We are a bit late with the next Beta update and due to various suggestions we decided to reveal some of the things we are working on. Sometimes it's hard to show in the game the progress we made because Veins is somewhat ahead, designing new characters and backgrounds and once they are done, Titan gets them and puts them in the game. But other times Titan is ahead, programming new enemies using draft sketches that Veins has to render frame by frame until they reach their final form.
We try to avoid releasing a beta with just one or two new areas because we feel that it's pointless for someone to play so little. We try to add to each update new areas, riddles, challenges or enemies so that it would be an update worth playing. Sometimes everything needs to be in place in order for the levels and progression to make sense, so here are some things we are making here and there that we can't add to the game just yet.
This is one of the rooms in a new building we are making. You know it's a new building because the walls are yellow. In case you missed it, the City houses are pink, warehouses and offices are gray, labs are purple, military are blue, the docks are a different shade of blue and the Farm houses are brown. So, each building has it's own theme color (I think there is some inconsistency with green buildings). The NPCs also share the color of the building. At this point we want each NPC to look different, if possible.
The soldiers (white and black) are something that you will face much later in the game, so you don't really have to worry about them. Yes, they are male enemies...! If you follow this project close enough you might have an idea of who might do what with them!
The ladder... that's a failed idea. We designed the building with several of those ladders but we decided that the characters would look weird jumping on them as normal platforms. We will swap the ladders with lifts, soon enough.
The art of SlimeGirl Red is completed. She uses her boobs as projectiles but don't worry she grows new boobs quite fast! Breast expansion anyone?! The background is a work in progress but you will be able to see the final result in a couple of updates probably. Red's animations are very fluid and we can't wait to release her when the time comes!
Hmmm.. what else? Oh yeah, we decided to add a few more extra MoGi to expand the story and the puzzles. Voms or other characters may need to pass through certain areas. Instead of having the old and casual "keys and doors" we decided to have various objects that the characters can find or trade, and give them to a specific MoGi in order to let them pass. There won't be a fight or sex with that MoGi but perhaps if you dont have the right item with you... it might be harmful for your health!
More than that, Titan believes that he fixed the video problems (You can check right now if you want) and he also corrected a large number of small glitches. Too many to count!
We hope this posts clears a few things up and creates new questions and sparks new discussions and new ideas. We would like to know what you think of the game this far, what you like and what you dislike. If you think that something is missing, give it a shot and we might implement it. This feedback will help us make the next levels even more interesting, appealing and perhaps challenging. So, if you want this to be an even better game, please share your thoughts!
Thursday, March 31, 2016
Thursday, February 4, 2016
R.I.P. Offbeatr
Offbeatr is about to disappear forever. It's a shame because it helped this project (and many other projects) become a reality.
These tragic news don't affect things for MoGi Origins. We carry on with this project as we should. We have saved any contacts and messaged, so everything should run smoothly.
For historical purposes and reference, we post here our Offbeatr page as a reminder of what we have to do to finish the project.
Don't worry we got all of the main pledge data that OB could give us in a Notepad document in our Dropbox. If you want to save some kind of record of your OB purchase though just in case something went wrong on our end, feel free to.
These tragic news don't affect things for MoGi Origins. We carry on with this project as we should. We have saved any contacts and messaged, so everything should run smoothly.
For historical purposes and reference, we post here our Offbeatr page as a reminder of what we have to do to finish the project.
Don't worry we got all of the main pledge data that OB could give us in a Notepad document in our Dropbox. If you want to save some kind of record of your OB purchase though just in case something went wrong on our end, feel free to.
Saturday, December 26, 2015
Party like a RockGirl! (Beta v1.17)
To get the new Beta, use the link you received upon purchase. If you played the game
before, it needs to be restarted in order to play correctly some essential additions.
But now, you can play most of the game as Rudy! before, it needs to be restarted in order to play correctly some essential additions.
What's New? (V1.17)
- Rudy is playable! (press C+R to switch with Voms. Beware of small glitches)
- 2 new Mogi! (RockGirls Stone and Gold)
- Toadstool got new attacks and cum scene! (she is no longer an Amanita clone)
- Voms gets his first upgrade/new move! (Ground Smash)
- A new area is added, the Tunnels!
- New music in the Farms!
Other changes include:
- A new map system - press Enter to view the map (Do not delete map.ini)
- The city had a few major fixes (more to come!)
