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drjavi

drjavi

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drjavi activity

Devlog: Sheerk Prairie pit

Another tough week at work, but things should stabilize soon enough. Yesterday I started working on the last part of level 3... and finished it in one sitting, it took me five hours. Behold, the pit:

&nb...

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Patrons ask, 25.01.28

There we go. Thanks to everyone who participated!

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Patrons ask

After a really tough half-term, I think a good way to get back on track would be with a round of questions from patrons, since those are fun and easy to make. If you'd like to give it a go, these are the basic rules:

  • You can ask anything to any character from Misbegotten Kittens...

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Devlog: slide hill

I've been very ill and busy this week, but I still got some substantial progress done.

Jan 13

There is a major issue with how I'm handling colliders. Since I'm using a very unhealthy amount of invisible walls to keep the player from jumping off levels, I had to let the camera go thr...

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Devlog: maze exit and sticky swamp

Quick update because I have to grade 160+ tests please send help.

Having the exit tunnel of the Sheerk Prairie maze be a separate part of the level was causing a lot more problems than it should, so I made it a single monolithic structure. To stop players from entering the maze from the wro...

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Devlog: Sheerk Prairie swamp

I haven't had the time or energy to start programming the maze yet, but I did model the next part of the level. This is going to be a bit hard to program, since it has some new mechanics.

Chaos swamp...

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Devlog: Sheerk Prairie maze

Merry Christmas! Another small devlog, because I've spent a week trying to figure out how to optimally design the maze area in level 3 of CowHammer. I knew which overall shape I wanted it to be, so I first translated it into an undirected graph that I could program, hoping to make it fully proced...

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Devlog: Sheerk Prairie ruins

Small devlog this week because I didn't have enough time to program.

The ruins area is a mess of colliders, but the triggers seem to work properly. I had added some invisible walls to stop the player from skipping steps, but that's no fun. Instead, I rearranged the triggers so it's more of ...

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Devlog: Vecino Forest preview

Lots of progress this week, including a new video preview! As you can see, level 2 is functional, just missing textures, NPCs, enemies and bosses. Read below for a level summary.

Dec 2

It took some trial and error, but props rotate perfectly now. Every time the player enters or leav...

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Devlog: ladders and non-euclidean grove

I missed last week's devlog because I hadn't had the time to get anything done, but there's a bunch of juicy progress this time.

Nov 23

I drew the textures for the rope bridges and the rope ladders, and I extended the rope bridge asset to also work as a rope ladder. It'll probably b...

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Devlog: regret and rollback

What a truly awful week this has been, and things will get worse before they get better. But they will get better. In the meantime, this is what I could get done.

Nov 10

I finished modeling all platforms and bridges in the treetop village. I also decided to spend a few hours adding ...

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Devlog: push blocks and rope bridges

This week has been really productive, despite how little free time or sleep I've had.

Nov 3

After refactoring the HUD code a little, I can now request action icons at any time. The climbing prompt now shows when reaching a ledge both from the ground and mid-jump. It was easier ...

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Devlog: jumping and climbing

I heard that the new Dragon Age game removed all rude dialogue options because no one is allowed to be mean anymore. So I'm adding more psychopath choices in CowHammer. I ain't telling you how to play. Dame Ternera is functionally mute, but you'll get a lot of options to royally screw everyone ov...

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Devlog: forest exit and non-euclidean grove

Due to unexpected circumstances that I had actually foreseen months ago and was fully prepared for, my workload at my full-time job is now twice as much as it was, so I'm very burnt out and haven't been able to do much this week. But it's okay, I can handle it. And I still got a bit of game devel...

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Devlog: forest entrance and treetop village

This week has been absolute torture, but I still managed to get a bunch of modeling done, which gives me hope. If I can get this much done in just a few days while barely having any free time, maybe I can still make it to the ETA. So here's what we have:

Oct 16

I have modeled the fi...

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YCH: Fusions/offspring

Time for another YCH reward. Here are the rules:

  • 5 slots are offered (or more, if I have the time and energy). Leave your comment below or message me anywhere if you'd like one.

  • Characters may have any age or sex, strictly SFW. Just give me any two characters you'd li...

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Devlog: doors, flags and automated backups

This week has been quite tough, so I haven't had much time, energy or mental stability to get much programming done. Some weeks are good, some are bad, we have to take them as they come. But still, here's a summary of what I could get done.

Doors

A lot of people seemed to like the w...

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Devlog: 1st year final notes

I have spent (the little free time I got during) the last 3 weeks refactoring and cleaning up the whole CowHammer project, as well as fixing a few bugs in the first level. While there's still a lot to do there, I think it'd be best to start working on level 2 at the same time, since there are a l...

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CowHammer, September 2024

This is the result of the first year of development of CowHammer. It doesn't look like much yet, but I expect that I'll be able to progress faster as later levels can build upon mechanics defined on previous ones.

Hopefully I'll be able to manage my scarce free time properly and give you gu...

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YCH: Auto-oral

Time for another YCH reward. Here are the rules:

  • 5 slots are offered. Leave your comment below or message me anywhere if you'd like one. Characters with male parts will be drawn in Rayco's pose, characters with female parts will be drawn in Javi's pose.

  • Higher tiers g...

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YCH: monsterize your OC

A little early, but let's go with another YCH reward.

Choose your OC and your favorite monster and have me combine them! The monster might be from a movie, from a novel, from a game, from mythology, or even something you made up. The more original, the better. I enjoy a challenge!

The...

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CowHammer overworld map

A general view of how all levels of the game are connected. In game it'll be 3D so there wasn't any real reason to draw this, I just felt like doing it. We can have a little self-indulgence.

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YCH: Night Vixen facesitting

Time for the first YCH reward! Here are the rules:

  • 5 slots are offered. Leave your comment below or message me anywhere if you'd like one. The character may be of any sex, visible genitals are optional.

  • Higher tiers get priority. Patrons who don't get a slot get prior...

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Sir Recaredo

Sir Recaredo is one of Dame Ternera's allies in her quest to save Prince Cordero, provided that the player figures out how to unlock him.

I've been rather overwhelmed by work lately, but the first level of CowHammer has progressed a lot - including a propositional logic puzzle that I should...

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Important news regarding your patronage

As you may know, I now have a full time job that pays my bills, but reduces my free time, which is why I no longer take commissions. However, I can't help but feel that the current system of Patron rewards is somewhat unfair, since it sometimes seems to be forgotten or abused. Therefore, I would ...

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Devlog: Development notes

All the main levels of CowHammer have now been thoroughly described with concept art and development notes, including the final secret level and the interactive cutscenes that will lead to it, so I'm ready to attempt the modeling phase again.

The whole gimmick of the game is that every leve...

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MbK 5th issue

Physical copies of issue 5 of Misbegotten Kittens are finally available for sale! You can order your copy at the link above or by messaging me. Additionally, now you can also buy digital copies of all my comics. Remember, 20€ tier patrons can order their copies for free and 5€ tier patrons on...

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Chapter 5 support page

The time has finally come to get chapter 5 legally published! As usual, this will go through Spain's intellectual property system and some copies of the comic will be permanently displayed at the National and local libraries, so you might prefer your name not to be in it.

Let me know in thi...

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Devlog: Cornamenta thorough concept art

There we go, I think that's every detail in the whole level (except for the external architecture of the temple, the castle and the gargoyles, which are already modeled and I hope I can reuse). I really hope I can get it right this time.

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Unlockable skins

I have no idea if I'll add these in the game, maybe as a free DLC. But I was feeling too ill to get any proper design done.

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