Saturday, April 30, 2022

Voice acting and Boss Alice

Apologies for not posting anything for almost 2 months. Things were moving slowly and I didn't had much to report. 

Titan (the game's programmer) was supposed to work for 10 days during March and hopefully another 10 days during April but he managed to work only 4-5 days during those 2 months. He has almost finish Boss Alice but there are still lots to be done. I added a new move for Boss Alice, to make her be more intimidating: she can use her special attack on air, during gliding. I made the following video to show Titan what needs to be fixed with Alice. And while at it, I did some more testing. 

The weird thing is that Alice was acting fine in the test room but her behavior changed once she was placed in her Boss level, so some additional things need to be fixed. It sucks when something is almost ready and then you realize that there's a lot more to be done.

I also felt that the game lacks in the sound department, so I hired a musician and I was looking for a voice actress. The musician wrote a couple of pieces that I really like. Regarding the voice actress, I managed to find one after a few failed attempts. I came in contact with her on March 1st, and she told me that she would be busy for the next 20 days. 

I used that time to create a list of the voices that I would need and create a video to help her visualize the whole thing (see below). When I was done, she needed another 20 days to work on the voices and then she got sick... and finally, I got the raw files just today. Now I have to go through a bunch of sound files, play with the pitch and other options and decide which ones to use. There is still work to be done in the sound department.

I wanted to do a lot and I was in a very creative mood all this time. But I couldn't do much because I had to wait on others. At some point I started doodle-programming on Flash. I know it's a dead program but .exe files still work and I got excited about it. I managed to make a few Ucogi Games run in fullscreen (like Solitaire Quest), and I experimented with many things. Ucogi MultiDice for example, focuses on dice rolls and also contains a new Ucogi edit (maid outfit and nude).

The main problem about MoGi Origins is that I mostly wait for stuff to be done by others. And this waiting is killing me. I'm not just talking about my artistic and creative mood, but literally. It causes anxiety, shame, and so many other negative things. I feel the need to keep myself busy and useful. I have to stop relying on others regarding game creation. During my wait, I actually tried to get myself into Blender but I quit after a day or so (Blender is a very unintuitive program, and I prefer drawing in 2D anyways). I also tried to start doing my own game-music, but then I quit that too as I got overwhelmed. And then my doctor said that my lifestyle is unhealthy and that I need exercise and diet (the food I have to eat tastes really bad). Special thanks to the pandemic and to the countless hours sitting on my PC working or waiting on others!

These are the facts and my thoughts. I keep working on MoGi and I need to finish it more that anything in the world. Things can get hard at times, as I keep bumping into things. We are getting there. Slowly, but progress is being made.

Thursday, February 24, 2022

Late Valentine's Day

Hello everyone! I hope you are all well.

I was extremely busy this month, dealing with some lose ends. I'm glad Ucogi was around to help me clean up my dusty folders and put a few things in place.

There was contest that inspired to me to finally finish a bunch of card games (currently one of my games is in semi-finals! ^^). I wanted to complete these games for quite some time and that was a good opportunity. Also I went back and revamped existing games and their shop pages:

I modified the MoGi Deck, adding about a dozen new mogi. Ucogi Deck and Ucogi Nude Deck are updated and edited to be as identical as they can be. Ucogi Nude Deck has special improvements regarding the nude edits. I
revisited the Ghost Deck and released 2 original games, the 15 Ghosts and Super Magical Gems. Creating images, videos and pages for all these games was madness.

Finishing these games and the fact that it was " day", motivated me to work on Ucogi's last game, Solitaire Quest. And after it's release I added a playable demo for both SQ and Orphanarium. And then I had to add all the above in with new thumbnails and everything. And I had to work on my personal site (nobody goes there). Not to mention the work on another 3 card games. Like I said, madness!

Around that time I placed Ucogi Valentine on Zazzle... but with all the above, I missed the Valentine's deadline! Still though, I'm just glad I managed to do so much, and that now I can move on.

I've made so many things that I'm starting to lose track. So, I decided to create one more thing: a small program where everything is gathered in one place, giving easy access to anyone interested. That includes links to videogames, card games, merch and social media. Feel free to download "Ucogi Links.exe" from my Patreon. I will be updating that file from time to time.

Regarding MoGi Origins, I did some research about voice actresses. Right now I need to create a word document with all the MoGi and decide where they need voices. And then hire a few people that I found, so that every MoGi has a consistent voice when they hit you or when they get hit. I hope everything works well, because 28 MoGi and 5 female playable characters are a lot of work.

I will resume working on it this week. I just had to distance myself a bit, deal with all these unfinished projects that were clogging my mind, and return with a fresh pair of eyes.

Monday, January 31, 2022

I needed a break

I wish you all a happy 2022. And hopefully this year MoGi Origins is released. Things look very promising so far.

That said, this post is not so much about MoGi but about me. Working nonstop from September to December made me neglect many real life things I had to address. Some of them are still unsolved, like Payoneer owing me money for over 6 years, for the mobile sales of SuckerSuck (I probably lost over $400 thanks to them). So I haven't worked on the game since late December. I also needed a break to get out a bit and see some friends, and distance myself from MoGi Origins in order to see things more clearly once I get back in it with fresh eyes.

