House of R'Thoth (Finished)
Posted: Sat Jun 04, 2016 8:36 am
************************
W/Up Arrow: Up
A/Left Arrow: Left/Backslide(while attacking)
S/Down Arrow: Down
D/Right Arrow: Right/Backslide(while attacking)
Click1/Z/J: Jab
Click2/X/K: Slam
Backslash/End: Exit Level to Menu
*************************
8/2
- Ending animation sequences will now periodically pause in loops
-- you can just click to continue the ending sequence
- Slightly shortened the duration of character being stunned
- backdashing will now give you a brief immunity shield at the end
- slightly changed shield graphic so it will fade out at the end instead of just blipping away
- made a few minor animation adjustments
- fixed a few minor errors and bugs
- done, I guess?
-- NOT TOO SHABBY FOR 2 MONTHS EH? EHHH? EHHH?
--- What to work on now.......
8/1
- Added splash screens and warning
- Cleaned up a few animations
-- the random color stuttering should be fixed now
- Added Forgotten Songs to expand story
-- Hopefully it makes more sense what is going on now
- Other random polishes
- Next update will probably be the final so get your feedback in now
7/31
- Reduced map sizes from 3x3,5x5,7x7 to 3x3,4x4,5x5
-- Felt the game was taking too long to play through
- Added Endings to the game and gallery
-- 7 total endings
-- Ending is determined by the outcome of the final boss fight
-- After ending, loading your old game will restart the final fight so you can try for others easily
- Other random bug fixes
7/24
- Changed the second felsteed animation
-- that riding one just looked weird and didn't end up how I wanted it
- Changed the fight mechanics on the felBoar
-- instead of just spam armor breaking, when you run into the boar it will start a charge
-- damage type of charge alternates on lap: ie: stun/break/stun/break
- Tweaked the HML setting assets a bit to prevent misclicking
- Made some changes to the R'Thoth fight
-- being swallowed will now move onto the next sequence instead of restarting the current one
--- this means the fight will ALWAYS be finished after the 3rd sequence regardless of how much you suck at the game
---- I think this fits in more with the "can't lose" theme of the game and will allow for multiple endings
- Fixed a small gallery bug that wouldn't load the orbs correctly when scrolling from the left
- Tweaked the third felboar animation and gave him some balls to cover up the weird belly protrusion post thrust
7/23
- Fixed bug where Erader animations weren't unlocking in the gallery
- Added Fallen animations to game/gallery
- Added R'Thoth animations to game/gallery
- Final Boss fight with R'Thoth is now live
-- Clearing all nine levels will trigger transition to R'Thoth stage
--- Game doesn't have an ending yet so win or lose, you will just get kicked back to the menu
- Compromised with area locks so now there is a 25% chance the area lock will occur when entering a new room
-- Old mechanics will still apply, killing any creature will unlock the room regardless of total amount
- Other random bug fixes
7/14
- Bug fixes!
-- Fixed a bug where entering the Eternal Dream would overwrite your main game progress
--- It WILL save any gallery unlocks, though, so you can use it to farm out animations you are missing
-- Fixed a bug where entering a new level via corruption would lock up the game / grey screen
-- Fixed a bunch of bugs resulting from accessing areas of the title screen without a save game available
-- Fixed a bug where clicking the gallery mode animation would fail to progress it to the next loop
-- Other misc bug fixes - keep them coming if you see them
- QoL updates!
