Mogi Origins Dev Journal

Mogi Origins Dev Journal

Wednesday, March 31, 2021

Rudy's transformations!

The last few months we worked hard to finalize Rudy. We do plan to finish Voms' timeline first and then release all other characters. But it was crucial to finish Rudy in order to complete the actual level design. Rudy gains unique monstergirl skills during her story, and many levels had to be designed with these skills in mind. - Spoilers ahead!
Rudy in a nutshell:
She is the only playable character that shoots projectiles. She can get quite resourceful and hack doors the other characters can't open. Since every other character has short range attacks, we had to give Rudy a few flaws for the balance of the game. One of those flaws is her slow ability to climb platforms. To overcome her shortcomings, Rudy gains the power to project holograms and act like a MoGi. That means that she can have sex with all three of her transformations!
This idea came to us very early in the development of the game, when a fan expressed his wish to play as a monstergirl in this game. It was a great challenge to choose which MoGi she should morph into and an even bigger struggle to give these MoGi useful and fitting abilities. Each MoGi had to gradually give her the advantage that she needs and place each transformation evenly on the map.

Elf jumps higher than Rudy, Okami jumps further and Gold helps Rudy climb walls. Rudy is essentially 4 characters in 1 and each of her transformations has its pros and cons.

The video shows our test level where Rudy practices her new skills against a Soldier. Later on I have some fun in the Survival mode with Rudy. Rudy wont be able to play in Survival but I had to check how see performs against other MoGi. You might see some things going wrong in these videos but we try to address all of them, as this was recorded during our tests.

If by any chance you want to know more about the sex scenes, here are some of the details. Rudy's 3 MoGi transformations can only have sex with Soldiers. Each transformation has it's own Sprite Scene, and each scene is designated to a... hole! So we have oral, anal and vaginal sex to keep everyone happy! Originally we wanted the player to have sex with the Soldiers but that would break the flow and pacing of the game. So we decided that Rudy will create extra holograms to immobilize the Soldiers. 

Rudy's sex scenes are not a shoehorned fanservice but a well thought concept that has actual impact on the gameplay. The Soldiers are not only fierce but also immortal. Against any other character, they always stand up, seconds after they die! Unless you have Rudy. She is such a unique character!

As always, we are open for comments, questions and suggestions!

Tuesday, March 9, 2021

Ucogi Legacy

With the death of Adobe Flash, most, if not all of Ucogi's games stopped working in any internet browser. A friend of mine is working on a "wrapper", that would be able to run the game's I made over the years. That said, Ucogi games will have to adapt, or seize to exist. So, I had to think and work to preserve Ucogi's legacy.

I revisited my account in hopes to uploading and promoting my games. I'm uploading both .swf and .exe files (hopefully the .exe files will keep working in all computers). These games are given at a minimal cost and people who supports us on Patreon receive these games for free.

This month is a special one. It's the 10th anniversary of Ucogi's first Flash game, "Saint Patrick's Day"! That inspired me to revisit and upload the final version of the game here. But that's not all. As part or Ucogi Legacy, I started exporting Ucogi's original art in the biggest resolution possible! This is awesome not only for posters, but for any kind of merchandise! Depending how it goes I may to the same for more of Ucogi's art, but for now I welcome you to Ucogi's Saint Patrick's Store!

Just like in my page, most products are given at a minimal cost ($1 above their original price), plus you can get discount passwords and even customize the merch to your liking!  
Regarding MoGi Origins, I'm happy to announce that I finished SlimeGirl Blue, which means that all of the normal MoGi in Voms' timeline are completed! The Queens are not far off either, as only Stheno remains to be done from the bosses.

Furthermore, Titan has finished Rudy and her transformations. Rudy has access to very specific places in the map, due to her various platforming abilities, so now we will be able to finalize the levels! Also, we finished three new and original music pieces for the game!

Sunday, December 13, 2020

New Beta Release: Extra Modes! (v1.85)

We are happy to announce that a new Beta has been released! This is a special release since you won't be able to play the Story mode, but you can test your skills in the Extra modes!

