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Anon42

Anon42

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Re: Crisis Point: Extinction - Metroidvania H-game - NEW PUBLIC UPDATE! (March 25th)

Hey everybody! It's a little later than usual, my sleeping schedule is thrown off right now and I sorta forgot it was actually the 25th, but no worries - the new update has officially gone public!



UPDATE v.10 CHANGES
-Enable Pausing function
-Finish implementing Map system (missing powerup icons)
-Add new enemy (cumshooter)
-Finish Limping animation
-Begin working on new boss
-Improve Latcher animation
-Create more content (areas)
-Fix more minor issues

Aside from pushing the new area back, nothing else in this update had to be scrapped. There's some polish here and there I'd have liked to add, but I can always touch things up later. Now then, on to v.11!

UPDATE v.11 GOALS
-Implement Gamepad controls
-Add in 'teleporters' to skip past old content
-Work more on second boss
-New enemy
-Introduce new area
-Create more content (areas)
-Fix more minor issues

The list of goals isn't too huge, but some of them are big. The new enemy being added is.. shall we say, special. It will require more effort than any of the normal enemies added so far, so I might have to space it out over the next few updates, but you guys are gonna fuckin' love it, I promise you that. I'll share some more info about him later in the month. Aside from that, v.11 will be focused on creating new rooms and working on that boss fight. I hoped to have it completely finished by the time v.11 comes out, but I'm not sure if that will happen, as there are only a few days left in the month. As always though, if you're interested in playing v.11 when it releases (which should be within the next week), make sure to check out my - only patrons at the $10 or higher tiers get early access to betas!

Anyway, that's all there is for this update. Thank you all so much for the support and feedback during this project. For someone like me, it makes all the difference, and keeps me motivated to make this the best game it can possibly be!
-A42


Minor Issues for v.10
-Boss can no longer be shot/do damage while dying
-Modify Warped Soldier shot timing
-Unbreakable horizontal barrier in caves changed to black blocks
-Added background for Summit area
-Another attempted fix at rare H-scene crash
-Single fly can no longer loop Alicia in rape scene against wall
-Slowed fly attack down slightly; increased fly startup speed
-Kicking slimes on slopes now works better
-Depth issue on fly nest fixed
 

MOCKBA LWR

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Re: Crisis Point: Extinction - Metroidvania H-game - NEW PUBLIC UPDATE! (April 25th)

Hi! I played with it, the best graphics, game platform and monsters. :D But still difficult due to lack something checkpoint from outside air... :( I'm frustrated without checkpoint in zone. Sorry my bad english. :eek:
 

textbook703

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Re: Crisis Point: Extinction - Metroidvania H-game - NEW PUBLIC UPDATE! (April 25th)

I don't understand the role of the kick. If kicking does diddly, and our weapon has infinite ammo, and is, you know, ranged, why ever kick anything?
 

Jesus

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Re: Crisis Point: Extinction - Metroidvania H-game - NEW PUBLIC UPDATE! (April 25th)

I don't understand the role of the kick. If kicking does diddly, and our weapon has infinite ammo, and is, you know, ranged, why ever kick anything?
i agree. i dont think i have ever used the kick except by accident. maybe a mass-effect 1 style overheat system would give it (and other melee weapons?) some utility
 

Vinceras

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Re: Crisis Point: Extinction - Metroidvania H-game - NEW PUBLIC UPDATE! (April 25th)

I don't understand the role of the kick. If kicking does diddly, and our weapon has infinite ammo, and is, you know, ranged, why ever kick anything?
I'm guessing it's just a knockback if anything comes close to you.
 
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Anon42

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Re: Crisis Point: Extinction - Metroidvania H-game - NEW PUBLIC UPDATE! (April 25th)

I'm guessing it's just a knockback if anything comes close to you.
This, pretty much. To be fair, it doesn't really affect any enemies right now aside from the slimes, but that will be fixed.

As for the overheat system mentioned.. That doesn't really fit a game like this. The melee attack is absolutely not a focus; it's intended to be used just against smaller enemies as a kind of 'get away from me' button. It kicks the slimes back, and in v.11 it will repel flies that are coming at you as well. Either way, melee is definitely not supposed to be a focus of the game, it's mostly just there if you need or want it.

@MOCKBA LWR - Thanks, I'm glad you like it! There will definitely be more checkpoints in the v.11 release, thanks for the feedback.
 