I did work on a few other things though. I wanted to release Ucogi's Solitaire Quest for over a year now in my account but since it would be the definitive edition, I have to add a few new things. Also I needed to feel like I'm finishing something and feel good about it, because Mogi can be kind of a scary monster at times. With that in mind, I tried to finish a few card games and decks that I had in my plans for a long time. Solitaire Quest has all this Ucogi art and it was a shame that it was not placed it in any actual cards up until now. So, I do plan to release SQ and a few physical card games when I feel ready. I will announce here any releases but if you want to check, here's my card games

Regarding MoGi. I would resume working on it in a few days. Sometimes it overwhelms me to have all this weight on my shoulders but the spark is still there. Titan is able to work and help as well when I need him around for programming. But the rest is on me. Back in December I felt my mind crumbling just with the thought that I had to deal with setting up a Steam account to sell the game (my cousin would help me but then he declined because of his own life matters) and even finding and talking to voice actresses because the Monster Girls need better and more voices. Even when I work with Titan, the amount of work I have to do is multiplied, as I have to give him instructions, foresee any liabilities (such as art I might need to add or how something may conflict with anything else), double check everything and play test his additions. 

Every little thing is piling up and I really need to focus at one thing at a time. Without neglecting any other aspects of the game (or my life? Nah, work comes first). This is the path I chose for myself, and it's not too bad. It's just scary and exhausting some times. So, thank you all for your patience and support, emotional or Patreon-wise. It helps a lot.

I hope I can have a decent beta by the end of February. Let's see how it goes. 

Monday, November 29, 2021

Another month of complete devotion

Hello friends! Thank you all for being around and supporting MoGi Origins with your presence, suggestions, opinions, feedback and any other way possible. It means more than you can imagine.

This month I managed to finish all of Alice's animations for every outfit she was supposed to have. It was a huge challenge but she is now fully programmed and tested as a playable character. Alice has a new Backdash ability, even on the air. Also she has a Special and a Super move that consumes energy. Alice showed up a few bugs but seemingly everything is now fixed and I'm very pleased with the final result. Her Super move is so cool as it shakes the screen and hits all visible enemies!

Titan worked with me for the second time, since our new arrangement. I'm very proud of the number of things we added and fixed this month. Here's most of the tasks Titan had to deal with, during his 20 days of work. Most notably, Slimegirl Red needed a big update and Succogi is now completed as a boss fight. The work speed was hectic and some details may be missing from the following list, but that's a good chunk of the problems we addressed.

Titan will work on the programming of the game for another 20 days in January. Until then I have to finish the underwear version of Ucogi, and revamp and populate as many levels as possible. The level design is tricky in many ways and every guy we hired to help, found it to be a big chore. I need to familiarize with GameMaker and its kinks, as there are no obvious shortcuts to tile each area. But for me is more time consuming than challenging. For example, just to test each level's parallax scrolling, I have to compile the game every damn time.

My main concern is making the levels interesting (especially if they need backtracking) and work well with all 6 playable characters. Moreover, I need to worry about the pacing of the game, which is tied to the level design. Thankfully I have worked on many plans and drafts, but if something is off, I would need to reconsider and correct it. 

Even thought all the levels exist in the game, many of them were left empty, to be populated by objects that I would design later on. These objects are now completed, many levels have Hostage puzzles (an idea that came to me only a few months ago), some art is updated and even the parallax scrolling has been updated to be both horizontal and vertical. Furthermore, the game due to it's semi-realistic setting, it appears to have many flat levels and it does need more verticality. So, I really need to rework and polish most of the areas.

I wish I could have something tangible to show you, especially after all the hard work we have done in the game, but most probably I won't have something ready, until the early months of 2022. To some of you, this might sound disappointing, but please consider that I'm doing my very best. Not only I came up with a viable production plan that works, but I have also been working non-stop (pretty much since September) in an effort to redeem the whole project. 

During November I only went out 5 times (to get food supplies from a supermarket), and I haven't had any other contact with the outside world. The sheer amount of this month's work is a testament to that. I might take a break during the Christmas vacations, because I'm showing symptoms of burnout, and I do need to clear my head, if not for my health, then for the level design's sake.


Monday, November 1, 2021

Ucogi and Alice updates

I have been working non stop for the past few months, and that should show from my posts here. I do hope that you can all experience soon all the hard work that has been put into this game.

A lot of progress has been made on my part, and Titan has already started working on the game once more. He will be working for another 20 days during November, as per our agreement. I'm not sure how many things we can finish up, but we will do out very best.

In the last 10 days I completed Alice's run animation. I had to draw her naked and put clothes on top, just like I did with Ucogi. Picking fitting shoes for Alice was a challenge, but I'm glad I got her to run with her bouncing boob in that loose top she wears all the time, without looking like a complete bimbo!


Also, I updated Rudy's runcycle. Rudy's weapons are balanced and her roll move has different controls and a shading effect. Her runcycle has been worked over and over the past few years and from what I could find I have worked on it for about 6 times. There's always something that bugged me in that animation, but yes, it's time to let it be..

same frame, different versions

When I don't work, I usually research and think of ways to improve the game. In my Youtube channel I added a couple of Rudy test videos, to check and avoid the mistakes of Castlevania SOTN and Zelda64, where the protagonist runs faster by rolling and backdashing.

The plans for this month is to fix any small bugs we come across. Add Ucogi and Alice if I can manage to finish their sprites. Complete the programming for Red (she needs to be harder as a Boss), Succubus 2 and Stheno. We need to finish Succogi and Succalice as well. And as many cutscenes as possible. And test it all.


Then, during December, I got to deal with a few more animations (like Stheno's scene, ending etc) and the final level design, which would be a huge task. And also I got to do the dialogues for over 80 NPCs and many e-panels. And many other things that must escape me right now. We are so close now and everything falls into place nicely!

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!