Resident Evil: Progeny (Last Update: 18/5/2013)

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Re: Resident Evil: Progeny (Last Update: 23/11/2012)

Postby Z-Fied » Fri Nov 23, 2012 11:21 pm

UPDATE! (23rd November 2012)

This update adds in:

Complete Revamp into new "3D", which includes:
- Changes to AI Behaviour
- Depth system for layers
- Less restrictive Movement
- Particles
- Larger environments

Added changing controls to the options
Made a number of resources load externally
Fixed memory leak
"Pleasure" system added, with some visual representation

... And a whole lot more. You guys will have to check the changelog if you're interested in what's been added.

Either way, I'm finally pleased to announce this update. This project's already been going for over a year, and while I was disappointed that we're still only in this first chapter, I'm pleased with the graphic reboot.

Sorry for not keeping you guys updated so much, and I can admit that last update before that was immensely rushed and hyped, and the game that was released was nowhere near deserving of praise, but I hope you all enjoy the result of these few months work.

Again, thank you to everybody. I look forward to continuing this project.

Z
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My Project: Resident Evil: Progeny - Blog

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Re: Resident Evil: Progeny (Last Update: 23/11/2012)

Postby Kuragari » Sat Nov 24, 2012 2:05 am

The demo's great (note: I've commented already on your blog as Rainbow Sparkle) and I look forward to the next update. Any guesstimation when the next one might come out?

As a side note, I might be making a decent sized donation come my next paycheck in two weeks. 3rd Q bonus ftw!
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Re: Resident Evil: Progeny (Last Update: 23/11/2012)

Postby ZeroEXE.ZX17 » Sat Nov 24, 2012 10:09 am

took you long enough for a update XD nah jk dood lol, i just tried it now Z-fied and it is great
but unless you didn't put in the thing to let you save (derp moment i forgot what it would be called XD) i think you should have a typewriter in the bar and i put the the bar both ways and it seems the zombies like to attack more when they shouldn't oh and no doggies lol but 100% great
out of the 2 versions i would play both just the same lol, in fact it reminds me a bit like the aladdin games, one is combat heavy and the other is a platformer but still both very good,

ether way this is awesome dood, keep up the good work, the both of ya
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Re: Resident Evil: Progeny (Last Update: 23/11/2012)

Postby Lucky777 » Sat Nov 24, 2012 4:05 pm

New update?

Awesome : D

Here's what I came across in the first 5 minutes.

- Submit option doesn't work on first vaginal penetration
- Getting grabbed by zombies still seems to cause zombie health to reset
- Alt+F4 and red X still don't close the game

I haven't gotten to any of the new stuff yet, but at any rate, the 3-D style seems totally fine so far.
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Re: Resident Evil: Progeny (Last Update: 23/11/2012)

Postby ZeroEXE.ZX17 » Sun Nov 25, 2012 3:09 am

Lucky777 Wrote:New update?

Awesome : D

Here's what I came across in the first 5 minutes.

- Submit option doesn't work on first vaginal penetration
- Getting grabbed by zombies still seems to cause zombie health to reset
- Alt+F4 and red X still don't close the game

I haven't gotten to any of the new stuff yet, but at any rate, the 3-D style seems totally fine so far.


i think it is meant to not work on the first time since z-fied put in some text with reb gets taken on the first time
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Re: Resident Evil: Progeny (Last Update: 23/11/2012)

Postby BlueLight » Sun Nov 25, 2012 4:22 am

This is totally bug... You can't walk up or down while walking left or right.
I believe it has to deal with conflicting key presses. One will over ride the other.
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Re: Resident Evil: Progeny (Last Update: 23/11/2012)

Postby Z-Fied » Sun Nov 25, 2012 4:25 am

Hey again guys.

@Kuragari:

Thanks, and assuming productivity stays this high, hopefully in the next month.

@Zero:

Even if that was your reaction it would be completely justified. This road has been a long and bumpy one, and there's still a way to go yet.

I haven't included saving yet since there's not enough in the game to need a save point.