-- You will now get a temporary shield when you take damage or after an event animation finishes
--- The shield will dissipate on its own after a few seconds
--- You are effectively untouchable while the shield is up
-- Removed the forced lock on the non-boss rooms
--- I though about this and it made the game feel too grindy, especially on the larger maps
--- Enemies will still spawn when you enter the center of a room, although it won't lock anymore
---- You can still skirt around the edges to avoid the spawn if necissary
-- Added High/Medium/Low graphics setting back to the title screen (oops)
-- Continuing via Old Dream will not longer replay the intro/dialogue sequence, it will place you directly into the level
--- It will, however, reset the level and place you back at the start
7/13
- Added gallery mode
-- Select "Found Memories" from the title screen
-- Game will now auto save when you trigger an animation and it will unlock in the gallery
-- Hit "End" or "\" to return to the menu at any time and view the gallery
--- Warning: Right now this will reset the level and you have to enter it again via "Old Dream" option
-- Animations triggered in the Eternal Dream WILL unlock the animation in the gallery so its good for farming them
- Misc tweaks to animations
7/11
- Finished filling out animations of current enemies
-- Felguard, Saytr, Shivarra, Void Walker and Observer all have full sequences now
--- Changed Eradar to be a lot more obvious Futa
- Added new backdash ability to break from an attack
-- If you are mid attack, tap the opposite direction you are facing to cancel the attack and dash backwards
- Added Eternal Dream game option
-- This will load you directly into a 100 x 100 maze with random enemies from all levels
--- For now just serves as a place to mess around; might add unique enemies to it later
7/8
- Started filling out the animations
-- Succubus, Imp, Fel Hunter, Felsteed, Doom Guard, Eradar, Fel Boar done
-- Felguard, Saytr, Shivarra, Void Walker, Observer still single loops
- Enemies will now spawn when you enter the middle of the room instead of automatically
-- all rooms will now lock when enemies spawn
--- you only need to kill one enemy to release the lock and can still flee from the rest
--- while the lock is up, entering a sex animation with an enemy will not auto-defeat it afterwards
--- while the lock is down, entering a sex animation will end with the enemy despawning
- Other random bug fixes
7/2 - Part II
- Added initial Satyr animations
-- Satyr will appear as the boss of Nocturne (2)
-- Saytr will appear as regular spawns in Nocturne (3)
- Started a bit of optimization should see slight improvements in fps
7/2
- Added initial Felsteed animations
-- Felsteeds will appear as the boss of Aria (2)
-- Felsteeds will appear as regular spawns in Aria (3)
- Once Saytrs are done and scripted I will do some optimization then finish up animations
6/27
- The game will now save automatically between levels
-- Select "Old Dream" to continue where you left off
-- Saves to cookies, blah blah private browsing, clear cache deletes blah blah
-- CAN'T WAIT TO START BREAKING THEM FOR YOU
6/26 Part II
- I think I got the bug that locks you in place occasionally when activating a pillar
-- There was an issue where the game locked your movement because it thought you were beyond the boss zone boundry
-- The issue should be resolved, however, if you are still getting it let me know
--- Standing back from the pillars when activating them was a temporary work around
6/26
- Added menu/title splash screen
- Added plot and story elements
-- Story elements seen will be determined by area and clear level
- Added structure to game world
-- Each area has three level now (3x, 5x, 7x, respectively)
-- Enemies will populate as you progress through IE:
--- Requiem (1) has imps with boar boss
--- Requiem (2) has imps and boars with Doom Guard boss
--- Requiem (3) has imps, boars, and Doom Guards with Succubus boss
-- Clearing a level will move you up to the next stage
-- Being fully corrupted will move you to the next world
--- Cycling back to a previous area via corruption will return your current progress
---- ex: if you have cleared Aria (1), being corrupted back into Aria will start you at (2)
--- Currently there are only 9 levels and they will just cycle
--- will clean this up later
- Added initial Felboar model and animations
-- Accidently made boars immortal; corrected that
6/19
- Added Sing Nocturne
-- Added initial Succubus model and animations
-- Added initial Observer model and animations
-- Added initial Fel Guard model and animations
- Swapped demon combinations around a bit; still deciding on final pairings
-- Erader, Felhunter, Voidwalker will spawn in Aria
-- Succubus, Doom Guard, Imp will spawn in Requiem
-- Shivarra, Fel Guard, Observer will spawn in Nocturne
- Changed Doom Guard armor break attack to Rain of Fire
- Changed Voidwalker stun shield graphics
- Other minor tweaks
6/11
- Expanded room area to prevent clipping when zooming in on edges
- Added redundancy to prevent character locking when activating a statue
- Added Shivarra battle mechanics and animations
- Reduced Felhunter health
- Changed the way the game spawns enemies
-- ex: you shouldn't get more than one Felhunter now locking you down
- When you click to exit an animation the game will wait until the end of the current cycle to break
-- this is to prep for expanded animations
6/10
- Added Sing Aria
-- Added initial Felhound model and animations
-- Added initial Voidwalker model and animations
-- Added initial Shivarra model and animations
--- I haven't scripted the Shiv boss fight yet, so they will just kind of act derpy
6/5
- Removed old crappy vCam and created a new method
-- should see a lot of lag reduction from last build
- Added quality buttons to load screen (Low, Mid, High)
- Added alternate key combinations
-- Arrow keys will move you as well as AWSD
-- Z/X combo and J/K combo can be used instead of mouse
6/4
- Added background scrolling
- Added camera effects
6/3
- Created initial game engine
-- game will randomly generate a 3x3 map
--- attacking the pylons will generate a boss
--- clearing all four bosses will activate the rune
--- rinse, repeat
-- character has 3 armor states
--- armor state determines sex animations
--- enemies have two attacks: stun and armor break
---- if armor is rent, armor break attacks will act as stun
-- Sex animations will slowly corrupt the character
--- corruption is determined by animation type
--- currently no impact on game / death state
- Added initial Character model and animations
- Added initial Imp model and animations
- Added initial Doomguard model and animations
- Added initial Eradar model and animations
- Enjoy!
