v0.3
Highlights:
- Boss War – New Game Mode +1 new map.
- New adult animation scene with Melany x Kryth and Melany x Artilor.
- Buff system – more info below.
- Hotbar update – Pick up consumables from the ground and see them displayed above your health bar. Items like syringes and pills will help you heal.
- Scoreboard to show your and enemy stats.
- Updated the parasite ability of Melany to deal additional damage on impact and spawn a damage zone for 5 seconds, which will hurt enemies nearby.
- Better spawn effects to all enemy characters
- More customization options for Melany like transparent clothes.
And more…
New achievements.
- Adult animations now support props (like chair, bed etc).
- Added medkits that drop from enemies.
- Myrmidalus added to the database (ESC – Dataset) of enemies.
- Consumables picked up from the ground will now go directly into the Hotbar instead of the main inventory, eliminating the need to manually move them.
- Buff system: You can pickup buffs that last a certain duration and could change anything from player stats to visuals like applying VFX. Currently, you will see that during the Boss War game mode when you pickup the yellow buff, your gun will glow yellow and your damage will increase while attacking the enemy boss for a certain duration.
- Effects can be applied to the camera to create dramatic moments, such as making the camera shake when a boss lands a hit during combat.-Random music is picked during adult scenes.
- Updated the rhythm game and it’s UI during animation scene.
- Improved target selection for enemies: When an enemy attacks, it will choose the nearest available target point. Melee AI will prioritize positions in front of you to stay directly in your path, while ranged enemies will select target points on your sides to maintain distance.
- Characters can be made to look in different directions, which is primarily useful for point-of-view (POV) cameras during animations or cutscenes.
- Victory and Defeat screens
- Loot rewards screen when you finish a level
- Helpful notifications when you first enter an animation scene, introducing you to the UI.
- Target Selection System: Currently in the early stages, with full implementation planned for v0.4. The AI will be able to select targets based on an interest rating, which can increase depending on factors like the amount of damage the target has inflicted on the AI or other variables, such as prioritizing the player or specific enemies.
- Improvements to the animation system include assigning a unique ID to each character based on their animation. This will be particularly helpful when managing animations with multiple characters of the same type, allowing me to identify which character is playing a specific animation—such as assigning them a different look-at target.
- Better loop drops system with item min / max amount, drop percentage and more customization.
v0.2
Highlights:
• New H-Scene
• Enemies can romance you during combat [read more about in the Steam’s community hub]
• Customize your character’s equipment – equip and unequip individual items: hair, glasses, gloves etc etc.. [read more about in the Steam’s community hub]
• New Character type – Mutant.
• New Character type – Slime.
• Navigation System – Compass Points of Interest.
And much more…
Week 1:
• Skippable prologue (while playing it and from the menu).
• Checkpoints are now working correctly.
• Hold ‘E’ is converted to just Press ‘E’ in most of the cases, where it’s still hold, you will see a UI popup letting you know you should hold.
• The shooting range tutorial has only 1 task, which is a combination of the static & dynamic targets.
• The shooting targets count for the tutorial is reduced from 30 to 10 (but its repeatable if you wish).
• Enemy difficulty is toned down during the first level.
• If you break the collision in the cave level you won’t fall down, but be teleported inside the cave again.
• Saving your progress after the level has been completed is fully working.
• Fixed full screen and windowed mode not switching.
• Small localization errors were fixed.
• Fixed small bugs in the UI.
Week 2 + 3:
• A new AI that stays in place and attacks – it will be used for tentacles and tanky characters that are optional to kill, but drop a decent loot.
• A new AI with low health, low movement speed, and a small target detection radius – Oh, am I making this guy weak on purpose? Exactly! This will be used as a pretty much lvl 1 creep that you can easily kill to heal yourself and it won’t be required to be eliminated in order to progress the level. I thought this could be much better than just spawning a lot of health packs you can freely pick.
• Added a default inventory when you first start the game – Melany’s Pigtails + Lab Girl’s outfit + M4 Rifle (+ A UI Update) – This will prepare it for v0.3 when you will be able to customize each individual item from your inventory and take it off.
• Pressing the “I” key opens the inventory rather than pressing ESC and then opening it manually.
• Updated the controller’s physics to be more consistent – should solve some going through walls issues while dashing.
•Changes to the romance scenes ability UI.
Week 4:
• Enemies can drop items that heal you upon interaction.
• Limit the amount of enemies and enemies of the same type that can attack you concurrently.
• Default crosshair, which is always visible even if you don’t aim with a gun. You can turn it off from the game settings, if you don’t want to see it.
• The player camera was moved to the right to give you a better view and going from non-ADS to ADS mode easier.
• Changes to lvl 1 in the Campaign’s combat during quest ‘Find the Lead’ – added health pickups, decreased the amount of enemies on wave 3 and spawned more lower health creeps that drop health pickups when killed.
v0.1c
- Skippable prologue (while playing it and from the menu).
- Checkpoints are now working correctly.
- Hold ‘E’ is converted to just Press ‘E’ in most of the cases, where it’s still hold, you will see a UI popup letting you know you should hold.
- The shooting range tutorial has only 1 task, which is a combination of the static & dynamic targets.
- The shooting targets count for the tutorial is reduced from 30 to 10 (but its repeatable if you wish).
- Enemy difficulty is toned down during the first level.
- If you break the collision in the cave level you won’t fall down, but be teleported inside the cave again.
v0.1
Initial release