- Dogs are in this version, you might have missed the extra 2 areas (there's a little iron gate to the right of the bar... need to make it more visible.)
- The normal attack problem is probably to do with the (x amount) of cooldown time after sex, I don't remember how long it is. You can activate the Fap Away cheat to remove normal attacks entirely though.

@Lucky777:

- On Rebeccas first sexual encounter, she is unable to escape/submit. It's basically a cutscene (except there's a possibility you can die in it...)
- Pretty sure I've fixed the zombie HP after grapples, haven't had that myself.
- Unfortunately, with the game maker engine, it's not possible to make it close via those functions. Going thruogh the pause menu should be easy enough though.


EDIT:

@BlueLight

That's deliberate actually, to keep it more strictly to a "lane" approach.
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Re: Resident Evil: Progeny (Last Update: 23/11/2012)

Postby Kriff » Sun Nov 25, 2012 4:30 am

Z-Fied Wrote:- On Rebeccas first sexual encounter, she is unable to escape/submit. It's basically a cutscene (except there's a possibility you can die in it...)


I am disappoint. Its a first encounter; no sense in it being inescapable, or submittable. You're screwing with certain people's play styles; you know, the "can't rape the willing crowd". I would ask you reconsider.

Edit:

-Knife range needs tweaking so you can hit the monster in question and have a little more lee way to avoid the zombie's grapple. It cuts pretty close to dodging and getting grabbed, believe me.

-Also, perhaps the option to auto-end sex if you have a gun or melee weapon equipped; nothing like luring in a zombie for a little up close shotgun mouthwash. Crude, dangerous, but effective.

Edit 2:

-Downward motion of all creatures and NPC's needs to be increase. it seems like Rebecca is merely sidestepping to the other side of a road rather than running.

-Bullets need to auto target to a certain degree if there is an enemy within one to two squares/units of Rebecca. Having to line up exactly could be a pain in the ass when the bigger baddies get introduced. If more than one enemy is present, then use a "The Last Stand: Union City" system; have the bullet attempt to target the enemy that is in front and would naturally get hit first, and use a percentage system to determine if you it or end up missing, giving the bullet the chance to hit his fellow comrade behind him.

-Knife stabs needs to actually damage enemies as they fall to the ground. I've counted several times where the enemy sprite has to finish "falling" before any knife stabs will register while they lie prone on the ground. There is also no warning as to when they are about to get back up, and it just magically happens. I know Fapcom hasn't gotten those sprites done yet (I think), so maybe it can be something to think about down the road...

-Enemies can do a mock strip attack when attempting to go in for a bite. What occurs is that when the strip action is triggered nothing happens. If the player remains in position though and allows the enemy to make contact with the body of their sprite, the bite attack will trigger.

Edit three, expanding on the auto ending sexing:

How this can be done: Have the character work to break free as normal when grabbed for sexual intercourse, but offer them the option to either break free (pressing space) or chancing a highly damaging rebuttal to a zombie's sexual interest in you with another key (z maybe). Knives can always hit, but do only low to moderate damage. Guns do way more but have a chance to miss, leading to the zombie doing a bite attack to punish you. Make this chance to miss even greater when being screwed without submitting, and factor in the knife for a chance to miss while being screwed.

Obviously handguns and light weight fire arms have the best chance of hitting; shotguns and two handed weapons have a sharp decline because of how awkward it can be to handle them... maybe throw in a perk that increases Close Quarter defense (i.e. chance to actually hit when using firearms, or when being fucked)

-Lastly (for now), maybe add in the ability to avoid the second bite during the animation depending on how fast you can mash the arrow keys. This in itself could interrupt gameplay (taking the two hits vs. expending more energy to avoid damage), so I suggest holding the shift key (or more convenient key) while mashing to try and avoid damage, at the cost of a massive endurance cost. If you run out of endurance before you can break free though, the creature in question gets a few free hits as they take advantage of your exhausted state, causing you to suffer significantly more damage. This way the player has to think strategically if its worth it to retain their stamina vs. taking damage. Both have their trade offs.
Last edited by Kriff on Sun Nov 25, 2012 8:09 pm, edited 1 time in total.
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Re: Resident Evil: Progeny (Last Update: 23/11/2012)

Postby ZeroEXE.ZX17 » Sun Nov 25, 2012 8:46 am

Z-Fied Wrote:@Zero:

Even if that was your reaction it would be completely justified. This road has been a long and bumpy one, and there's still a way to go yet.

