Future “battles” update: the fat

Hello, everyone! I finally managed to enter a flow state, get my shit together, and work properly for all two weeks. Aaand we are about halfway there! Two more months and I hope that the next update will be out.

First of all, Terri drew 6 more porn arts, the aphrodisiac ult ones. With ferrets and with deer shamans (the ones that are currently present in the game). And Alex created a few idle animations of a fox merchant.

Created food, that heals you! There are: an apple (+15% hp, is hanging on a tree), a carrot (+25%), a sandwich (+50%), and a plate with a cooked turkey (+75%). They are glowing, flowing above ground idly. Also added a bunch of flying green plus signs around a player upon healing (for visual feedback).

Created a currency system, money and souls (money will be spent on new weapons; souls are spent on unlocking bonus erotic art). I spent a whole week on it! The system is complex, yet beautiful. Coins and souls are stored out of sight, beyond world boundaries. When needed, they are summoned to the required location on the map (a defeated enemy, an opened chest, etc.) in the required quantity and fly to the upper left corner upon being picked up, where the currency counter is located. When killed by environmental damage (spikes in the ground or an explosion from a gunpowder barrel, for example), the enemy gives double the money and one soul.

The collision form of a player was changed a little. Now it’s easier to jump onto platforms without “hitting your ankle” and falling.

I added a chest at the end of the combat zone, accessible after killing all enemies. It opens with a cute little animation, scattering coins around.

I made gemstones. Three types: amber, emerald, and ruby. Each has its own value and “crumbles” into a few (or many) coins when interacted with. Also, when you approach them, a random fact about the stone appears above it!

Added a loot manager to the battle zone. Now, any loot (currently: healing items and gemstones) can be spawned anywhere on the map independently.

Made a cracked stone, a “hidden” background object. It looks like a normal gray background stone, but it has a specific appearance and a crack on a side. If you hit it three times, it will crack, dropping a gemstone. Amber (50%), emerald (35%), or ruby ​​(15%) ones.

Fixed a bug where the player could deal double damage with a sword and changed the shape of the sword’s attack area. It turns out the game engine can’t always handle collisions correctly, but I found a way around and made the attack more consistent. The work is going great. Tomorrow I’ll make a pause with props and begin to work on UI. Achievement menu, Ero menu, and new Inventory. Stay tuned! [No more abandoned projects]


Future “battles” update: the muscles

Hello, everyone! The last two weeks were kinda.. lazy? I was working slowly, jumping between big tasks and small tasks.

First of all, I added a new extended (in all directions) background to the new fight zone. It is about 20% wider and 40% higher now and may allow infinitely high levels! And I also extended the camera range to the new borders of the level. Talking about the camera, I improved “looking around with mouse,” so the mouse position near the screen edge is ignored from the start and after 4 seconds of inactivity. This feature is useful for situations where you forget about the camera in the corner while moving, resulting in a skewed view.

After inserting a new “universal” ground to the new zone, I managed to assemble it and prepare templates for future floating patches of ground (“islands”) and platforms (that can be jumped through). A universal ground has 7 holes with spikes. They can be “covered” with unique patches of dirt. I also added the ability for spikes to damage the player for 25% of the health and kill enemies instantly.

Added an image to the jump mushroom, an idle animation, and a bouncing animation.

So, Terri! Let’s see what that artist managed to draw! She drew: UI icon for two additional menus (Achievements and Ero Menu); universal frames and patches for art icons; an exclamation mark that will appear over enemies’ heads when they attack; range of butterflies; UI bubble for teleportation action; new artifact – a knife (like the necklace in Demo); extended background for new fight zone; 23 battle modification icons with frames and background. She also drew a new NPC – a traveling fox merchant. Soon to be animated.

The work is going. Slowly, but steadily. I’m still terrified by the tasks ahead, but at least not paralyzed by them. [No more abandoned projects]


Future “battles” update: the tendons

Hello, everyone! Right after publishing the previous update post, I decided to take a programming side quest for two days. Sadly, I failed massively. I spent ten fucking days on it, working from sunrise to sunset. In the end… nothing worked. But I was very exhausted and couldn’t waste any more time. So… sorry for wasting time, guys.

Right after that mortifying experience I started to work on the project. Removed unnecessary files and brought all scenes to one standard. And fixed the enemy’s purple orb a little. Gave it a bigger collision shape so it would be easier to kill it. An orb no longer damages the player after it’s destroyed.

I brought order to damage transfer, as well. And added three damage types: melee, precise, and splash. Only the second one can headshot enemies.

