Mogi Origins Dev Journal

Mogi Origins Dev Journal

Tuesday, January 23, 2018

Years resolution and dev chaos

Veins here. And I feel the need to share a few things, even personal.

Apologies for not posting anything for  almost 2 months. We usually post something every month but we were sure we would have a Beta ready by the end of the year. That deadline was missed and then it was "wait for a few more days" and so on. New deadlines were at the 15 and the 19th of January. Bad weather and other issues occurred. 23 days have gone by and I have no idea when the new Beta will be released. All I can say is "soon". This has happened before, many times perhaps. From now on, even if I can't control when the next Beta comes out, I will try my best not to lose another month's post. To make up for missing December's post, I will write a lot of things in this one!

So what happened in 2017? 

Other programmers: 
It was a shaky year. Titan didn't do much work during 2016 and I faced him, trying to find a solution to this, so that we won't sink this project. We had a lot of heat because Breading Season had similar problems. Titan swallowed his pride and accepted the fact that he can't do the entire programming and level editing on his own (this is a huge game after all). I spend almost 2 months searching for new people to help out. Since Titan had his own demons to face, I approached a few guys from a site that hires programmers.
The first one hated the game and cursed me, saying that "this game is what goes wrong with the world today and I hope it fails". The 2nd guy needed the money but he didnt like the adult nature of the game so he declined as well. I was very desperate at that point, thinking that I wont find anyone to help out.
Then 2 more replied to my ad. Jevar T took $50 and never replied again without delivering anything. MS Global was also shady, a huge company that even made several calls to me but they never delivered anything after they got their $25 for the test level, except random spam messages. The funny thing with the was that they gave me a total price for the game's cost without even knowing how many levels and characters we have in the game! I got even more desperate, thinking that people either hate the game or steal from us!
Then 2 more people replied. JR was very strict when he was programming SlimeGirl Red and was paid a huge sum without delivering what I wanted. Titan ended up reprogramming Red from scratch and she is still not completely ready. We won't be using JR again unless it's super important. And also AD, who did many levels for us, but he ended up being slow and finally abandoned working for us on November. It took him 4 months to complete the Tower level and yet, he fucked up. Titan had to redo a huge part of the Tower (AD got married, went on a honeymoon and then he was working on his own mobile games, without telling us about these things beforehand).
Titan release the only Beta of 2017 on August. Around that time, NR, a friend of mine from the Ucogi forums wanted to join in. NR did a great job but sadly he is taking a break now.
Furthermore, I attended a Videogame Con around December, and approached several companies and individuals. Most were busy, some didn't want to work on the game, others were super expensive. But from all that I found yet another 2 people. One is working for us right now and the other is in training mode. The good thing is that these guys live an hour away from me and I can check on them personally.

I contacted over 60 musicians via Facebook. Again, some were expensive, some rejected the project, many didnt reply and some were bad at what they did. I ended up with 5 musicians that did a great work. I cant wait to hear their pieces in the game! And this whole things wasnt like "do some music for me". I had to find music I like, give them samples and direct them. One of the things that stood out was this guy who wanted $500 for a track! He told me that he worked in Ubisoft and there he got paid $2500 for a track. Well that's fine, but Team Erogi doesn't get the 1/5 of what Ubisoft does!

Other stuff:
Well, on a personal level, I was on a pretty dark place too. My mom was sick for the past 3 or so years and I was even working on my sketchpad, while I was taking her to the hospital, a few times per month. She passed away 4 months ago and it was a tough time for me. I'm not saying that as an excuse for anything. I don't feel the need to excuse my self because I feel I did all I could. I'm proud I did all the above under the circumstances. As a side note, I got a card game published, and I finally finished making a flash Meet&Fuck game I took on a year ago (not published yet). I worked on my leisure time on these side projects, to keep my self motivated while dealing with everything else and waiting on the programmers and musicians to do their job. So I guess, despite any unfortunate events, this was a prolific year for me, even though I didn't paid much attention to myself, health-wise.

The actual art of the game:
We only had 1 beta this year but a lot of work has been done in the background. The sub-weapons and Energy poweups were designed and implemented. Cheat engine, map shortcuts and Red Queen exist in the game now. New menus and save system for every playable character is designed. New levels by several programmer have been completed (although not accessible yet). 7 new MoGi have been animated (except for their sex scenes): Cyclops, Alraune, Alraune Hostage scene, Troll, Vampire, Succubus and the new addition, ZombieGirl. To release them we just need new levels to be made and to be programmed of course. Many other seemingly minor things have also been made, like Voms dizzy animation, when he gets attacked by a certain kind of MoGi. Here's a taste of the things to come.

Yes, ZombieGirl is a recoloring of PumpinGirl. Please don't complain about this extra MoGi.