I haven't included saving yet since there's not enough in the game to need a save point.

- Dogs are in this version, you might have missed the extra 2 areas (there's a little iron gate to the right of the bar... need to make it more visible.)
- The normal attack problem is probably to do with the (x amount) of cooldown time after sex, I don't remember how long it is. You can activate the Fap Away cheat to remove normal attacks entirely though.


no no dood, it was all in fun, i don't rush for updates lol, i thought as much but it is annoying going to the intro over and over so thats why i asked but since it is very short you should add some more healing items (just a thought)
- honestly i saw the gate but all there was in there was 1 zombie and a locked door (i counted 3 areas but again there could be a 4th) but i could have missed something
- didn't know the cheats were added in this version lol but good to know and nice name on the cheat btw XD

and i like kriffs idea about the bullets and i also agree with him about the really small range on the knife (i'm use to gun only in old RE-type games lol) as well, now i'm talking about it, still willing to help out any way my dumb brain can XD
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Re: Resident Evil: Progeny (Last Update: 23/11/2012)

Postby BlueLight » Sun Nov 25, 2012 3:46 pm

wasn't there are boss? I think i went everywhere i could expect a lock door (Which i couldn't so why i mention it is beyond me) which i couldn't find a key for.
Also this "Oh my god im talking or thinking to my self" is annoying, and kinda point less when zombies are literally trying to rape you.
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Re: Resident Evil: Progeny (Last Update: 23/11/2012)

Postby Z-Fied » Sun Nov 25, 2012 10:53 pm

Here's some responses guys:
-
@Kriff:

1) I wouldn't say it's interrupting with play styles. I don't think a virgin would straight away give in to every zombie she came across. However, I'm adding a choice in the full intro, which will let you essentially 'choose your playstyle'. Also, I was planning to add submitting as something that gets unlocked after having sex a number of times, to introduce the player to the Whore path. (But is instantly unlocked if you choose the Whore route at the intro.) I'm sure once the full intro is in there, you'll be a bit happier.

2) Well, I wanted knifing to be like it is in the original, which I found always was like that. The knife always seemed to be more of a last resort/pro weapon to use, and as such was always dangerous to use. I might increase the range a bit, but not by much.

3) Well, the "special" item in your inventory is actually going to be used as an emergency escape from grapples once we get the sprite done for that. Instead of pressing 'C' when first grabbed, you can hit 'X' to use it. (Will have limited uses, but you can find batteries for it.)

4) I'll see about increasing the downward/upward moving speed.

5) I'll work on the bullet accuracy system.

6) Huh. Didn't think I took away knife stabbing while falling, guess I'll fix that.

7) Strip attack? You mean as in the one where the zombie tears at her clothing? If you mean the lunging, the lunging is just the attack animation, and can either result in stripping or biting. I'm planning to make all the layers of stripping one continuous grapple, meaning you can lose all your armor in one attack.

8) Read #3. I don't plan on making the normal weapons able to use for defence when grabbed. Plus it sounds like it would take way too much spriting work.

9) On Normal, if you really REALLY mash the escape keys, you can escape with only one bite. I'll make it a tiny bit easier to escape from the grapples with only one bite (Will still be impossible on insta-rape)

@Zero

Next update should include the whole of Montbury 1F. Pickups will be re-introduced, and maybe the saving. It still seems a bit short to need a save point.

I'm going to add an indicator of when you can change scenes (since not many people noticed you can exit at the other side of the alley.

