Re: RPGM VX Survival Project [NSFW!] [18+] Updated April 27th
There should be some sparkly lights after you defeat the boss. You use that to return to your room.
I might change that though. Should I just let the player leave the room instead? I guess it could be frustrating if a player wanted to continue exploring after defeating a boss.
Gestation is currently 9 days but I will have it changed to 3 days or less in the next update.
Edit: Or perhaps have it based on minutes instead... eh I dunno. 3 days or less for sure though.
Edit: May 07.
Working with pixels is hard. xP Made faces, body, and child version of another fairy child. Just need to do her idle-in-bed sprite.
Hard to come up with different poses that are pixel-possible and also still visually appealing.
Edit: May 08
Went back and made Nadie's child sprite version today. I also applied the lighting system to the first dungeon area. Hopefully that will be working properly.
I still need to get the 3 day pregnancy (or less?), the children, and recruiting of them working properly.
I also haven't added the slime child and another one from the first dungeon. I may or may not get around to that before the next upload.
Adding those 2 would likely take me 4 more days.
Edit: May 09 @ 12:46 AM
Realized there could be some conflict involving needing to hold your lantern and axe (or other tool) at the same time. When you kill a certain boss you won't need the lantern in the first dungeon anymore.
I might try and come up with a different solution. It could be frustrating for the player to have to equip a tool and then use it in the dark, and then put your lantern back on.
Edit: May 09 @ 12:53 AM
Scratch that. Just found a very effective way to solve all the lighting problems. When you don't have your lantern equipped it's still possible to see but you're much more likely to accidentally bump into an enemy.
Works very well and no need to eliminate the darkness after that boss dies now. x]
Edit: Few minutes later -
Just finished updating the starting area with the new light system. This also makes it more difficult to see during the evening without a lantern, that's nice.
Also found a bug in the caves there that could allow you to continue into day 2, which would possibly cause nasty problems. Squashed those.
Going to bed now. I'll either work on events or another child character tomorrow. Depends on my mood.
Edit: May 10, 12:43 AM
Been working on giving children tasks, helping them grow, etc.. Pregnancy will now last 3 days, baby phase will last 3+ days and child phase will last 3+ days. If you don't feed em they will never grow. Each child will prefer a different food item once they reach the child phase. When they grow past that you won't need to feed them anymore. You can then take them with you, give them a gathering task, or give them a study guide to learn a spell (which will take several days to make.. I might make it easier later but not sure yet). Still needs some work. Need to go to bed soon.
" " 1:33 AM
Just finished Nadie's mechanics. She should be 100% functional... whenever I reupload again. Will need to update her as I add more spellbooks and such, of course.
Gonna be a busy day tomorrow.
May 11, 2:22 AM
Didn't get to do much today. I did make some faces for the Lurker child. Maybe tomorrow will be better.
May 12, 2:00 AM
Another slow day. I did get some events done. Vallerie is now fully functional and I reworked the stats sheet. Just one item now and it displays the 4 primary needs first (nutrition, hydration, warmth, and hygiene). It then gives choices of which page to go to next. Not 100% happy with it yet but I can go back to it later.
May 13, 11:44 PM
I made some more portraits for Sienna. Replaced a bunch at the start in her house (her neutral face just didn't seem right to use all the time.. open-mouth seemed better for dialogue purposes).
Maybe I'll eventually get around to the other instances too. I really should probably work on some more dungeon areas and story/plot but it's difficult to leave the basics unpolished.
May 17, 8:51 PM
Decided to switch to Reedo's battle system.
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This way I can use the little on-map enemy sprites for battles. It should also make the fights more fun.
Mostly decided to do this because I don't like having to search for battler sprites to match the enemies. Huge waste of time.
I wish the enemy sprites could be animated but I think they will look good as-is. Sometimes simple is better anyway.
Well.. animated enemy sprites that use charsheets would be nice, but I'm not likely to find a simple addon for Reedo's script that will do that.