2017 was a hard and tense year. I wish more could have been done. Right now I do feel exhausted. Kind of like Voms in that image. And I'm need to hear some positive words for all this hard work. Titan promised me he will do more this year (I've had glimpses of the new Beta and Succubus is a pretty cool Queen). I don't believe in hopes and wishes, only in good intentions and actual work. We can only move forward. And I want to thank you all for your patience and support on Patreon. I don't know where I would be right now without you guys.

You can view some Making-of videos in my MoGi playlist on YouTube, which show the making of non-released (yet) MoGi and they also play the new music that we made for the game. Enjoy them!

Tuesday, November 14, 2017

MoGi Madness

Veins here.

I have been working non-stop for several weeks now. Dealing with the music guys was a nice change of pace. We now have around 5 new music pieces for the game. I also looked around for new guys to make levels for the game. I found 2 individuals and 3 teams and are interested in helping us out for cash. I passed most of them to Titan to test them out, since he is the one who deals with the tech stuff.

While dealing with all that, I had to sleep odd hours, distance myself from the real world for days at a time, listen to music and focus on animating new MoGi. I managed to achieve a trance state without any psychedelic drugs, during work, for work. It was trippy... not knowing when it's day or night, and not caring what time I wake up or sleep... working with glasses, contacts or naked eyes also helped. It was something I needed, being at a super low point in life. This is how I cope, by being super productive. Anyways, enough drama.

Alraune, Troll, Vampire and ZombieGirl are the latest additions.
Most of them don't have sex scenes yet but they will, after a few new levels are released.

Since October 21, less than a month ago, I managed to finish Alraune's sprites, Alraune's Hostage scene, Cyclops upper and lower body sprites (yes, she is THAT big) Troll's sprites and Vampire's sprites. And ZombieGirl's sprites and sex scene. Well that last one is just a reskin of Pumping that will be used for a special reason in the game. Be excited at your own risk.

Part of why this Beta is taking so long, it's because of this giant monster!
Cyclops is the biggest MoGi in the game. Post suggestions for her sex scene!
We will release more details when each MoGi appears in the game, or if you cant wait, ask stuff in the comments. Titan is working on the next Beta release. We dont have a release date yet. The good news is that most MoGi are made, so Vom's timeline is not far from completion. A lot depends on the level-guys of course. Lets see how they do.

The playable characters Alice, Ucogi. Ninjuco, Vor
and their Bosses are also yet to be made.

Tuesday, October 31, 2017

A productive October

This was a busy month. The tower and a couple more levels are almost done. Titan is working on the multiple character save system and the new Menus. But you are probably want to know more about the sexy monstergirls so...

After long discussions Veins and Titan decided how Troll, Vampire and Alraune should behave and attack in the game. Veins has finished Troll's sprites and Alraune's Hostage scene. We will give this new animations on Patreon early in November, because the actual Beta will take a bit longer to be released. Out Patreon updates have caught up with the game itself, so this is actually the first time that we release sexy MoGi animations on Patreon never seen in the game before.

Until we have more to show, here's a little tease.

Saturday, September 30, 2017

A Challenging September

This month had a lot of ups and downs.

The ups:
Veins made a lot of progress on many secondary things on the art department.

- Additional menu buttons and layout.
- New NPCs (so that new players get better instructions regarding the first alley at the Docks, the farm fire, the farm key and also for a new e-weapon tutorial at the Docks.
- Environmental animations, such as seagulls, updated smoke and water reflections so that the game feels more alive.
- Animations for new interactive items such as the ENP station (gives 1ENP if you have none), wooden box explosion, ENP charger (Voms needs to shoot energy as the charger to activate a machine), machine that starts the fire in the Oak fight, and Grabbots (which are double platforms to replace the Waterbots which are single platforms).
- Plans for the upcoming levels and character interactions such as Vor and Alice's story.
- Additional level art (water tanks, water towers etc.)
- Working slowly on Alraune's HR and MoGi animations.
- The Succubus designs are almost done after talking to the guy who pledged for her.

The music guys also did a lot of good work. We have ended up having 3 music guys and 7 new tracks that will be added as new levels are made.
The downs:
No new levels yet. AD finished the Communications Tower exterior but the interior took him over 2 months and it's still incomplete. NR still works on the lever after Slime Girl Red (he got overwhelmed by real life situations).

Titan and Veins are having family/medical problems but they still try to do their best. Veins' mom is in the hospital... he cant animate MoGi at the moment (animation needs a lot of time and concentration) but he still works on some secondary game designs (see above) and various details while being there.

Thursday, August 31, 2017

Steady August

August has really been a month of retrospection.

We've had a lot of new people come and play the game and give feedback to the point that we felt we needed to step back and look at our past decisions to make sure we're happy with them as well as our workflow.

Thank you everyone for being so supportive in those messages and so constructive. We really appreciate it.

We started with the main menu.

