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]