If someone happens to know of one then I'll apply it. Otherwise I'm just gonna use simple static sprites.
Edit: I found a solution:
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I'm not 100% happy with it, but it's better than nothing.
May 20th, 1:49 AM
Still working on making the game more presentable. Did a bit of work here and there.
Life is hectic, but I personally believe the "I have a life, I can't do this all the time!" excuse is for losers and quitters.
I did experience some burnout but I should bounce back from it. I just need to concentrate on one thing at a time.
May 25th, 1:35 PM
Finished the sex system overhaul. Should make it much easier to change things now.
Also replaced all the Abyssians with the new system. When/if I make future alterations to them I won't need to replace them again.
Sex with monsters is currently going to be more generic now but if I do change that it will be much easier to do so.
Also worked on the combat system a few days ago. It's now better looking. Wish I had better spell & hit animations but it's currently too complicated for me.
May 30th, 10:37 AM
Worked on adding another fairy child. All the sprite-work is finished but I still need to add in the events. Should have her fully functional by the end of the day.
June 15th, 1:14 AM
Guess I got burnout again there for a while. I want to add a tavern-like area to the main area but it's going to be challenging to add all the characters that need to go there.
I would probably be better off not making the game quite so big. I've been playing other games and I do feed off of ideas, what they do right, and what they do wrong.
I have discovered that repetitive gameplay will kill a game faster than anything else. There should always be something new and interesting to discover.
June 16th, 1:31 AM
Just added an NPC to the Hangout/Tavern area. I'm rather pleased with her first scene. I plan on adding a lot of events and quests involving her.
I'm having difficulty thinking of other characters to add so I guess it's best if I go work on other aspects of the game for now.
June 18th, 1:10 AM
I just thought of another way to add 6 new types of coins (all stone coins) to the game. Not sure if it's a good idea or not. The game's already a bit complicated.
I haven't decided on a use for them yet but I'm sure I'll think of something.
June 18th, 8:51 PM
Just finished with the 4th child's box. All four of the first children should be fully functional now.
The amount of work involved is insane. xP But ultimately I think it will be well worth it. I had originally planned on making 12 different girls but I think I'll have to cut that down a bit.
I want at least 2 more. After that.. who knows? We'll see where it goes from there.
I need some male NPCs but it's difficult to find appropriate sprites & faces to go with them.
June 18th, 11:02 PM
Very much considering using item bags to represent all item collections (food, ores, etc..) aside from battle items like potions, etc.. of course.
Lots of things I'd have to redo, but it would certainly make quests more fun (get x amount of fruit rather than "oh, give me an apple.. 3 times.. not 3 apples at once, but 3 times). RPG Maker VX can be idiotic.
For now I guess I need a break from it for tonight.
June 20th, 2:35 PM
Changed my mind on representing food items and ores with item bags. For the food items.. a lot of work and who wants to deal with a dialogue tree every time they need to eat something?
It's hassle enough to eat as it is. Working on ores a bit now. Not sure what I'll do next.. need to work on another dungeon but I'm lazy to start it.
5:04 PM
Also, I won't be making 4 different scenes for some of the.. uhh.. fatter/bulky monsters' rape scenes. Just too much trouble. They will instead use a single double sized frame sprite.
June 21st, 12:48 AM
Finished with the monsters sex animations for the reworked forest area. Still need to do their common events, sex events, etc..
So many plans. So little time. xP
June 22nd, 12:07 AM
Finished adding the new monsters' common events, sex events, stats, etc.. etc.. Just need to place them in the 2nd dungeon area now and fix up the new areas.
I'll try to go back sometime soon and finish up the first dungeon. Some of the 'Hangout''s quests can tie into those.
June 22nd, 12:55 PM
I've realized that my current "wounding" system is not going to function properly with additional characters in the party. It needs reworking and I'm not particularly happy about that.
Maybe I can change it to something similar to how the wand wears out and breaks.