Mogi Origins Dev Journal

Mogi Origins Dev Journal

Thursday, January 31, 2019

Aftermath of Titan's trip

After 2.5 months of hard work, Titan returned home and he is no longer living with Veins. Our main goal was to finish Voms timeline, or at least, as many things as possible. We had a board for our plans and deadlines (1) and another board keeping track of what actually happened (2).


You may not understand a lot because those boards were made for personal use. But you can see some of the dates we took a break, the weeks that Veins planned to finish Ucogi and Alice but he had to deal with the level design instead, and the final days where we both were exhausted. The map system was done from scratch, a few errors and glitched had to be fixed, a ton of level hazards were added and the list goes on and on regarding everything we added in the game.

We reached a point were we had to work so fast that we didn't even had the luxury of turning back and double check our work. We finished all the MoGi enemies, program-wise and graphic-wise (except Erubetie), as well as many MoGi Queens, but there was no time to test them excruciatingly. Our level guys managed to finish all the 59 remaining levels but we haven't played in them in order to do any corrections. Designing all these levels and adding all the new objects took a huge chunk of Veins time, and they have still a long way to go, but knowing they are almost done, it's a fulfilling milestone.
Veins draft sketches: Alice's Dungeon, Stheno's Castle and Ucogi's Temple.



Most of the work is done but we need to check what we have done in detail before we can show something concrete. We do want to release a new Beta soon, but first we need to go through the time consuming process of finalizing everything we can, which always slows us down a bit.

Now that Titan and Veins are separate again, Team Erogi will be working to tidy up the game and make it ready for presentation. Unfortunately we didn't get to finish Voms timeline, mostly because Ucogi, Alice and a few cutscenes and MoGi need to be completed as well. That said, we did a REALLY good amount of work. The entire island is done visually, and every map exists in the level editor. This was a really large hurdle for us, and it's cleared.





Saturday, December 29, 2018

Living with Titan for 2 months


These past 2 months went by fast and they were very productive.

I managed to design all the remaining areas of the game and our level guys managed to deliver them a couple of days ago. Talking in numbers, all the levels (both indoors and outdoors) ended up being 154 and almost 60 of them were made in these past 2 months. Originally, Titan was adding every area on his own, but to add so many levels... he would have to work exclusively on them for many months to get them done. These areas still need to be linked together and be polished but this is indeed a huge milestone!

All these new areas have a lot of new art, riddles and interactive elements such as horizontal lifts and ENP locks (you need to shoot energy bullets on certain slots to activate doors or lifts). New hazards also were added: Robots, lasers, falling platforms, electrical grounds, toxic lakes and clouds to name a few.

Titan is now working on the last 2 Queens. Succogi, Succalice and Golem are done programming-wise but I still need to finish their animations.

We will try our best to finish as much as we can regarding Voms' timeline for the next 2 weeks that Titan will stay with me. When Titan leaves, we will keep working on the project and try to release Vom's story as a complete game. The rest of the characters will follow as free DLC, hopefully soon after.

We wish you a happy new year and we will end our post with a positive message!


Saturday, December 8, 2018

New Map and more

It seems one of the largest complaints people have of MoGi: Origins is the fact that it's easy to get lost. Up to now, if you had to go to a certain place, that destination in your map would shine red, or if you had an item, the location to use your item would also shine red.

Originally we thought that was an efficient enough system, but the complaint nevertheless, has not died down.

Considering we currently work like 2 feet away from each other instead of 2 million, the conversation inevitably came up. We realized that there might have been faults in our old implementation. For one thing, if the destination was not somewhere you had discovered yet, nothing on your map would appear red. Until you explored the map to the point of seeing something red, you would have no reminders of where you to go either.

Not only that but the "Missions" that Voms has, are brief in introduction. If you step away from the game for a bit, or decide to go hunt for Map Sex Scenes instead, it would be hard to remember your current destination, and that would also aid in getting lost.

To fix this, we're doing two things.

First, we're adding in Destination circles

Instead of outright showing a red version of the destination on your map before you've discovered it, we're going to show a general circle for the region you're supposed to go in. A general destination of where you're supposed to be. It'll leave the exploration a tad bit more obtuse, but will always be visible so there's a strong indication of where you're supposed to go.


Second, we're adding COM conversations

This is something we've kind of wanted to do anyway, but never thought to tie two and two together to use it in such a fashion. It'll be an on-demand conversation in the pause screen. Before you restore communications across the island, Voms will talk to himself, about what his destination is. Afterwards, there'll be an NPC talking to Voms. If you guys have any ideas regarding that, we're willing to listen to your suggestions.