- Voms' Orbs have changed fundamentally.
- Updated running animation for Voms.
- Some new NPCs and conversations.
- Enemy AI made slightly different.
In this Beta it was just going to be Stone, Gold and the Tunnels. But we ended up adding a few more things into the mix: Voms' new move can be combined with kicks or used to trick Nekos or beat multiple MoGi at the same time! Rudy's roll (press down as you run forward) makes her invisible for a bit and can be useful against Amanita's! Toadstool and Gold are extra MoGi, not supposed to be in the game but we even added new sex scenes for them! There's also a small surprise added... find it just before the end of this Beta!
Monday, November 30, 2015
The gargoyles are coming!
Our next beta is close. It took longer than we expected but we wanted to have a nice solid release that you will all like. We are just a few more days away.
A few spoilers: Voms will get a tool upgrade and he will be able to access new areas. Rudy will be playable for testing. She won't change to MoGi but we will get a glimpse of her gameplay and art.
Also there will be 2 new MoGi! The RockGirls Stone and Gold! Gold wasn't supposed to be in the game so treat her like a treat! She seems similar but she's very different to Stone. Titan currently works through some tiny bugs and Veins is near finishing the StoneGirls' sex scenes.
The RockGirls will get you in a few days!
Saturday, October 31, 2015
Rudy!
Rudy is finally completed! She won't appear in our next Beta (which will be released in a few days) because she appears later in the game. Oh yes, Dedu will be in the game as well!
Who is Rudy?
Rudy is friends with Ucogi and Dedu. She is Ucogi's rival in many ways but in this adventure she comes along to help. Rudy works as a maid in Mr. Tremmors mansion as a part-time job. She usually makes fun of everything, judging from her own point of view. I suspect Voms will have a hard time dealing with her!
Abilities
Rudy can roll on the ground and go through enemies and she can also kick enemies in close proximity. She has a special gadget attached to her arm which shoots laser beams for long range attacks. Her gadget allows her to hack doors that other characters cannot open. Also after a few software upgrades, the gadget can project holograms, turning Rudy to MoGi! Furthermore, Rudy will have 3 MoGi morphs. Each morph will give her new skills and help her explore new areas!
Weaknesses
Rudy
can't reach higher areas to climb and when she climbs she is slow. She can't
push objects because like Chibi, she is small in size and not strong enough.
Also she won't have a minigame, so no second chances after her lifebar goes to
zero. Rudy can already avoid enemies and kill from afar, therefore we had to
balance her abilities, otherwise she would be extremely strong. Rudy doesn't
have a special uniform like Voms' to protect her and that's our official
excuse! :P
Adult stuff?
As
mentioned earlier, Rudy can turn into 3 different MoGi. Near the middle of
Rudy's game some soldiers arrive as part of the story. When they faint by
Rudy's hits, she can make them cum dressed as a MoGi, depending on the MoGi
form that she currently has. It's Voms minigame but reverse... and in sprite
mode. So it's also like an "on-demand" type of Hostage Rape! With
Voms, you need to fail to get the sex scene. With Rudy you get the sex scenes
for not failing!
Sunday, October 4, 2015
New Beta Arrives! (v1.160)
The new Beta is here! We also updated the demo, to match the new Beta's settings.
Our main concern is to see if the game runs smoothly on most computers and without glitches. This is a test of our new game engine, so please test it (especially the animated sex scenes) and let us know if they play without any problems. Please make sure that everything appears in the correct folders!
New Additions:
- PlantGirl Toadstool added! (She's an extra MoGI not voted for)
- 2 New Hostage Rapes (Orc and Pink) added! (Pink is also an extra MoGi)
- Switched adult scenes with video. If you don't notice any changes, it works.
- And a Splash Screen!
Looking Ahead:
Veins designed the whole island... so all that's basically left for him to do are the playable characters and rest of the MoGi. We'll most likely touch up some levels to make them more interesting or work better as well. Also, a small peek of RockGirl Stone. She will appear in the next Beta... very soon!
Also! I almost forgot but if this is your first ever Beta update you're probably lost on how to get the newest files. Well it's pretty easy. Just fish out the link we gave you and download the files from there. It's always the newest files.
This is just a quick public announcement. We've been trying to reach one person for a while now but we can't, and this is the only way I can think of to do it. The e-mail you gave us is an @ymail.com and we can't send emails to it. Please use the blogger contact form with a different email and tell us your name. If you're reading this and you're pretty sure it has nothing to do with you, it probably doesn't.