Everyone with a MoGi Origins Beta access, can now play the Survival and the Time Attack mode! These modes would be unlockables in the game!

What's new:

    • Survival and Time Attack modes!
    • New MoGi to fight against: FairyGirl Troll, Vampire and ZombieGirl!
    • Updated sex scenes for BeastGirl Squirrel, SlimeGirl Black and RockGirls Stone and Gold!
    • New music
    • Additional sound effects for all MoGi
    • New menu design
    • So many glitch and minor fixes!
    • Voms is more flexible as he can now kick in the air and grab on ledges or use his Groundpound          move in the same jump!

Let us know of your thoughts, suggestions, and any bugs and glitches you may find! And thank you all for your support, emotional or otherwise!

Friday, December 4, 2020

Problems and Progress

Veins here.

Apologies for the lack of posts the past few months. Me and Titan had it hard for several reasons... Covid-19 struck a bit too close to home and the lockdown damaged us mentally. There were other problems like over 200 wasps occupying my room, back problems, hard drive failures and even bridge shuttering floods and ear problems (during the making of sound effects of all times) to name a few. So we weren't in the best frame of mind to focus on the game as much as we wanted.

Problems aside, we managed to pull ourselves together and do a lot of progress. All the normal MoGi are pretty much finished. Sometimes however, if you try to fix something, something else breaks, so we had many unexpected glitches:

SlimeGirl Blue: her projectile reverses trajectory when we press pause.

SlimeGirl Black: she vanishes with Voms during her grab.

We try to finalize everything we can and release a new demo with two Extra Modes, as originally promised. These Modes (Time Attack and Survival) are almost completed, as you can briefly see in the video above. They need a little more work before we are satisfied regarding the mechanics and pace. Both modes will include new MoGi to fight against.

These new MoGi would be Troll and Vampire. Working on them, gave us the opportunity to go back and improve many other enemies, regarding their behavior and sounds effects. A lot of the MoGi have updated audio and they sound a lot more unique and memorable. The image below shows some of the things that had to be improved.

various corrections


There was a lot back and forth to make all this happen and we had to test each change several times over and reevaluate every decision we make. What works, what doesn't, what we can keep working on or discard. Many "luxuries" were left out so that we can focus on what is most important. For example, I wanted the NPC Soldiers to be able to kill MoGi but that would be a week of programing work, and although it would make the game more realistic, it's not really that important and it only may have been used on a couple of screens max. 

That said, we tried to add details whenever possible. Most MoGi have a little tell before they attack. Naiad and Turquoise hold their projectiles a bit longer and Squirrel looks back if she is about to turn without finding a wall :)

An important thing we added, is Voms' kicking and grabbing in the same jump. Up to now, he couldn't grab on a ledge if he had kicked on the air. Titan had to play around with the core mechanics, which is always dangerous. This small addition however, improves the gameplay and it can create a few satisfying combos. The following images also show some decisions we had to make.

This is a problem that occurs in many 2D platform games
and we couldn't work a way around it because it would cause conflicts
with the other mechanics of the game.

Trying to make Vampire's jumping attack animation feel good, visually.

Having an enemy that jumps was a huge challenge to program, because the base of the platforming engine still used some of GM's built in physics systems which are a complete black box.

We hope we can release a satisfying new demo soon, as we feel we are getting closer to finishing the game with each new installment. Releasing the Extra Modes is our way of saying that progress is made and that the game looks and feels good. We don't want to spoil the actual game as it's really close to finish, so the Extra Modes were the best next thing we could prepare for release at this point.

Wednesday, September 2, 2020

Okami and Elf

Hey all! Veins here.

I'm happy to announce that we are a few steps closer towards the completion of the game. Quite a lot of progress was done during August. Titan was working on the Time Attack and Survival modes of the game, and I finished animation the sprites for Okami and Elf, which are going to be transformations for Rudy. You can see both making-of videos in my YouTube channel.

