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FutureFragments
FutureFragments

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WEEKEND UPDATE #6

Hey, a bit of a slow-ish week this week, mainly because we're all doing stuff that's kind of grinding away/taking a LONG time to do, etc. So, without further adooooo -------------------------- Cheshire's gotten the following done; -CHANGED TALIA'S ATTACKS: This was a really big one, as Cheshire had to completely rework something called an "entity loop" within the game, basically the long list of events that the game constantly scans for to see what state things are in (for example, it asks the game if Talia's stunned, and then if she is, it tells the enemies to go to her, if she's knocked out, it tells the enemies to do sex animation #2 instead of 1, etc.). Now though, Talia basically has four attacks; Running, jumping, and standing attacks are all basically the same, but the animations are different for each, and she spams the little white blob thing. As this is lower damage than her "slicing" attack, we'll be lowering enemy HP some to compensate for this. However, she's now got a "charging" attack, like Megaman for instance, and she flickers blue before releasing her "slicing" projectile, which has the same properties, and you still thrust forward slightly, but now you can spam your attacks without any worry of falling off platforms! -REPROGRAMMED THE ENTIRE ENTITY LOOP While doing this, Cheshire realized he'd likely have to redo things in the loop a few more times, so to accommodate this, he basically remade the entity loop to be much more organized for future edits. (He didn't do this from the get-go as he wasn't sure what assets etc. the game would have per level on average, so it would have been nearly impossible to set it up to be organized.) -ADDED SWITCHES FOR VENTS FUNCTIONALITY Now there's switches/levers for the vents; flip them to turn certain vents in a room on or off! This will definitely come into play with puzzles and so forth, for sure. -BASIC PARALLAX SCROLLING Cheshire added in basic parallax background scrolling; it needs a bit of refinement, but it works! -VARIOUS FIXES There's a few various bugs he fixed, notably one where if you had a floating (but stationary) platform right by a static "tile" platform, and you attempted to run across them, Talia would "float" for about 2 frames while crossing them, so he fixed a few various things like that. -------------------------- Triangulate's gotten the following done; -FINISHED THE BOSS GAME OVER ANIMATION (BESIDES ORGASM) It's entirely finished now! :D -DID MORE PROPS He did art for more props, namely more power boxes to fit both horizontal AND vertical background tiles with floating platforms on them, as well as a few other odds and ends. -SWITCHES/LEVERS He did the art and animation for levers/switches for the Fire Level, for the vents, etc. -MAGE B'S IDLE ANIMATION He finished off Mage B's idle animation, and is currently working on the other basic animations for her for the demo (running, jumping/falling, etc.) -DESIGNED THE "FUTURE FRAGMENTS" He did a basic design document/alpha art for the namesake of the game (or, one of the meanings of the title, at least :P), the "Future Fragments", aka the weapon that Talia and Mage B are tasked to find and take back to the past. -------------------------- Hentaiwriter's gotten the following done; -YES, MORE NETWORKING Not only with the sidebar stuff of Patrons who've agreed to mutually pledge with me so we can get extra exposure for each other's work, but I've lined up another two interviews about the game on websites plus getting the OK to write some game reviews on another prominent site, where I'll be able to plug the game and such of course. -POSSIBLY MASSIVE DEAL There's a REALLY large deal I'm talking out with a VERY large company, nothing in stone yet, but I'll keep you all updated and such! (We wouldn't change the content of the game whatsoever, it would just be regarding an extra place to possibly sell the game and get some extra support and stuff!) -PATREON RESPONSES SENT This may not sound like much, but when you're hand-checking 484 people's info, one by one, and emailing about 150+ of them, one by one, then getting all their info updated in a userbase... yeah, haha. Still, I'm not complaining! As it is, up until pretty much this current weekend, I personally didn't have much to do on the game as I needed Triangulate to finish the boss animation (so I could do dialogue for it), as well as the art/functionality of the vents/switches being implemented so I could do accurate lore regarding them, etc. Now that both of those are done, I can start working on the lore and dialogue stuff both while those two finish up their other stuff for the upgraded demo! :D Thanks so much again for pledging and stuff, it REALLY means the world to us!

Comments

Thanks for the quick response. Interesting to know more of the focus of "Future Fragments". At least the level design pledge has replay-ability greatness.

