Month: May 2026

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]