Friday, May 31, 2013

So much for a break

Well today I was called into work, and pulled a nearly 12 hours shift.  And tomorrow is another 12 hour shift!  I'm not actually complaining, I like the extra hours and it's easy work, but it did kinda make my break day non-existent.

Anyway today I got a little work on the game done (I work on it at work if we're not busy).  Fixed a couple bugs, changed some things, and finished the second boss.

Tomorrow I'll hopefully have time to work on it some more.  I want to finish up those H-animations and that last boss.  I'll probably release another version of the demo in the next couple days as well.

Currently planning Sunday to by a day off... but I'll say that and then get called into work again, so I'll play it by ear :P

Thursday, May 30, 2013

Not really

So much for a day off today, haha.  I ended up putting in several hours for the game... tomorrow though... tomorrow I'm going to be lazy as fuck.

But hey, I got plenty of H-animation work done today, so that's good.

Wednesday, May 29, 2013

What's coming

I believe that I've got all the bugs worked out of the current demo, so I've been working on finishing up the game; adding in all the things there's still left to add.

Music is in and works fine, and I'm starting to add some sound effects, so that'll be in the next demo.  I'll start putting in some of the voice clips that my lovely voice actor has provided me with, so that'll increase the overall feel of the game significantly.

I've also been working on more of the H-animations, so some more of those should be in the next demo as well.

They aren't in the demo, but the second and third boss still need to be finished.  The second boss is mostly done, it's just the fine tuning that needs to be worked on really.  The third boss I haven't started yet, but he's all planned out and shouldn't be super hard once I actually sit down and do it.

Haven't gotten started on the CGs yet.  I'm thinking that I'll leave those for last.  I don't have an exact number pinned down for those yet.  It'll be determined by how inspired I am to make them and what ideas for them I can come up with.  I'm thinking at a very minimum there'll be 8, but I'm sure I'll make more than that.

I think tomorrow I'll take a day off.  I've been feeling a little sluggish and I've got work tomorrow morning (I currently work part-time at a pizza joint... fun fun).  I pretty much worked on the game all day today, but I still feel like I didn't get nearly enough done, so a small break should help light my fire again.  Still on schedule for a June release, so that's good.

Tuesday, May 28, 2013

Nagai Yamiji Demo V0.1.3

This is the first publicly available version of Nagai Yamiji.  It's still missing a lot to it, but the core gameplay is still there.

Feel free to submit bug reports or make suggestions, but remember that this is a beta so the final product will have plenty changes.  I haven't tested the game on any different PCs, so different resolutions might cause problems, I'm not sure.

Still to be added:
-CG images on deaths
-Most of the H-animations (at the moment most default to the zombie's, that's not a bug)
-Sound and music

Let me know how the difficulty is.  You can select different difficulty levels, but I'm not sure how well things are balanced at the moment.

Oh and the game does work with at least Xbox 360 controllers, just plug it into a USB port and you should be good to go.

NOTE: The game's an .exe, so anti-virus software will probably hate it.  You'll need to make an exception for the game if you're getting errors or other unexpected behavior.

EDIT: Wow, problems already.  I kinda forgot to test things without the Xbox controller after adding its functionality.  Without one plugged in it lags like a mother!  Also there was an error if you tried to load a game if one didn't exist. Oh well, it's fixed now.  Sorry if anyone already downloaded it :\

EDIT2: Jesus, of course as soon as I release the first demo it's riddled with unforeseen bugs!  Most of it was me being stupid, or assuming things would work because they're too simple to get wrong (big mistake for a programmer, haha).  Anyway things should be fine now... (haha fat chance)