For those who don't remember, back when we started the game, there was a suggestion, to have the option to play the game as MoGi. This is what we came up with, having Rudy morphing into several MoGi, each with a different power and attack, in order to avoid various obstacles. It was a challenge and we hope our efforts are well received! Okami and Elf are 2 of the 3 Rudy transformations. The 3rd is Gold and when she was done, we decided to add her in the game as an extra MoGi enemy. That though, won't happen with Okami and Elf. We would love to include them of course, but it would take a lot of time to program them as enemies and give them sex scenes. We need to focus on finishing the game, rather than adding extra content at this point.

Thankfully, not many things are left to be done in the game. Apart from Stheno and 2 adult scenes for Voms, the rest is just 3 adult scenes for Rudy, and a couple of bosses. Then, Voms and probably Rudy's playthrough would be done and the playtesting and polishing should begin.

The next thing I need to work on, is Stheno, Ucogi and Alice. Ucogi and Alice's playthroughs are not a priority right now, but they do appear as characters in Voms' timeline and I need to animate them soon. I was waiting a long time for this and I'm hyped!

Tuesday, July 28, 2020

Dreams and reality

Hello everyone.
This is Veins and I hope you are all healthy in this global lockdown.

It has been almost 4 months since our last post, due to many reasons... the pandemic, family problems, computer problems and so on. Up to know, we barely even let a month pass without a post. While Titan was here we were very hyped and working nonstop for 2 months. After Titan left, we had the Coronavirus outbreak and I kept staying at home, but this time I felt overworked and exhausted... symptoms of burnout. I was locked in my own house for much longer than I planned and in need of a break. I haven't been on vacation for over 2 years, and all these small things combined...took a toll on me. Also, it's hard to manage such a big project, let alone have every story and detail in my head for 8 years. I tried to learn Spine, in hopes of having better quality animations in the game, but mixing different programs and animation styles in the game was too much to handle at the time. Moreover, since Titan taught me how to use GameMaker, I took on some more work, like the level tiling, which I guess it felt overwhelming after I let it sink. So, I needed some time away from the game.

The break I took was necessary and distancing myself from the game made me see a few things with fresh eye. MoGi Origins is a game I wanted to make for a long, long time. But as much as anyone may like something, at times it may be hard to be excited and motivated for an extended period of time. So I had to recharge my self in order to get back and deliver everything we promised. That said, we might have to make a few compromises otherwise this project will drag on forever. I'd like to talk about these things and see how you guys feel about them as well.

A while ago I wanted too much from the game, like background changing according to the time of day and rain or laser particles. Titan told me no, reminding me that I have to have my feet on the ground. Indeed, if we keep adding things, we will never finish the game. That is true for other things too.

Rudy: Originally I wanted Rudy as MoGi to have sex with the Soldiers, but after talking with Titan about it, we decided that Rudy should make a random MoGi replica (depending on the MoGi she has unlocked) that would immobilize the (immortal) Soldier. That way Rudy's game play would be faster, as she wont be occupied on her own, but instead, create "hostage scenes" on the levels. Rudy will transform to Gold, Okami and Elf and these MoGi will perform handjob in 69 position, vaginal sex and oral sex respectively.

Vor: His timeline, gameplay and programming was planned but we decided to exclude him as a playable character. By the time you unlock him, you would have already play the game 6 times. He would have been god-mode, but Ninjuco is also god-mode and more fun to play as. Also with Vor, we would have to design new bosses, and we'd rather spend our time improving other aspects of the game.
There was no way we can make Vor have sex with every MoGi out there, so we would have to limit his sex scenes with the Queens. And the worthy Queens for Vor are all giants, which is repetitive and not as sexy as more casual maledom sex. Actually I tried to find animators to help me with Vor's scenes, but we decided against that, after having trouble with many others that were involved helping us with the game.
Vor was an extra character that we wanted to add as a matter of good will, since he wasn't reached as a goal in Offbeatr. But, we decided that Vor should be an NPC. The good news is that while Vor won't be a playable character in the game, we will give "his" sex scenes to other characters. There would be some NPCs in Ucogi's and Alice's timelines that would have sex with MoGi, making their stories a bit sexier and hopefully more interesting to play.

