Happy new year all of you! I hope this year brings a lot of fun from Afterthought Games and look forward to bringing some cool things to all of you.
We have been working on getting some new animations into Cornflower Corbin and have gotten our first creature completed in the game so far. Here is a preview of the shark animated by hand and looking good in the game.
You can see three full animations smoothly at play with the blue shark swimming through the center of the screen. It starts with hunting the player once it finds them it flips to a long sweeping tail flip and scrunches its face. At that point it begins to swim fast with quick smaller tail swings and charges the player.
To finish this off We will be adding the shark opening its mouth if the player is close. This should add some great smooth action for the creature and make the sharks actually entertain instead of how they used to look. Here is a comparison image of the old to the new look.
The old look was good, but was very hard to animate and looked a mix of realistic and fake that just seemed to have less character. We look forward to seeing how the entire game looks and feels as we transition to the full hand animated look and feel.
As all the creatures get done and we keep adding animations this game should take on the character we always wanted it to have. Let us know what you think and stay tuned. Up next the sea turtle will be getting its fun new animations and look to join the shark.
Once the first level is complete we will be updating the game and you will be able to play with the newly animated creatures. Thanks for all your support and we cannot wait to hear what you think of the changes.
So to those of you reading this. You're probably thinking:
" What the hell? "
Sorry about that. It's been a crazy few months. Production slowed down on the game, and then it came to a complete hault after my one and only laptop died on me. But don't worry, STLD is not dead. ( it's undead, silly!)
I don't want to go into a long drawn out story-like announcement that chances are only like 4 people would read anyway. But there are a few things and a real reason I've been in snail mode with the game.
No one buys it. This game is cheap, especially compared to the amount of time I've spent in my life on it's development. As previously stated,
STLD's lifetime sales, if added up would still not amount to one months rent living in California. I have spent actual years working on this game, selling it did not turn me into a fucking millionaire, so if you feel like the price of this game is too high, I'm sorry. It isn't. Just don't buy it. This being said, when my laptop took a dump on me all production stopped.
I couldn't just run out and buy a new one. In fact I tried everything I could to fix it myself.
Spoiler alert: it turned out to be the motherboard.
I was able to save the hard drive and have since been getting stuff together to get a real physical update out to you nice folks. But it isn't there yet. I've still got my list up of things to be done for STLD including many of player's suggestions, but unfortunately I'm already backed up with a few other jobs. (And those jobs actually pay me.)
I'm going to shut up now, I've probably already alienated the nicest people in STLD's fanbase anyway. Here's some progress on what I have done now,
The lemat change Drugon suggested was implemented and works nicely. [WILL BE AVAILABLE IN NEXT PHYSICAL UPDATE]
Custom controls still needs to be tested, I'll be honest I lost some of the thread with this one and am going to have re-learn what I was doing exactly.
The graphics are ready for the slot machine descriptions, it shouldn't take long to implement.
Inquisitor animations are nearly done. ( 80% finished )
It's getting there folks, I promise. Sorry about all the unfinished buisness. But here's a little bit more as a gift. I was working on this a few months ago for fun one evening, haven't picked it back up yet but will some day.
Wishing you all a happy new year, 2019 will be much bigger and better for STLD!
I hope for much success for Jidousha Shakai in the new year. We are on track for JS to be a full release by Fall 2019 and for the first update of 2019 to be the biggest update yet in the first week of January. I hope you are as excited as I am for the months to come, and new opportunities to open. Again, I wish you all a Happy New Years and hope you all are enjoying it with your families and not playing JS. (Although I wouldn't be mad at you if you did)
Here's to the amazing opportunities provided by 2018, and the new opportunities that will be provided in 2019!
This update brings more improvements. Game menu received new update for future additional content and ease of use. If you want to skip game intro, double click video to skip. Check it out!
New cutscenes and mission briefing!
These levels now have cutscenes and mission briefing: (mission briefing text is more visible on the game, these images are resized)
Burning Sun
Since this town was invaded by enemy soldiers and transformed into a war zone, our soldiers have been fighting for their lives. One year later, a resolution may finally be in sight. But as enemy forces close in on our hideout, the battle may be the most dangerous yet. And not every soldier is fated to see the end of every conflict. There are no more hiding places left in this exhilarating conclusions to our struggle for freedom, dignity, and, above all else, a sense of peace.