Jesus

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Re: Crisis Point: Extinction - Metroidvania H-game - NEW PUBLIC UPDATE! (April 25th)

It would be good if the fly hives sometimes dropped a large health. you are never really forced to destroy them and hanging around to do it puts you at risk of losing a lot of health. this would make it worh the effort
 
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Re: Crisis Point: Extinction - Metroidvania H-game - NEW PUBLIC UPDATE! (April 25th)

It would be good if the fly hives sometimes dropped a large health. you are never really forced to destroy them and hanging around to do it puts you at risk of losing a lot of health. this would make it worh the effort
That's actually a really good suggestion, thanks! I'm surprised I didn't think of it already, but I'll definitely throw that in for the v.11 release.
 

Vinceras

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Re: Crisis Point: Extinction - Metroidvania H-game - NEW PUBLIC UPDATE! (April 25th)

That's actually a really good suggestion, thanks! I'm surprised I didn't think of it already, but I'll definitely throw that in for the v.11 release.
Maybe make it as a reward for destroying the hive itself instead of the flies?
 

Slam Sector

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Re: Crisis Point: Extinction - Metroidvania H-game - NEW PUBLIC UPDATE! (April 25th)

If you kick a pouncing slime, it gets bounced backwards in a really satisfying way.

Rather than just making the kick stronger, perhaps you can do a Resident Evil thing and just make one or two specific enemies uniquely vulnerable to being kicked? Either with extra damage, or just a lengthy stun or stagger if kicked at they right time.
 

Papanomics

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Re: Crisis Point: Extinction - Metroidvania H-game - NEW PUBLIC UPDATE! (April 25th)

Didn't even get to see the new stuff, fuckin' flies drive me nuts.

Health is too hard to come across, and way too easy to lose. Plus I have to redo the entire laser beam door gig to get past it if I drop by mistake.

Frustrating.
 

goodolrub

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Re: Crisis Point: Extinction - Metroidvania H-game - NEW PUBLIC UPDATE! (April 25th)

oh boy i can't wait to get past that annoying laser room again.

great update anyway.wish i could give some sugestions,but i can't think about one.
 
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Re: Crisis Point: Extinction - Metroidvania H-game - NEW PUBLIC UPDATE! (April 25th)

oh boy i can't wait to get past that annoying laser room again.

great update anyway.wish i could give some sugestions,but i can't think about one.
Hint to both you and papanomics: you can jump right over the switch that activates the laser trap, thus skipping the bottom section entirely.

@Papanomics - Sorry you feel that way. There will be more checkpoints in v.11, but I have no plans to nerf the flies or buff the health drops. See above for instructions on skipping the laser room.

@Slam Sector - I'd rather not make enemies exclusively weak to the kick ever. Crisis Point is very much focused on the ranged weapons, so throwing in enemies that force you to kick would feel very out of place. Given how many people had trouble figuring out you can use slide to fight the Soldiers effectively, I can almost guarantee you plenty of people wouldn't be able to figure out how to fight an enemy that needed kicks. The kick's purpose will probably stay as something to use against smaller enemies. I also plan on making the kick knock flies back if you kick them when they're flying at you, so in general it will be useful against any small enemies.

@Vinceras - Nah. Remember how in Super Metroid, there are the pipes that spawn endless little flying critters? Or (as Egoraptor points out in Sequelitis) in Megaman X, there's that enemy spawner on the wall right before the final boss that lets you refill your ammo and health? The flies fulfill a somewhat similar purpose; they're a bit harder to kill, but they spawn endlessly if you really need to get some of your health or ammo back. That, and removing their drops would mean there's no potential reward for killing them.. other than the fact that they stop bothering you, at least. lol
 

Slam Sector

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Re: Crisis Point: Extinction - Metroidvania H-game - NEW PUBLIC UPDATE! (April 25th)

@Slam Sector - I'd rather not make enemies exclusively weak to the kick ever. Crisis Point is very much focused on the ranged weapons, so throwing in enemies that force you to kick would feel very out of place. Given how many people had trouble figuring out you can use slide to fight the Soldiers effectively, I can almost guarantee you plenty of people wouldn't be able to figure out how to fight an enemy that needed kicks. The kick's purpose will probably stay as something to use against smaller enemies. I also plan on making the kick knock flies back if you kick them when they're flying at you, so in general it will be useful against any small enemies.
I didn't mean that an enemy should be resistant to everything BUT the kick, just that a few enemies should be be more receptive to it. Your example of deflecting small enemies is basically along the lines I was thinking of, just expanded in potential effects (a brief stun, for example). Or perhaps kicking to remove a chitinous exoskeleton so you can shoot for increased damage. (But with the option to just shoot more bullets, if the player doesn't feel like getting close, or just using a bomb shot).
 