Levels: There are a few levels that I want to update with new graphics, parallax scrolling and new platforms. The game feels too horizontal and I will try to tweak that a bit. If you have the demo, then you have played about half of the game. If you have any suggestions regarding the level design and graphics now would be a great time to tell us your thoughts. I have to sort out the resources anyways, so that the game loads faster, and while I'm at it I may as well start polishing the game. If you have any complains about anything that you see in the the game, now would be the best time to speak up!

The project is near it's completion, for Voms' timeline at least. This is more wishful thinking than a promise, but... if everything goes well, we can release Voms before the end of 2020. Thank you for your support, understanding, feedback, and stay safe!

Wednesday, March 18, 2020

Aftermath of Titan's trip

Veins here.
Once more, Titan returned home and he is no longer living with me. As usual, I will try to get straight to the point and go through our progress and process. Our main plan and focus was to finish Voms' timeline. Sadly we didn't manage to do that but we are VERY close. "How close?" you might ask.

We kept track of our progress through those notes.
The last 2 weeks were reserved for playtesting.

Titan has pretty much programmed everything, but there are a few details here and there that need to be addressed, like add a few cutscenes and finalize the level linking, puzzles and hazards and the last 4 Queens of the game. Titan stayed for 2 months at my place. I want to believe that if we had 2 more weeks, his part in the game would be over, but that's unlikely. We worked so much and so hard during his time here that we were both in the brink of burnout.

As about me... I got a lot on my plate. I have to finish 2 sex scenes (Blue and Stheno) and finalize a few animations (Ucogi, Alice etc). Also, there a few things I need to revisit. I was considering going back to some older animations and improving them, but I haven't made up my mind about that yet. I want to update some older background art and level design. When I was doing the level design, I left a few areas kind of empty, in hopes of populating them with platforms and hazards later on. I need to get into that now, while also correcting levels that weren't done properly by the various people who got paid to tile the game. 
I managed to learn GameMaker during Titan's time here and don't find this procedure to be much of a chore. So, right now, I have the freedom and power to polish many of the levels. The game may feel quite flat, as it doesn't have a lot of verticality, so I want to try and change that. Other than that, I have to create a few animated cutscenes, and I also need to worry about the sound effects, the whole presentation and execution of the game. 
I do know that I would need at least 2-3 months of hard work to finish with the art and leveling, but at the moment, we need a small break to rest, reflect and plan for the near future. In the main time, Titan has his fair share of work to do. We have created the foundation for all the playable characters during our playthroughs, fixing everything we could before Titan's departure. 

Programming such a big game is a huge task for just one guy.
Titan managed to fix every issue the game had.
With the game so close to completion, me and Titan discussed if we are pleased with what we made so far. We created an easy going protagonist, that he'd rather talk his way out of a situation rather than use violence. We wanted the MoGi to be memorable, instead of being generic enemies. There was also a lot of research: how to have a 3 story arc, what makes a good Metroidvania game, how to have interesting backtracking and interesting Hostage placement (as incentive to make the players explore) to name a few.

So, many things have changed over the development time. Thanks to the feedback we got, we added a lot more than we originally planned: tool upgrades, secondary moves, sub-weapons powerups and energy canisters to name a few. The sub-weapons enhance the action but can also unlock doors. The tool upgrades give additional moves. Magazines and Hostages reward the exploration. The map with every objective and teleport was a colossal new addition. The unique NPCs are now over 60 and their speech bubble has one of three colors, depending on their importance. All these new additions are fully functional in the game.

With the game so close to completion, we can't release a new Beta. I compiled a video with our progress and the difficulties we faced. The video is full of bloopers and glitches, but everything you see in it, is now fixed. It is important to know that even though the game crashed a lot and many unpredictable glitches occurred, we kept working and supporting each other. This is the hardest part of the development and we are both exhausted.

We hope you enjoy the sneakpeek from our video. All we ask for is a little more patience and some productive feedback. If there is something that you don't like or if you think that something is missing from the game, now it's your best chance to say something!