So, enemies! I created and filled a base class for all enemies and wired everything to 5 new enemies. Improved hurtboxes and crit hurtboxes (hurtboxes receive damage and hitboxes deal damage). It enemy moves a lot, the mentioned collision shapes change their position as well. There was a big function written that let enemies turn around and maintain the correct collision shapes’ movement.

Player’s sword attacks were reworked, too! Tabby has a new hitbox shape now, more fitting for a sword. And it moves after the sword! Everything works like it was always meant to.

And now about my team. About Terri. She drew: 3 ero pics with rats (“aphrodisiac ult”); universal battle ground with traps, reworked “islands” and platforms; 5 necklaces as sprites and pics to add to player art in Inventory; 3 new projectiles for main char, assets for a new ult and icons for all new profectiles and ults; a cart of a fox merchant. She drew A LOT. I’m very happy.

So, I fucked up the first 10 days. But the work is going on. … I need to rest for a little while, and then I’ll continue working on the enemies. Thanks for understanding, and sorry one more time. [No more abandoned projects]


Future “battles” update: the bones

Hello, everyone! The last two weeks were pretty slow. I must notify you that one of our artists – ElizabethRun – won’t be able to work on Homelands for another month. Sad. But luckily, we still have Terri!

First of all, Terri finished working on “bonus” ero pics (one of them is attached below) and started working on battlefield ero pics. There will be LOTS of battlefield ero pics, trust me!

Alex finished animating five new enemies and gave me the files. We are still working the kinks out with ent enemy and some misc. animations are still in progress.

Second, I started working on the very base of the next public release. Played with the firefly a bit, improving it. Then added a base enemy class and created the shells of new enemies with animations Alex gave me.

I also created a base class for enemy projectiles and another one for the player’s projectiles. Yes, so I can add more bullets, hooks, orbs, and everything.

Added a bouncy mushroom for reaching high ground on future levels. It was surprisingly easy to code… Oh, and added an explosive box. It’s not so explosive for now. I’m still figuring out how to disable characters’ friction to make them fly away.

Sadly, the more I worked on new things, the more obvious one problem became. The systems of Homelands are perfect for a small Demo, but they don’t suit the requirements of this big update. So, I’ll have to spend some time changing code around the whole project. For some reason, I don’t mind doing it. Every time I “tidy the things up,” the architecture of the project becomes more and more convenient. So, see you in two weeks! [No more abandoned projects]


Beginning of the “battles” update

Hello, everyone! The last two weeks were pretty boring. I had a Minecraft week while all my artists were busy and I was feeling low. Then the work resumed.

Firstly, I had to improve the new mini design document for the future update, defining new enemies’ attacks, abilities, and movement. I’m still not sure about how everything will work together, but we gotta start somewhere, right?

Terri drew four achievement arts! It’s for the future update, yes. She also drew new poses for the enemies for future animations (side view for running and some other anims). Right now she’s working on new ero arts.

Alex is working on animations of new enemies. Just “sketches” for now and a lot of art fixes, trying to work out some kinks that look good only on paper… Animations take a lot of time. I hate it.

Meanwhile, I created a firefly! A dot of light in the forest. A little cute something to clear the mind after designing new levels and enemies. It flies around, rushing away from people and projectiles. Cute? Cute.

Like I said earlier, I’m scared by the amount of work that needs to be done. So, sorry for the slow start. It’s kinda normal for me, sadly. See you in two weeks with better news! [No more abandoned projects]


Demo v2! Better movement and camera

Download – Win64

Hello, everyone! I decided to release a new public version, mostly because of awful movement of the main character and bad animations. I fixed them! Now I can focus on making levels and new enemies.

Welp, I want to give you a little descriptions of the animation changes! Removed standing with fly animation. Now you can’t turn in the middle of melee attack, but system will turn mid-combo if the button is pressed. Melee attack may be started when you just finished another animation and LMB was already pressed. Removed visual stutter after melee attack. Main character takes a bigger step forward while attacking now. Removed stutter when running and changing directions. Taking off and landing happens 25% faster now and jumping mid run happens without taking off animation. Now landing triggers every time, properly. Melee attacks are 10% faster now and are not being interrupted while performing mid air. Increased running speed by 8%. Made dash more stable, now it doesn’t conflict with other animations. Dash distance was reduced by 15%. Dashing is no longer affected by gravity (useful for dashing on platforms).

Changed collision shape of main character, making it more suitable for a platformer. Added “coyote time” – ability to jump right after starting to fall off a ledge. Fixed execution of the lowest jumps and reduced difference between low and high jumps to 50%. Jumps feel much faster now.