The First Starfighter
Those objects are astronomical. The picture was taken from our Interstellar Satellite near the Orbit of Mars, on its way out to Pluto six months ago. The central objects is the star Aplha Centauri and it was photographed with special instruments which filters outmost of the red light from the star; the instrument is electronic in nature and performs somewhat like the wellknown coronascope which is used for photographing prominences on our own Sun. We hoped that by this means we might be able actually to photograph the planet Xarp, which where discovered couple of months ago. We where succesfully as you can see Commander. Alas the enemy has found our space station and is attacing against us, we need your help Commander.
Art Of War
The peace that is being celebrated in the real world does not extend into cyberspace. The Eastern Dynasty seeks to use the Web for their own purposes... and they won't let anything - or anybody - stand their way... On this mission, you lead virtual tanks in a virtual world and fight against the enemy.
Artic Impact -level:
The thick ice sheet, military planners imagined, would provide permanent protection for the base. However, The Eastern Dynasty has detected the location of the base and now strikes it with power. Your mission is protect the base and destroy the enemy!
Karjala Outpost -level
Defending this base isn't a easy task, especially when the enemy's forces are attacking against you at full power. And this is exactly the place where you unwittingly find yourselve - right in the middle of war zone. With only few of you against hunders of armed soldiers, defending this base seems like a suicide mission. But this base is important to the Earth Republic, so the job must be done - even tought the odds couldn't be worse.
Adding new stuff to HammerHelm is always fun, but I also want to make sure I look at what's already there and ask myself is it as good as it could be.
So today's build includes an update to the movement animations that I added yesterday to include better transitions between starting to run from idle and going back from running to idle. The directional animations were a big improvement, but I felt the lack of transitions was something that needed to be addressed.
New Transitions
For reference, the old system
The new system also has an improved run-to-jump and back-to-run transition as well
This build also includes a tweak to the NPC walk animation and a bug fix to resolve an issue where monsters who spawned very close to you would fail to attack. This was most noticeable with the ghosts in the Necromancer quest.
Hope you all have a happy and safe New Year. And thank you again for all of your support and feedback!
"Thousands of sails have passed by the side of the sunken boat, and ten thousand trees and springs lie ahead of the sick tree." On the occasion of New Year's Day, I thank every connoisseur and player for their comments and suggestions on "Ao Huang Yi Jian Jie" (hereinafter referred to as "Ao Huang"). I have received many interesting amendments. I will adjust some contents as soon as possible in these two days. I also thank the foreigner who wants to help translate it into German or English. Thank you for your attention to the game. The simplicity of play in Ao Huang is an unavoidable problem, which I also experienced during the test. This is due to the immaturity of my original design and the lack of design experience. Of course, I try to make up for it later, but the effect is not ideal. The publication of "Ao Huang" has made me accumulate valuable experience. I believe that these experiences will guide me better in the future. Many things, if not to do and try in person, will not get real feelings and experience. Therefore, science pays attention to experiments, which reminds me of the story of the ancient Shu despicable monk in China. In the updating of Ao Huang, the general method of play should be fixed, and numerical changes will be made to try to make the players feel better. "Listen to your song today, with the spirit of a long glass of wine."
Item grades updated: the system was overhauled and two new grades where added: "Exceptional" and "Rare". Loot system updated: to comport the new grade system. Unidentified items are better mostly of the time. For now there is a lack of identifiers, but that will be addressed next with a basic economy.
IMPROVEMENTS
Player interface improved: status bar and inventory graphics. Item Colors updated, quest-items are now green.
Unreal engine updated to 4.21.
FIXES
Small gargoyles now will also land and walk. Flying foes becoming stuck after landing. Ranged foes will not approaches players anymore. Durability warnings moved to screen's top-left . Traps not being disposed after dungeon (causing memories leaks).
***So:We hope you all are safe out there, regardless if you had a big night or a big night in we want you to know that you know you are loved and special. Even if you might not feel it, there was a moment when you were born when somebody was like 'this is a cool little thing'. It might not have been your parents, it might have been a midwife or doctor. XD
***Also: There is only ONE of you! and the odds of you even existing makes the fact you are here a great achievement, based on pure mathematical odds and science.
***What this means: We had a huge night... so many highballs and vaping... and beer, shots, maybe even cigarettes... and wine...but luckily awoke to hot ramen and miso! hangover gone, now we are into improving the game.
Apologies, today we are up early coding + testing and creating achievements. We hope these can be implemented asap.
I just wanted to send out a quick update and say thank you all for helping us to keep the creation of HENTAI PUZZLE alive, we hope you know we appreciate all feedback and ideas!