Friday, October 22, 2021

Ucogi's clothes and Alice's pose

Hello everyone!
Usually I post near the end of the month, but I felt like sharing this month's progress a bit earlier.

I dressed up Ucogi. It took me over 10 days to draw her clothes. You can see most of the procedure in the following video. It might be only 5 hours long, but it shows the progress of over 40 hours of work and took 20 hours to get uploaded.



As you may know, Ucogi will be a playable character in the game MoGi Origins, and she will be losing her clothes as her life points decline. She has 205 frames, so to dress her up I had to draw 200 shirts, 200 skirts and 200 stockings. Now that she is all dressed up, I have to draw her 3rd and final state, her underwear.



I also worked a bit on Alice. Took me about 2 days to draw her new standing pose. Now her back is more straight and her arms are more distinct. And she looks more confident than in her older pose.



Titan managed to work for a couple of days as well, and he will work on the game for another 20 days during November. Regarding Titan's work, so far everything goes according to plan, and I'm happy about that. Here's what he worked on, this month:

• Several NPC have different dialogue after an event occurs (eg. when the MoGi appear)
• Rudy shows the idle animation after a few secs
• Rudy fires short range blue laser with lv1 weapon (she needs to start weak)
• Rudy fires with slower frequency (so that her transformations feel stronger)
• Shade when Rudy rolls (to imply that she cannot get hit)
• New lifebar for Ucogi and Alice (to show when they lose their clothes, at least for testing)
• Alice's moves and buttons are altered. Her special moves cost energy.
• Alice now has a backdash move (but I haven't tested it yet)
• Dressed Ucogi exists in the game



I just started working on this, but I hope you like how Ucogi looks like in her underwear! Just a few hundred drawings more, and she will be completed. Constructive criticism is very welcome.



Talk soon!



Saturday, October 2, 2021

Clear plans and direction

Veins here.

September was a tough but interesting month. Not only me and Titan made a ton of progress on the game (more on that later), but we also managed to solve a big internal problem we had. I hinted about it in my last post, but I needed some time before I felt ready to share it. Titan is no longer a part of Team Erogi, but he will continue working on the game, part time, until the game is completed.

So yeah, without getting into details, me and Titan made a new deal that doesn't hurt the game. The most important thing for me was always the release of MoGi Origins and that's my end goal. The current plan is that Titan will work for me, full time for 20 days during November and maybe even January. In the main time I have to do everything else: finish up all the art that I can, find bugs, re-edit and link most levels, add sfx and music and so on. Scary, but there was no other way. From now on, I am responsible for pretty much everything.


General progress:
Here's a video of the various tests we made for the game.
This video shows many things that I have presented in the past few entries (such as Voms' Swing, Succogi, Ucogi's animations, the Physics labs and the Toxic area) during the development. Most of it is work in progress, recorded for testing purposes. The video doesn't show the final results, but you can get a glimpse of the things we were working on. And most of them are finalized in the game's files. For example, Ucogi's many jumps and Voms' Swing look weird at first, but they improve greatly by the end of the video.



September's progress:
I was aiming to finish Voms' playthrough but that was unrealistic. Many issues and bugs came up, and many fixes caused even more bugs. We had to try over and over to solve many of these problems, but it was a very productive month! Here's a list of the things we accomplished:

• Survival and Time Attack are merged with the main game.
• New SFX for Bloostone, Mushrooms, Ucogi, Alice, Rudy, Chibi, Gold, Neko and more.
• New SFX for many hazards and objects.
• Bloodstone can now transform to 6 different MoGi.
• Lots of new art added, including new pushable carts for puzzles.
• Cutscenes for Rudy, Ucogi, Chibi and Alice.
• We completed Ucogi's moves and controls (very challenging).
• We completed Voms Swing move (took a while to make it feel good, see video)
• Floating water objects detect the character's weight (except Chibi's)
• Each Daisy can have her own stats (helping Elf reach different heights).
• Succogi boss redesign and Ai.
• Bug fixes (Blue falling on platforms, lifts, crouch animations, Rudy kicks boxes, hanging)
• Many details like SlimeGirls Black's bar and Amanita projectile frequency.
• New save system
• Completed all VS portraits.
• New objects, such as hazardous servers and falling platforms.
• Hazards: water, fire and electric floor, kill. Acid hits everyone except Gold. Flames, particle
beams, electricity and explosions hit everyone.


What remains to be done:
In order to finish Voms' timeline, we need to finish the art of Ucogi, Alice and Ninja, program Succalice and Stheno and deal with many other details (cutscenes, unforeseeable bugs, new SFX, dialogue, polishing etc). Also I do want to revisit Red's bossfight and a few other things.

The full release may need at least 5 more months of hard work. If the project takes longer than my calculations, I may try to release a decent Beta around December. I'm not fluent with GameMaker, and there's a lot to deal with, but I know what is required of me and I'm trying to do the best I can.


Thank you all for your support!