We've been asked about multiple savefiles before, and with future developments we have planned, we do plan on implementing this. The thing is, in the game right now, you can always go back. There's always a way to go all the way back to the beginning of the game. That means when people miss things they miss them completely. The range at which you have to traverse to handle puzzles also becomes vague and if we want to lock the players forward for a small amount of time we can't. Multiple saves should alleviate those concerns.

Visually we're working on the parallax of the backgrounds to be more noticeable. It's there but hardly noticeable right now. If you've been following us for a while you might've also noticed various resources being changed like the sprinklers early on in the game. Also, we now have a new guy working on the game building of the game (2 in total) and we are 1 level away from starting on the game's 4th quadrant.

Another big thing that's been really bothering us has been music.  Our game has no strong audio identity nor variety to say the least. We've been going around gathering more tracks for the game to give each area more of a presence. Veins talked to over 60 guys the past 2 months and he found 4 that already made 5 new tracks.

Regarding the gameplay, I'm too afraid to make too many difficulty tweaks. As a developer the game is super easy for me and the variance in player skill is extremely wide. I honestly don't know what values to really modify to make the game harder or easier for everyone. I was thinking of just giving Voms less health on harder difficulties and have the MoGi attack more aggressively or have more health, but finding the balance of values proves to be more of a challenge then I expected.

Logistically getting all this work done has been our aim as well as getting more MoGi into the game. When it comes to general eroticism our MoGi are special in how you handle them. They're mostly nude so the eroticism has to come out in the animation. It's nothing too big, but we've always been conscious of the lady jiggles. We hope you like the new MoGi when she's released.

Thank you for your constant support.

Monday, July 31, 2017

Diligent July

  • We are working on one of the most complex levels of the game, the Tower. It's almost as big as the city, and Voms has to interact numerous times with Chibi. The Tower has exterior and interior design and at the top, is where Voms calls for help (Ucogi and Alice anyone?)
  • The next MoGi and HR rape would be from Alraune, she will be ready during August.
  • We decided to add a 4th button on the controls, so that the sub-weapon wont interfere with the Tool's actions.
  • Some things need to be improved. Red for example, needs to have a 2nd phase and be harder.
  • We're fixing up a system where beta players can get to the newest content quicker.
  • Veins talked to over 60 musician for new music. A large percentage of them wanted to work for our game. We discarded those who didn't fit the style and those who were too expensive. We ended up with 11 musicians to test and 2 pieces are almost done. One of those is Alice's theme and soon we would have Ucogi's theme!
  • Titan trains a new guy to make levels for the game. Hopefully, we would have 2 guys working on the levels pretty soon!

Friday, June 30, 2017

Red Hot Chily Beta! (v1.332)

Get the Beta by using the link you received upon purchase. If you lost it, use the contact form to give us your email.
If you played the game before, delete progress and data to play correctly some essential additions

What's new in this Beta
• SlimeGirl Red Queen!
• All 8 Sub-weapons are now added in the game!
• Voms can now use Sub-weapons standing!
• Cheat engine.

SlimeGirl Red
She is the 2nd boss MoGi we made so far. Two more Queens need to appear before her though, so we gave Voms a shortcut for the time being. She was originally programmed by JR and modified by Titan. Also, AD did his level, so this Boss fight is the result of the new upgraded team. Red's sex scene also has an original direction for this game, we hope you like it.

Also called E-weapons (E stands for Energy), are weapons that are powered by ENP (Energy points). Voms can use them while kneeling (Down+Tool button) and also while standing (Up+Tool button).
Some weapons spend more than 1 ENP but have stronger effects. Keep an eye for them and have fun!

Bullet: An energy ball is shot in a straight line. Costs 1ENP and does 1damage. 
Triple Bullet: Three energy balls are shot in the same direction but in different angles. 
BigBlast: A huge blast that causes 3 damage to all enemies in a straight line. 
Burst: An energy ball is shot in a straight line but explodes when you fire for a second time. 
Laser: Causes 1 damage to all enemies in a straight line. 
Beam: An energy beam is shot in a straight line and freezes all enemies for a bit. 
ForceField: Shield that protects from attacks and hazards for a few seconds. Costs 3ENP. 
Gas: Short range but deadly. Costs 2ENP and does multiple damage.

Cheat engine
If you are a level 3 (and above) supporter of Team Erogi on Patreon, you will get access to cheats like invisibility, infinite ENP, area teleport and unlock all sexy scenes, hostage rapes and magazines.

If you have any technical issues, feel free to contact us using the Blogger Contact form.

Alright, so regarding the whole new team business. To be honest, it was a lot harder to manage than we originally thought.

Bug Fixes
  • Fixed a barrel bug where the barrel dropper would not go and pick up a new Barrel.
  • Fixed a bug with powerups taking too much ENP on use.
  • Fixed a bug where an area transition took you to the wrong area.
If you come across any of these errors, redownload the Beta from the same link you used before and they should be fixed.

Latest version as of 5:27PMEST 7/5/2017