Monday, August 31, 2015
Getting Closer To The Next Beta
Hello, this is TitanAnteus here. I know it's been a while since you've heard from me, the programmer, but here I am. You guys are probably wondering about what's taking so long with the next beta update.
If you followed the previous update and its delays, you'd know that it was caused due to memory constraints with GM:S as a development platform and with the actual game that it compiled for us. This forced us to externalize all the adult animations into external images. This version ALSO sparked problems with a lot of computers because some of the animations were rather large. For instance, Neko's scene was around 3MB (that's pretty large for a picture) in size. GM:S's internal functions don't handle external files all that well and loading a 3MB file png strip sometimes caused it to crash. It wasn't a controlled crash either( Sometimes it happened and other times it didn't.) This means a lot of the work done to make the game more memory efficient wasn't helpful. I needed to take it further.
That's where I said, I'd take the animations and turn them into video. This is a change at a very base element of the game (yet again :( ). Making the change itself would be challenging, so of course I had to test it on a seperate project and all. Recently, I've successfully gotten the videos to work on the seperate project and am currently midway through integrating the videos into the running version of the game. Veins throughout this time has been tirelessly working on the world's maps, planning boss encounters and locations, and drawing finalized art for the locations so most of the art assets that would be left would just be MoGi, and the other characters.
GM:S just recently updated as well, and I am going through the pains to actually update and change the code to avoid crashes. Normally, I don't update, for fear of something fundamentally breaking down, but this new update decreases GM's memory limitations CONSIDERABLY and I have to take take that risk.
Of course the update is a large one and the changes it's made makes this a difficult transition to make, though I'm glad it came sooner than later. You can find the update here.
To be honest, I didn't expect to face these types of problems developing the game, but I've made significant progress. Under the hood progress sucks because you can't really see it all too well, but we're working so that the game runs with all the machines the original demo ran with. This is a huge limitation since the full game's going to be miles larger than the demo but what's the point of a demo if not for showing that the software can run on your PC.
I am confident I can have a working version of the game out in September.
Also, I don't want to get all sentimental here, but I'd like to thank everyone. You've all been very patient with us as I struggle through problems I didn't forsee. Also, thanks to everyone's help the current beta runs on many more machines than it did originally (though I still feel the change to video is necessary.)
If you followed the previous update and its delays, you'd know that it was caused due to memory constraints with GM:S as a development platform and with the actual game that it compiled for us. This forced us to externalize all the adult animations into external images. This version ALSO sparked problems with a lot of computers because some of the animations were rather large. For instance, Neko's scene was around 3MB (that's pretty large for a picture) in size. GM:S's internal functions don't handle external files all that well and loading a 3MB file png strip sometimes caused it to crash. It wasn't a controlled crash either( Sometimes it happened and other times it didn't.) This means a lot of the work done to make the game more memory efficient wasn't helpful. I needed to take it further.
That's where I said, I'd take the animations and turn them into video. This is a change at a very base element of the game (yet again :( ). Making the change itself would be challenging, so of course I had to test it on a seperate project and all. Recently, I've successfully gotten the videos to work on the seperate project and am currently midway through integrating the videos into the running version of the game. Veins throughout this time has been tirelessly working on the world's maps, planning boss encounters and locations, and drawing finalized art for the locations so most of the art assets that would be left would just be MoGi, and the other characters.
GM:S just recently updated as well, and I am going through the pains to actually update and change the code to avoid crashes. Normally, I don't update, for fear of something fundamentally breaking down, but this new update decreases GM's memory limitations CONSIDERABLY and I have to take take that risk.
Of course the update is a large one and the changes it's made makes this a difficult transition to make, though I'm glad it came sooner than later. You can find the update here.
To be honest, I didn't expect to face these types of problems developing the game, but I've made significant progress. Under the hood progress sucks because you can't really see it all too well, but we're working so that the game runs with all the machines the original demo ran with. This is a huge limitation since the full game's going to be miles larger than the demo but what's the point of a demo if not for showing that the software can run on your PC.
I am confident I can have a working version of the game out in September.
Also, I don't want to get all sentimental here, but I'd like to thank everyone. You've all been very patient with us as I struggle through problems I didn't forsee. Also, thanks to everyone's help the current beta runs on many more machines than it did originally (though I still feel the change to video is necessary.)
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