Peter Nash

Never a waste of time to provide critique and ask questions :) To reply to these in order; 1) After beating a boss, Talia will get an elemental upgrade that will also double as an increase in movement utility + a weapon. A double jump is planned for one of these, but not a wall hop, etc. 2) Most of the boss fights will be "gimmick" fights, meaning you'll have to fight the boss in an unconventional way by using your brain; this means stuff like dodging probably wouldn't help much. :P 3) The half-demon is one of only two enemies in the game that will continually be above you like that, so adding an attack specifically for just those two enemies would seem somewhat like overkill, so we've decided against doing it. (They're actually pretty easy to avoid in the new maps, haha.) 4) The "Future Fragments" in the title reference pieces of a battle armor you can pick up, but you won't be directly equipping it, not in the first game, at least. Swords and such are more of a melee attack, and we want to keep all of Talia's stuff ranged; Mage B will be all melee though, so a slashing attack isn't out of the question for her. 5) Same reason as #2, it would be hard/time consuming to stick those in the game and program in an entire new system just to accommodate something sensing how fast you beat a boss/how you beat them :P ------------------------------ 1) We're mainly against this because after you've seen it a few times, you'd quickly get annoyed by it and want it to speed up to get to the sex or to get to the "restart level" screen, and being able to turn it on/off is just asking for breaking the game's engine, haha. 2) Programming-wise this isn't hard, but animation-wise, this would mean Triangulate would have to draw multiple animations (remember, one enemy takes him about one week to draw by hand; he can't just swap out enemies or anything like in a Flash game :P). That said, we do have two enemies currently planned that can "gang up" on Talia and if they succeed in doing so, they'll fuck her, etc. 3) There will be at least one animation where Talia gets a ton of cum inside of her and is "impregnated", but she'll never actually have a kid, as going from room to room basically negates any pregnancy. Cold and pretty dark, but considering the storyline, this makes sense once you get to the Electricity level. 4) As we're going to have a total of 25 wholly unique enemies plus traps, I think doing individual versions of them color-wise would be overkill (and again, remember, swapping colors isn't just a flick of a switch like in a Flash game; Triangulate would have to redo the ENTIRE animation sequences for them to accommodate the new colors, and Cheshire would have to program them in as separate entities, which would bloat the game code more. (There's also storyline reasons for them looking similar, ones actually listed in the databanks of the Fire level :P)

The Future Fragments Team

I would prefer not to waste but I've tried reading multiple post to see if these were brought up. It'd be great if even one was implemented, I didn't see anyone post these: Gameplay: 1. A double jump or wall hop upgrade? Since she's a mage something like a magic circle to bounce off of to get higher, can double for combat play if it can shield enemies that jump from passing through. 2. Some defensive ability, like a quick dodge (minor invulnerability, but has a exposed moment), for boss fights mostly (single bosses, not a legion). The exposed moment scares the player for using it against weenies. 3. A small hit box upward strike, can have brief exposure. It was annoying climbing platforms against flyers without an ability to kill them unless you set it up prior. This can open up level designs from having a flat land to platforms (The area you bait the flyers to, causes players frustration to have to do this); to just platforms, elevators, ect. 4. Like Megaman...mech suits. Fun. And swords. 5. Unique finishers? Maybe just boss specific, but if you have some measuring system where the person gets an SSS like DmC, a player would feel boss. I know it'll be hard to fit in but it'll make many players want to master the game, as well as a harder difficulty. Something competetive is the point and it gives an immediate reward. Extras: 1. A slowmo option, like if it's the final hit or some power attack it would be cool if there was a slowmo. I understand this might be difficult but that'd change the flow and might make players reflect more upon loss. 2. Multiple "attackers" this seems the most difficult to program. This means having many people, if nearby, attack the character when down at the same time. 3. Just like psuedo-vore idea mentioned in one of your post can we get a psuedo-pregnancy? 4. Variation of enemy skins. The same enemies but it's boring that they are all twins. Even a subtle color change would make a huge difference. Sorry if these were a huge waste of time and are either out of the question or already looked into.

Peter Nash

"Entity Loop" sounds like some really cool metaphysical entity. Congrats on your not-yet-finalized deal. I really hope it comes through!

Vent

Can't say much for now but yeah :P As far as the boss fight fully developed within a week, we likely won't have the upgraded demo out until around the end of June, as there's a lot to do for that fight yet (more art assets, the boss's attack, its #1 sex animation, the dialogue recorded and written, the programming for the boss's movements, etc.) And of course the extra stuff outside of that for the upgraded demo, we gotta work our asses off in June :P

The Future Fragments Team

Pretty good progress made overall. I'm eager to see the first boss fight fully developed within a week. I am curious about this deal with a large company. Is it a gaming publisher?

Forefox


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