W/Up Arrow: Up
A/Left Arrow: Left/Backslide(while attacking)
S/Down Arrow: Down
D/Right Arrow: Right/Backslide(while attacking)
Click1/Z/J: Jab
Click2/X/K: Slam
Backslash/End: Exit Level to Menu
*************************
8/2
- Ending animation sequences will now periodically pause in loops
-- you can just click to continue the ending sequence
- Slightly shortened the duration of character being stunned
- backdashing will now give you a brief immunity shield at the end
- slightly changed shield graphic so it will fade out at the end instead of just blipping away
- made a few minor animation adjustments
- fixed a few minor errors and bugs
- done, I guess?
-- NOT TOO SHABBY FOR 2 MONTHS EH? EHHH? EHHH?
--- What to work on now.......
8/1
- Added splash screens and warning
- Cleaned up a few animations
-- the random color stuttering should be fixed now
- Added Forgotten Songs to expand story
-- Hopefully it makes more sense what is going on now
- Other random polishes
- Next update will probably be the final so get your feedback in now
7/31
- Reduced map sizes from 3x3,5x5,7x7 to 3x3,4x4,5x5
-- Felt the game was taking too long to play through
- Added Endings to the game and gallery
-- 7 total endings
-- Ending is determined by the outcome of the final boss fight
-- After ending, loading your old game will restart the final fight so you can try for others easily
- Other random bug fixes
7/24
- Changed the second felsteed animation
-- that riding one just looked weird and didn't end up how I wanted it
- Changed the fight mechanics on the felBoar
-- instead of just spam armor breaking, when you run into the boar it will start a charge
-- damage type of charge alternates on lap: ie: stun/break/stun/break
- Tweaked the HML setting assets a bit to prevent misclicking
- Made some changes to the R'Thoth fight
-- being swallowed will now move onto the next sequence instead of restarting the current one
--- this means the fight will ALWAYS be finished after the 3rd sequence regardless of how much you suck at the game
---- I think this fits in more with the "can't lose" theme of the game and will allow for multiple endings
- Fixed a small gallery bug that wouldn't load the orbs correctly when scrolling from the left
- Tweaked the third felboar animation and gave him some balls to cover up the weird belly protrusion post thrust
7/23
- Fixed bug where Erader animations weren't unlocking in the gallery
- Added Fallen animations to game/gallery
- Added R'Thoth animations to game/gallery
- Final Boss fight with R'Thoth is now live
-- Clearing all nine levels will trigger transition to R'Thoth stage
--- Game doesn't have an ending yet so win or lose, you will just get kicked back to the menu
- Compromised with area locks so now there is a 25% chance the area lock will occur when entering a new room
-- Old mechanics will still apply, killing any creature will unlock the room regardless of total amount
- Other random bug fixes
7/14
- Bug fixes!
-- Fixed a bug where entering the Eternal Dream would overwrite your main game progress
--- It WILL save any gallery unlocks, though, so you can use it to farm out animations you are missing
-- Fixed a bug where entering a new level via corruption would lock up the game / grey screen
-- Fixed a bunch of bugs resulting from accessing areas of the title screen without a save game available
-- Fixed a bug where clicking the gallery mode animation would fail to progress it to the next loop
-- Other misc bug fixes - keep them coming if you see them
- QoL updates!