Improved camera. Now you can look around by moving mouse to the edges of the screen. It also focuses on space mid characters when starting a dialog. And I fixed a tiny twitch when entering a new location.

I added a little tool for my own entertainment. A speech bubble that can appear above anything. For now, it only appears when you touch a world boundary.

Oh, Terri drew 5 new enemies! I will give them to an animator soon. The look promising, right? I’m frightened by the amount of work, but hyped as well.

The last two weeks were really busy, as you can see! But we are getting closer to the dream game~ [No more abandoned projects]


Demo is out, but what’s next?

Hello, everyone! After releasing Demo version of Homelands I had to take a week off because of a trip to friends. Now I’m back and working again!

So, Demo. 4.0/5.0, positive feedback from almost everyone. A lot of new people subscribed! Welcome to all newcomers, yeah. Sadly, not a lot of new paid subscribers, but I get it. “Game looks good, will see what comes next.”

I wanted to make refines after the release, but it requires money I don’t have yet. So I changed plans. In the next two months I’m planning to add battles and erotic content! I mean, a lot of both. A lot! It won’t have pretty animations, but I’ll do my best to make it interesting.

Like I said, I’m back and working already. We have an absolutely massive update in 2-3 months. Gotta work hard! Stay tuned! [No more abandoned projects]


Homelands Demo is out! Go play it now!

Download – Win64

It’s been hell of a day, so I’ll be short. The demo is out. It’s good. It’s really good. Go give it a try.
Thank you for waiting this long ass year for this game. I appreciate it, guys<3


Heading for the finish line!

Hello, everyone! In my last post, I promised you that there would be many changes. Well, here they are! Enjoy!

I changed the main font and added two more fonts, one for dialog and one for headlines.

Enemy projectiles now cast a “crosshair” visual effect on the player and deal twice as much damage. The player’s projectiles, on the other hand, deal 30% less damage.

Opening the pause menu now stops the music. When all the enemies in the location die, the battle music changes to peaceful music.

Grass and bushes now wave slightly as if affected by the wind. If the grass shakes a lot when the player walks by, the big bushes will shake just a little. I also added leaves that fall from the big trees in the forest location.

Enemies now flash and bleed more than earlier when damaged. Their projectile vanishes if the enemy dies while creating it. They die with a pretty shader effect now. I also changed their behavior slightly. They no longer interrupt casting animations, run in place, or freeze without an idle animation.

The main menu was slightly reworked. The vignette (black semi-transparent lines on the edges of the screen) is not so dim now, the clouds move at one speed regardless of the player’s FPS, and there are new, neat “starting” and “quitting” animations.

The main character now dashes and teleports with a nice visual effect and “magical” particles. The player’s camera now centers on the main character when they start a dialogue.

There is an erotic picture in the game, a drawing on a papyrus. You can now move your mouse to “examine” it. There is also an erotic scene at the end of the demo. Particles and the ability to “look around” have been added there, too.

The artist drew a bunch of dialogue avatars! There are 18 pictures for five characters. She also made a “promo pic” for the game.

Another artist drew something called a “fakeshot.” It’s a screenshot of the future project. It gives viewers a general idea of what to expect.

I hope the next update will be a demo release. There’s not much work left, so I expect it in two to three weeks. Stay tuned! [No more abandoned projects]


New character – Blackie!

Hello, everyone! The last two weeks were pretty mid, to say the least. There was a lot of planning, and a few days were wasted due to my illness.

I assigned the artists many tasks for the next four weeks. The concept for a new character – Blackie, the black wolf kid – is ready. The next goal is to animate him. Started to work on: “fake” screenshots of the future project, a few welcoming pictures for Patreon/SubscribeStar, and dialogue avatars for characters.

While planning with the artists and an animator, I also did some coding! The loading screen now waits for input after finishing all pre-loads. I also changed the player’s UI a little bit. Added a background for it and improved the health bar. Added a dash bar! Oh, and the ranged attack now shows the reload time, too.

The enemy received a few fixes as well. Its behavior is still not good enough, but at least now its hitbox gets disabled when it dies, and the player’s projectile can’t fly through its head on a headshot. The player’s projectile now emits “blood” particles when it hits an enemy and “cut” particles when it hits the ground. The enemy no longer chases the player after its death and following respawning.

The real demo is coming out soon. I’m excited, focused, and a little nervous. I think the next update will be huge because we have dozens of small tasks to complete. See you there, in two weeks! [No more abandoned projects]