Again, I'd suggest reading the responses to Kriff

@BlueLight:

There was a boss in the version before we did the graphics reboot. We're re-making the areas now though (since everythings a lot bigger.) Yeah it's not introduced yet. That bit with the locked door will be a backtracking thing.

You're talking about the examining items and stuff? I think it keeps it true to the RE games and also gives a bit more character immersion.
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Re: Resident Evil: Progeny (Last Update: 23/11/2012)

Postby BlueLight » Mon Nov 26, 2012 12:39 am

If i remember correctly time would stop in RE but it's kinda pointless to argue. But the thing that really annoys me is the graying boxing. It's annoying on my eyes.

Also your doing a different style of game so not everything can transfer well from that media to this one. Take Halo 2 and Halo wars. You wouldn't want to have to aim in a RTS now would you?
Last edited by BlueLight on Tue Nov 27, 2012 4:46 am, edited 2 times in total.
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Re: Resident Evil: Progeny (Last Update: 23/11/2012)

Postby ZeroEXE.ZX17 » Mon Nov 26, 2012 1:40 pm

yea i just found it, and i agree that it needs some way so you would know you can go there but my bad on that one XD btw i'm just wondering but is the 2D version now gone for the 3D one?
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Re: Resident Evil: Progeny (Last Update: 23/11/2012)

Postby Z-Fied » Mon Nov 26, 2012 9:48 pm

@BlueLight

Well, I didn't like the fact it stopped time while examining an object. What do you mean by the "graying boxing"?

And for the style of game, it's more like the REs than it was before.

@Zero

The 2D platformer has indeed been replaced by the 3D version now. It was like a complete reboot.
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Re: Resident Evil: Progeny (Last Update: 23/11/2012)

Postby ZeroEXE.ZX17 » Tue Nov 27, 2012 3:41 pm

damn i like the jumping gameplay, oh well it would be nice to keep it up tho instead of getting rid of the link for it, oh one idea that would be cool, you know the close up little box in the 2D one? itf it is still in the code of the 3D game you should turn it into a X-ray, kind of like the game on this site "Sakyubasu no Tatakai" so whenever reb gets raped you can see inside her
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Re: Resident Evil: Progeny (Last Update: 23/11/2012)

Postby Kuragari » Tue Nov 27, 2012 3:44 pm

Z-Fied Wrote:@BlueLight

Well, I didn't like the fact it stopped time while examining an object. What do you mean by the "graying boxing"?

And for the style of game, it's more like the REs than it was before.



When examining something, the screen dims a bit while remaining unpaused. I do agree that it'd be a bit nice if while examining an item the game paused for like 3 seconds after all text finished showing up.
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Re: Resident Evil: Progeny (Last Update: 23/11/2012)

Postby gravifan89 » Tue Nov 27, 2012 6:00 pm

Hey, I've got an odd problen that may just be my computer but I'm posting it here in case someone else is having the issue. The game won't work.
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Re: Resident Evil: Progeny (Last Update: 23/11/2012)

Postby Kuragari » Wed Nov 28, 2012 5:50 am

gravifan89 Wrote:Hey, I've got an odd problen that may just be my computer but I'm posting it here in case someone else is having the issue. The game won't work.


I'm a bit tired, so sorry if this sounds blunt or assholish but....

would you be oh so kind as to elaborate? Kinda hard for us to help you if we don't know what exactly the problem is.
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Re: Resident Evil: Progeny (Last Update: 23/11/2012)

Postby gravifan89 » Wed Nov 28, 2012 4:59 pm

Sure, sorry. I had to get off the site rather quickly (computer shutdown), so I just hit submit without finishing. I double-click the icon, or right-click and his Open, and nothing happens.
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Re: Resident Evil: Progeny (Last Update: 23/11/2012)

Postby furrysasha » Thu Nov 29, 2012 12:35 pm

Hi guys, i was wondering if there happened to be more then 4 areas in the lastest update to this rather fun game. so far i found the street, bar, alley way 1 and the alley way 2. i read posts about different areas with different monsters, and even a boss?

fyi: im new XD sorry lol
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