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WEEKEND UPDATE #6

🕑 Added 2015-05-31 05:07:34 +0000 UTC

Comments

Peter Nash

Thanks for the quick response. Interesting to know more of the focus of "Future Fragments". At least the level design pledge has replay-ability greatness.

The Future Fragments Team

Never a waste of time to provide critique and ask questions :) To reply to these in order; 1) After beating a boss, Talia will get an elemental upgrade that will also double as an increase in movement utility + a weapon. A double jump is planned for one of these, but not a wall hop, etc. 2) Most of the boss fights will be "gimmick" fights, meaning you'll have to fight the boss in an unconventional way by using your brain; this means stuff like dodging probably wouldn't help much. :P 3) The half-demon is one of only two enemies in the game that will continually be above you like that, so adding an attack specifically for just those two enemies would seem somewhat like overkill, so we've decided against doing it. (They're actually pretty easy to avoid in the new maps, haha.) 4) The "Future Fragments" in the title reference pieces of a battle armor you can pick up, but you won't be directly equipping it, not in the first game, at least. Swords and such are more of a melee attack, and we want to keep all of Talia's stuff ranged; Mage B will be all melee though, so a slashing attack isn't out of the question for her. 5) Same reason as #2, it would be hard/time consuming to stick those in the game and program in an entire new system just to accommodate something sensing how fast you beat a boss/how you beat them :P ------------------------------ 1) We're mainly against this because after you've seen it a few times, you'd quickly get annoyed by it and want it to speed up to get to the sex or to get to the "restart level" screen, and being able to turn it on/off is just asking for breaking the game's engine, haha. 2) Programming-wise this isn't hard, but animation-wise, this would mean Triangulate would have to draw multiple animations (remember, one enemy takes him about one week to draw by hand; he can't just swap out enemies or anything like in a Flash game :P). That said, we do have two enemies currently planned that can "gang up" on Talia and if they succeed in doing so, they'll fuck her, etc. 3) There will be at least one animation where Talia gets a ton of cum inside of her and is "impregnated", but she'll never actually have a kid, as going from room to room basically negates any pregnancy. Cold and pretty dark, but considering the storyline, this makes sense once you get to the Electricity level. 4) As we're going to have a total of 25 wholly unique enemies plus traps, I think doing individual versions of them color-wise would be overkill (and again, remember, swapping colors isn't just a flick of a switch like in a Flash game; Triangulate would have to redo the ENTIRE animation sequences for them to accommodate the new colors, and Cheshire would have to program them in as separate entities, which would bloat the game code more. (There's also storyline reasons for them looking similar, ones actually listed in the databanks of the Fire level :P)

Peter Nash

I would prefer not to waste but I've tried reading multiple post to see if these were brought up. It'd be great if even one was implemented, I didn't see anyone post these: Gameplay: 1. A double jump or wall hop upgrade? Since she's a mage something like a magic circle to bounce off of to get higher, can double for combat play if it can shield enemies that jump from passing through. 2. Some defensive ability, like a quick dodge (minor invulnerability, but has a exposed moment), for boss fights mostly (single bosses, not a legion). The exposed moment scares the player for using it against weenies. 3. A small hit box upward strike, can have brief exposure. It was annoying climbing platforms against flyers without an ability to kill them unless you set it up prior. This can open up level designs from having a flat land to platforms (The area you bait the flyers to, causes players frustration to have to do this); to just platforms, elevators, ect. 4. Like Megaman...mech suits. Fun. And swords. 5. Unique finishers? Maybe just boss specific, but if you have some measuring system where the person gets an SSS like DmC, a player would feel boss. I know it'll be hard to fit in but it'll make many players want to master the game, as well as a harder difficulty. Something competetive is the point and it gives an immediate reward. Extras: 1. A slowmo option, like if it's the final hit or some power attack it would be cool if there was a slowmo. I understand this might be difficult but that'd change the flow and might make players reflect more upon loss. 2. Multiple "attackers" this seems the most difficult to program. This means having many people, if nearby, attack the character when down at the same time. 3. Just like psuedo-vore idea mentioned in one of your post can we get a psuedo-pregnancy? 4. Variation of enemy skins. The same enemies but it's boring that they are all twins. Even a subtle color change would make a huge difference. Sorry if these were a huge waste of time and are either out of the question or already looked into.

Vent

"Entity Loop" sounds like some really cool metaphysical entity. Congrats on your not-yet-finalized deal. I really hope it comes through!

The Future Fragments Team

Can't say much for now but yeah :P As far as the boss fight fully developed within a week, we likely won't have the upgraded demo out until around the end of June, as there's a lot to do for that fight yet (more art assets, the boss's attack, its #1 sex animation, the dialogue recorded and written, the programming for the boss's movements, etc.) And of course the extra stuff outside of that for the upgraded demo, we gotta work our asses off in June :P

Forefox

Pretty good progress made overall. I'm eager to see the first boss fight fully developed within a week. I am curious about this deal with a large company. Is it a gaming publisher?


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