using magick) has cleaner edges as well as more visible/less blurry details. So I plan to use this to resize sprites from now on.
Also I've up-converted Conception Maiden from GMS1 to GMS2. From what I can tell so far, GMS2 runs notably better and GMS2 has a built-in autotile feature(using this you could create maps similar to how you create maps in rpg maker, in GMS1 this could be very difficult to do). GMS2 is quite a bit different from GMS1 though, and also there were a few fatal compatibility bugs from up-converting the game. However, I got the game running now in GMS2(with dialog, movement and the battle system all working) so hopefully I will have everything else fully working soon.
|Screenshot of game running in GMS2|
I removed the custom autotile system(so a lot of the tiles aren't joined in the screenshot above) I made, so the game should probably have little to no lag when switch maps(before the game had long loads between certain maps because the game had to wait until it manually merged all the tiles). I will try to add GMS2's autotiling into the game instead. So overall, the game will likely have far better performance than the last conception maiden demo(From what I can tell so far, there seems to be no lag/freezing on my computer).
Anyways, right now, the plan for Conception Maiden is to apply GMS2 autotiling into the game, make/update maps/storyline, add new character sprites/bust images/animations into the game after creating them in Koikatsu, and debug the game.
I'm not sure when a new demo for Conception Maiden will be ready right now since there is alot to do for it, but I'm planning to release demo 5 of Immoral Sorceress sometime next month.
That's all for now,
see you all later.
this may be a long post, but hopefully it won't be to confusing.
Recently I've been considering doing a major revision to the Conception Maiden game. This includes major changes to the storyline as well as making things more concise in relation to dialog. Part of the reason for this is that the game has become way more complicated that I originally intended(Conception Maiden is the most complex game I've ever attempted to make). However, I would still like for the game to keep it's current tactical/fighting battle system.
Something that I've also been considering was using another 3D character creator other than 3D Custom Girl. For most all the games I created up to now I've used the program 3D Custom Girl to render the CGs for the game, however I've been considering switching to something else for awhile now for the visuals. It seems that I might be starting to reach the limits of what I can do visually with 3D Custom Girl, so I thought this might be a good thing to consider.
Looking at what I can find online currently, there were 2 main character creators that I would like to consider using. One is called Custom Order Maid 3D 2(Closely related to another program called Custom Maid 3D 2), and the other is Koikatsu(Also known as Koikatu/Koikatsu Party internationally). Below are some renders I made in each program.
Here is a test with the lighting/shadows adjusted to get a better idea of how it might look if I used this for CGs(click on image for fullview):
Orc girls are muscular, strong, and aggressive, in the past they commonly allied themselves with Scarlet Clads and sometimes Goblins.
Scarlet Clads. One of the more dangerous types of monster girls. They are gluttonous and thus are commonly overweight. They will eat anything and have even engaged in cannibalism acts such eating humans in the past(something that not even Orcs would do). Clads can use a special magic that is released from their wombs nicknamed "death magic".
Here is a bio idea I made in the past about scarlet clads(with 3DCG):
the new version of Immoral Sorceress is here(public release), and can be downloaded below.
This demo focuses mainly on Kasumi and contains 2 new erotic scenes(however, they don't have CGs yet), new dialog/eventing, new/edited sprites, and spelling/grammar fixes. Also note, the new content on this demo is much shorter than previous releases, but I hope you guys will enjoy it.
Here's a little bit about the game(taken 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.
Warning, this game may have some very dark themes.
You can download Demo 4b here: https://mega.nz/file/BUpT0ISA#DmoUaqPftBMNoFglfiukGxFTXvEfrapjKBUPivahE6Y
If you would like to support me or my game development, please consider becoming my patron on patreon here.
This demo should also be work with save files from demo 3.
That's all for now,
see you all later.