-- You will now get a temporary shield when you take damage or after an event animation finishes
--- The shield will dissipate on its own after a few seconds
--- You are effectively untouchable while the shield is up
-- Removed the forced lock on the non-boss rooms
--- I though about this and it made the game feel too grindy, especially on the larger maps
--- Enemies will still spawn when you enter the center of a room, although it won't lock anymore
---- You can still skirt around the edges to avoid the spawn if necissary
-- Added High/Medium/Low graphics setting back to the title screen (oops)
-- Continuing via Old Dream will not longer replay the intro/dialogue sequence, it will place you directly into the level
--- It will, however, reset the level and place you back at the start
7/13
- Added gallery mode
-- Select "Found Memories" from the title screen
-- Game will now auto save when you trigger an animation and it will unlock in the gallery
-- Hit "End" or "\" to return to the menu at any time and view the gallery
--- Warning: Right now this will reset the level and you have to enter it again via "Old Dream" option
-- Animations triggered in the Eternal Dream WILL unlock the animation in the gallery so its good for farming them
- Misc tweaks to animations
7/11
- Finished filling out animations of current enemies
-- Felguard, Saytr, Shivarra, Void Walker and Observer all have full sequences now
--- Changed Eradar to be a lot more obvious Futa
- Added new backdash ability to break from an attack
-- If you are mid attack, tap the opposite direction you are facing to cancel the attack and dash backwards
- Added Eternal Dream game option
-- This will load you directly into a 100 x 100 maze with random enemies from all levels
--- For now just serves as a place to mess around; might add unique enemies to it later
7/8
- Started filling out the animations
-- Succubus, Imp, Fel Hunter, Felsteed, Doom Guard, Eradar, Fel Boar done
-- Felguard, Saytr, Shivarra, Void Walker, Observer still single loops
- Enemies will now spawn when you enter the middle of the room instead of automatically
-- all rooms will now lock when enemies spawn
--- you only need to kill one enemy to release the lock and can still flee from the rest
--- while the lock is up, entering a sex animation with an enemy will not auto-defeat it afterwards
--- while the lock is down, entering a sex animation will end with the enemy despawning
- Other random bug fixes
7/2 - Part II
- Added initial Satyr animations
-- Satyr will appear as the boss of Nocturne (2)
-- Saytr will appear as regular spawns in Nocturne (3)
- Started a bit of optimization should see slight improvements in fps
7/2
- Added initial Felsteed animations
-- Felsteeds will appear as the boss of Aria (2)
-- Felsteeds will appear as regular spawns in Aria (3)
- Once Saytrs are done and scripted I will do some optimization then finish up animations
6/27
- The game will now save automatically between levels
-- Select "Old Dream" to continue where you left off
-- Saves to cookies, blah blah private browsing, clear cache deletes blah blah
-- CAN'T WAIT TO START BREAKING THEM FOR YOU
6/26 Part II
- I think I got the bug that locks you in place occasionally when activating a pillar
-- There was an issue where the game locked your movement because it thought you were beyond the boss zone boundry
-- The issue should be resolved, however, if you are still getting it let me know
--- Standing back from the pillars when activating them was a temporary work around
6/26
- Added menu/title splash screen
- Added plot and story elements
-- Story elements seen will be determined by area and clear level
- Added structure to game world
-- Each area has three level now (3x, 5x, 7x, respectively)
-- Enemies will populate as you progress through IE:
--- Requiem (1) has imps with boar boss
--- Requiem (2) has imps and boars with Doom Guard boss
--- Requiem (3) has imps, boars, and Doom Guards with Succubus boss
-- Clearing a level will move you up to the next stage
-- Being fully corrupted will move you to the next world
--- Cycling back to a previous area via corruption will return your current progress
---- ex: if you have cleared Aria (1), being corrupted back into Aria will start you at (2)
--- Currently there are only 9 levels and they will just cycle
--- will clean this up later
- Added initial Felboar model and animations
-- Accidently made boars immortal; corrected that
6/19
- Added Sing Nocturne
-- Added initial Succubus model and animations
-- Added initial Observer model and animations
-- Added initial Fel Guard model and animations
- Swapped demon combinations around a bit; still deciding on final pairings
-- Erader, Felhunter, Voidwalker will spawn in Aria
-- Succubus, Doom Guard, Imp will spawn in Requiem
-- Shivarra, Fel Guard, Observer will spawn in Nocturne
- Changed Doom Guard armor break attack to Rain of Fire
- Changed Voidwalker stun shield graphics
- Other minor tweaks
6/11
- Expanded room area to prevent clipping when zooming in on edges
- Added redundancy to prevent character locking when activating a statue
- Added Shivarra battle mechanics and animations
- Reduced Felhunter health
- Changed the way the game spawns enemies
-- ex: you shouldn't get more than one Felhunter now locking you down
- When you click to exit an animation the game will wait until the end of the current cycle to break
-- this is to prep for expanded animations
6/10
- Added Sing Aria
-- Added initial Felhound model and animations
-- Added initial Voidwalker model and animations
-- Added initial Shivarra model and animations
--- I haven't scripted the Shiv boss fight yet, so they will just kind of act derpy
6/5
- Removed old crappy vCam and created a new method
-- should see a lot of lag reduction from last build
- Added quality buttons to load screen (Low, Mid, High)
- Added alternate key combinations
-- Arrow keys will move you as well as AWSD
-- Z/X combo and J/K combo can be used instead of mouse
6/4
- Added background scrolling
- Added camera effects
6/3
- Created initial game engine
-- game will randomly generate a 3x3 map
--- attacking the pylons will generate a boss
--- clearing all four bosses will activate the rune
--- rinse, repeat
-- character has 3 armor states
--- armor state determines sex animations
--- enemies have two attacks: stun and armor break
---- if armor is rent, armor break attacks will act as stun
-- Sex animations will slowly corrupt the character
--- corruption is determined by animation type
--- currently no impact on game / death state
- Added initial Character model and animations
- Added initial Imp model and animations
- Added initial Doomguard model and animations
- Added initial Eradar model and animations
- Enjoy!