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Anon42

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Re: Crisis Point: Extinction - Metroidvania H-game - NEW PUBLIC UPDATE! (April 25th)

I didn't mean that an enemy should be resistant to everything BUT the kick, just that a few enemies should be be more receptive to it. Your example of deflecting small enemies is basically along the lines I was thinking of, just expanded in potential effects (a brief stun, for example). Or perhaps kicking to remove a chitinous exoskeleton so you can shoot for increased damage. (But with the option to just shoot more bullets, if the player doesn't feel like getting close, or just using a bomb shot).
Ah, my bad. I like the idea; it's certainly possible that I could include enemies that have weaknesses to kicking, much like the slimes (and soon flies) have, so it's definitely something I'll keep in mind! Thanks for the suggestion.

Now, time for a small visual update!



Ignoring the very incomplete nature of this sprite (no, Alicia didn't suddenly become an amputee), I think it'll be a good enough example of why I spent lots of time animating for v.11! Unfortunately, there aren't too many visual updates to update you guys with between now and then (I did a lot of streaming last month instead), so they'll be a bit spread out.

However, I can confirm that v.11 will NOT be the last public update. I didn't manage to get the 2nd boss ready in time, and I'm not cutting off public updates until after he gets released. It's more than likely that v.12 will be the final public beta, however, as long as my update schedule goes according to plan. After that, all non-beta updates (screenshots, text info, livestream links) will immediately be public, but betas will only be accessible through Patreon.
 

datanony

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Re: Crisis Point: Extinction - Metroidvania H-game - NEW PUBLIC UPDATE! (April 25th)

...
Ignoring the very incomplete nature of this sprite (no, Alicia didn't suddenly become an amputee) ...
The milk just wasn't ready yet.

Good to hear the progress! Will be waiting on the 2nd boss.
 
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Anon42

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Re: Crisis Point: Extinction - Metroidvania H-game - NEW PUBLIC UPDATE! (April 25th)

The milk just wasn't ready yet.

Good to hear the progress! Will be waiting on the 2nd boss.
That is a beautiful edit and I thank you for it. Looks like we know what Alicia's part-time job is, when she's not getting rammed by space creatures!


In other news, here's what the picture actually leads to (this version is incomplete obviously, lots of detail left unfinished)

So hopefully that gives you all a good idea of what the new enemy has in store.
Unfortunately there's only one more visual update before the v.11 public release, since I put most of my effort into livestreams last month. I'll make sure to have some more stuff to show off for v.12, once that rolls around.
 

Slam Sector

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Re: Crisis Point: Extinction - Metroidvania H-game - NEW PUBLIC UPDATE! (April 25th)

Are the planned gamepad controls going to be custumizable? I've been using Joy2Key to play the game on an Xbox gamepad for several versions now (handles GREAT, by the way), and I may have to expect some input chaos if the buttons automap.
 
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Anon42

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Re: Crisis Point: Extinction - Metroidvania H-game - NEW PUBLIC UPDATE! (April 25th)

Are the planned gamepad controls going to be custumizable? I've been using Joy2Key to play the game on an Xbox gamepad for several versions now (handles GREAT, by the way), and I may have to expect some input chaos if the buttons automap.
Yes, there will definitely be gamepad customization - the only thing not customizable will be the analog sticks. It was implemented in v.11, but I think there was a bug with the customization in that update so I'm not sure if it worked right or not. I'll make sure the final public version has full gamepad customization for sure, though!
 

Pornographicman

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Re: Crisis Point: Extinction - Metroidvania H-game - NEW PUBLIC UPDATE! (April 25th)

nothing way out there (guro, scat, etc) but i'll be hitting a lot of them. as long as animating it wouldn't make me uncomfortable, basically. lol

as far as the ones you mentioned, impregnation is the only one that might be off the table - mostly because of storyline reasons. the entire plot is basically about rescuing the men for the sake of getting pregnant, birthing children, and continuing the human race, and i refuse to have the sex scenes lead to a game over or anything. so near the end of the game there might be something pregnancy-based, considering the story, but as for the main gameplay i'm not sure. maybe dying against bosses specifically can lead to some 'irreversible' fetish deaths..?

just for my own sake - what is corruption exactly? am i right in assuming it's turning a girl into a sex maniac, basically? corrupting her innocent mind and making her crave it? that could also be a boss death scene :p
These sex scenes are very generic, You should take more advice from people quoting you. Put in like insects that inject their stinger into the vagina with birth after of larva ect. This kind of thing is freaky but it's totally out of this world which makes it something to really enjoy. Also you should have like a mutated human chick that gets corrupted and becomes a futanari chick that rapes the main character as a scene. a Facehugger from aliens latching on her face or vagina and inserting alien eggs inside with inflation and then deflate screaming as she's giving birth. If you do these types of animations. You will earn a lot more players to your official product including me. The way things sounds it seems pretty generic and I could find both a video or another H game that could easily replace what you've made. Do things not many others have done. And even outshine the ones that have done it with full animations without any frame drops. So it looks realistic as possible.
 
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