Mogi Origins Dev Journal

Mogi Origins Dev Journal

Wednesday, December 24, 2014

Donations... closed!

Donations of any kind are closed until further notice (we had no choice on the matter). When the donations button is active again, we will let you know in a new post, here. At this point we would like to thank you all for your support and patience.

MoGi Origins updates:
The game continues as normal and the Beta updates will occur when we have something solid to show. Titan is working on various things... he will try to have something ready for the near future. Veins is designing Brightown, the city of humans. We can't say anything else without spoiling the surprise but here's a draft screenshot of one of the most complex buildings! Enjoy!


Until then...
Merry Xmas everyone, and a Happy new year!

27 comments:

  1. Replies
    1. Ignore that faker.

      Sorry Vongola, but there is always next time, possibly with Slime Girl Black.

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    2. omg didn't even notice he was fake!

      I hope I do get first post when Slime Girl Black comes out!

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    3. I hope too, but if you are not up for the task, I will do, because she is my precious pleadge after all :D

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    4. Well now you know Vongola. I will be rooting for you during Slime Girl Black. ^^

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  2. 1 year and a half later. we are about 25% done with the first character. I know half a year went into funding but still, progress is pretty slow

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    1. A lot of that time went into planning as much as we can and working on various unseen issues. This is a highly complex game and a lot of additions need internal discussions and some choices have side effects that sometimes are unpredictable. Let's not forget tha this is not a typical platform game, but a game with riddles and that makes it even harder to make.

      We didn't expect it to take this long, but the fact is that we do try to work as much as we can and finish it as soon as we can. We do try to deliver the best game we can with as less compromises as we can.

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    2. "A delayed game is eventually good. A rushed game is forever bad."

      -Shigeru Miyamoto

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    3. duke nukem forever

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    4. Thanks again Victor and Titan. I have faith in ya. Anon, I'm genuinely curious as to how we can make your criticism constructive. Any ideas?

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  3. Not that this is the crowd for it, but I'd google scholar complaining and its effects on motivation. Shocked the heck out of me when I realized how ineffective it ends up being in the long-run.

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  4. Looks like I had good timing in getting beta access.

    Since this is the most recent post and I'm not in a real hurry to make an account on your forums for the moment, I'll share my thoughts on the last version of the game here. The last version I played was the main demo version.

    Individual rooms are well designed, but the overall layout is very confusing for players. Generally speaking, any kind of 3d map in a 2d game is impossible to not make confusing, and I strongly recommend you try and find a way to rework the navigation to be 2d across the board. If not, at least add a North pointer to the main game screen and map so that it's clearer at least which direction you're pointing at a given time.

    Next, I feel that the second level (the whole farm area) is currently far too long. You spend too much time only fighting two enemy types and with one song in the area. The save points are also too infrequent for the first hostile area of the game. Be very liberal with how many saves there are in the early parts of the game, this is when players are first getting use to the game mechanics and it makes them much more comfortable and less frustrated if they can save very often for the first half hour to hour of the game.

    On to enemy designs, I think that the Pumpkin girl is fine, just a bit frustrating sometimes when you get hit right on the edge of her attack animation just before it ends. It feels a bit cheep, maybe make the attack end a bit sooner or shorten the hitbox at the end of the attack?

    Mushroom girl, fine, easily the greatest threat in level 2, and you have to approach her in a certain way to effectively fight her. Maybe a bit too annoying early on in the game for players with little platforming experience.

    Neko girl, I really like this enemy. Her counter style attack is really good and it mixes up the gameplay a great deal. Good job on her!

    Squirl girl, alight, feels a bit lacklustre since she only has one hit and only moves left and right and sometimes stands still. I'd like to see a bit more added to her, like maybe the ability to jump up and down platforms. There seems to be a small bug in getting her animation to start (she needs to run into you after knocking you over), and she sometimes ends up stuck off the screen.

    The first boss was interesting to fight once I figured out what I was suppose to do, though the burning branch hurting you felt cheep. Having to be in the right place to be able to hurt her without taking damage doesn't feel like a good design choice to me. Otherwise, well done on the first boss battle.

    Now the interface. I already brought up some issues with navigation, but I'd also like to bring up the arrow that indicates that you can go through a space in the background. I actually missed the arrow completely the first time it came up. Generally these sorts of arrows should be much more obvious to the player, often they're also a picture of the button that the player needs to press to activate them too. I suggest putting the arrow immediately over top of the PC's head, and make it much brighter when it shows up.

    Lastly I'd like to mention the sex scenes. For the most part, they're quite good. I especially liked the Neko scenes, they're very different from the other scenes in the game. This is my main problem with what's in the game so far, the pumpkin, oak, and squirl player rapes are all very similar to one another. I hope you can find some ways to make each one a new experience within the game. I also hope that you take more advantage of the unnatural traits that some of the monster girls have in their scenes, ex: having the squirl girl use her big hug-able tail in her scene.

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    Replies
    1. Oh yes, and another bug report:
      -The sound effects on the hostages aren't currently set up right in the gallery, possibly also in game.

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    2. Thank you for the long and detailed report. I saw your comments a few days ago but I got the flu and other matters to attend to so I wanted to wait for the right time.

      I understand your concerns about everything you mentioned. Some things need to be fixed and some things are left like that on purpose, after long internal discussions. Any of the above may slightly change. As the game progresses in development we gather opinions and we fix things, so that in the end it would play as flawlessly and it can.

      The sex scenes so far do have some variety, pussy penetration, anal, paizuri, face sitting. They are similar so far, but we chose those MoGi because of how they play, so that there's variety in the game. There are many other positions and a lot more paizuri but the majority of these animation was pledged so... me and Titan can't really change what the pledgers have already decided. We do have kept a few MoGi to play with, so yeah we do have at least 1 MoGi that uses her traits on Voms.

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    3. Sounds awesome! Sorry to hear that you are sick . get well soon and happy new years to both of you!

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  5. Shit's on fire yo.

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  7. Happy new year people and mogi :D

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    1. Happy new year everyone! That's my last comment of 2014 xD

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    2. Happy new year everyone and Slime Girl Black

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  8. Happy New Year! ^^

    And please please PLEASE let their be a Mogi who makes Veins cum by hotdogging him.

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  9. well as you predicted the leak gave this game some well needed publicity and the game is doing well, and im even gonna donate when they are open again in order to get beta acess

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  10. So how are things looking in the new year? City level making progress?

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