Progress wise we've completed QUITE a few levels. Succubus Ucogi is also programmed and Succubus Alice is well on her way to being finished. Succogi still has quite a few art assets that need to be completed for her to be live however. We want to show you guys the fruits of our labor but we can't. Please be patient with us.

If you were a Patron for the month of December we did send you guys sneak peaks into what's been done regarding Ucogi.


Our primary goal however is to have Titan finish as much of the game's programming while he's here and in speaking distance of Veins. That and the consistent progress we're making is inspiring our level guys to work hard as well.

"Lead by example" is a more powerful statement than I thought it was.

Honestly, we can't thank you guys enough for sticking by us and communicating with us. We'll do our best to make a game you guys are happy with.

Friday, November 23, 2018

Living with Veins for a month!

Yup, it's been a month since Titan went to Veins' house. What's done so far?

We released a good beta during the first week. After that we designed the Labs (new levels with a lot of new art, riddles and hazards), corrected most glitches in a 100 pages document that we were collecting for years, we remade the map system, updated the parallax, programmed all normal MoGi and we polished a few things, such as Voms jump (you have more control now).

The new levels can show that the game starts getting serious!


The last few days, Titan is programming Ucogi and Veins is animating her. For the first time we are working on the same thing side by side! Ucogi needs to be as perfect as possible. This is her WIP so far.


As crazy as research can go, we made an Ucogi skin for Kilik from Soulcalibur 6. Ucogi indeed has similar moves to Kilik, and it's fun to see her in 3D!



Monday, November 12, 2018

Asking for Feedback

How do you guys feel about the Platforming, and the Puzzles of the game? 
How do you feel about the game's difficulty?
 
We're currently designing new levels and as we're doing so we're weighing our options. That's hard when we don't know what part you guys enjoyed the most.

Wednesday, November 7, 2018

Towering Beta v1.62

New Beta! With new stuff! Can't say anything more without spoilers!!! Actually... this image displays things you can expect from our new release! So go play it!!!


What we did:
For the past 10 days Titan lives with Veins and we both work non-stop to finish the game. We are working on many things, both new and old. The list is huge but just to name a few:
  • updated Pumpkin sex scene
  • gold canisters
  • video cut-scenes
  • balancing enemies
  • fixing glitches
  • link rooms
  • find sound effects and music
  • rearrange texture pages for memory efficiency
  • additional art for thumbs and "versus screens"
  • correcting riddle rooms and map logic
We managed to do so much in 10 days and we wanted to share it with you in this huge beta release!

All normal MoGi are programmed (only Erubetie's sprites are missing). There are a few sex scenes still need to be done: Blue, Vampire, Erubetie and Troll. So there's a lot more work done in the background that we are not ready to show yet. Also, we hired a few new level programmers to help us with the level design.

What is next
Veins has to finally design Ucogi and Alice for the game. At the same time, Titan has many little things to fix and add, such as parallax, in-game cutscenes, NPCs, dialogues, THE GREEN PANELS and all that. For the next 2 months we aim to complete at least Voms' timeline.

So far everything looks bright! All we need from you is to drop us a line and share your enthusiasm with us! It means a lot!!!

A reminder but since lots of new objects have been made and old objects have moved around, you'll need to start a new game because loading from an old one will have a corrupted savefile T_T. The game allows you to try and load, but that might cause glitches. It's up to you.

EDIT: Dropbox is SYNCING quite slowly today. If the version you have is not the latest version, plz give Dropbox time to update.

Friday, November 2, 2018

One week's progress

It's been one week since Titan has come to stay with Veins. Progress on the game has gone quite well since then. To be honest, the amount of progress is much more than we expected for only one week. We've had some ups and downs getting used to the new environment (especially the food) but overall things have gone better than we expected so far.


More than one MoGi has been programmed each day, including Cyclops, Purple, Vampire, Troll, Blue, Zombie, and Alraune. The only normal enemy MoGi that remains to be done is the skin for SlimeGirl Blue, Erubetie. She's a "skin" in name only. She functions differently from the original SlimeGirl Blue.


Veins is working on a cut-scene for the towers. Our world has been relatively static so far. The most change that's happened has been the event at the start of the game with the MoGi escaping as well as a tractor falling into some water. Hopefully this cut-scene breathes more life into the world of MoGi origins.



We will definitely release a beta within the next few days so you guys can see the new content for yourself. It's been fun looking at the MoGi in development and seeing their weird glitches. In fact we'll share some with you.