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Old 01-16-2018, 10:10 AM   #21
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As I mentioned before in January*s development plans, League of Corruption now has its Discord server with full Patreon integration.
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Old 01-18-2018, 12:54 PM   #22
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Just a little preview, work in progress.

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Old 01-28-2018, 10:44 AM   #23
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Hey guys! It*s time to transfer 0.2.0 to public access. You can check full patch notes here and get the fresh version from one of these links:

Windows – Google Disk | Mega
MacOS – Google Disk | Mega
Linux – Google Disk | Mega

If you have problems running LoC on x86 Linux platforms, please check out these instructions.

Next version*s release (0.2.5) is scheduled to arrive for patrons February 7th.
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Old 02-05-2018, 11:25 AM   #24
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Finishing with LoC's first zones - will be included in 0.2.5 version.

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Old 02-07-2018, 12:15 PM   #25
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Hello, guys! League of Corruption version 0.2.5 is ready and up for downloads. You can get it here.
So, let*s see what*s new and start with the usual numbers:

9 scenes with 59 drawn images, 1 scene is animated -> 11 scenes with 61 drawn images, 3 scenes are animated.

18.1k words -> 23.8k words without counting PoV variations. Alright, now I have a little novel.

21 custom soundtracks -> 23 custom soundtracks

18 quests -> 22 quest lines

3+ hours for full clear -> 4+ hours for full clear. 0.2.5*s part may feel shorter due to variable solutions to the main quest line.
Features

Parallax mapping update

I reworked a pretty decent amount of starting maps into truly great zones for exploration and adventure – check them out in the game. Yes, I wanted to get rid of the default RPG Maker*s trees. They are awful ><

The exact maps are: starting forest, rock cave on your way to the castle, ruin*s outskirts where you meet Ashe for the first time, castle*s courtyard both in the ruined and the renewed versions, Townsville*s main area, Townsville*s port area.

My plan for upgrading the zones are progressing pretty good and should be done in the period I set earlier: March – April 2018.

Animation changes

There two new animated scenes: one for Ashe and another one for Nidalee. Both of them have 3 separate animations compared to the first animated Nidalee*s scene – just like I wanted to start the new type of scenes. I*ll think about adding another cycle for it to bring it up to the new standard but we*ll see in the upcoming February -> March development plans.

LoC got a new option – caching for animated scenes. It allows the game to have three seconds before playing the scene. This allows most hardware to cache all the graphics and execute the scene without text stutter at a cost of waiting. Caching is advised but not mandatory and completely up to the player. You can still choose to play all the scenes without this feature. Players can change this setting from the initial configuration prompt at the start of the game, your room in the castle and on the castle*s second floor – right in the album. This option defaults to off.

The stop frame for synching different animations is also gone my logic rework for animated scenes. Now you don*t have to wait for proper animation part to start playing after the previous one is done. This change affects both cached and non-cached versions of scenes.

Difficulty system

Another new feature is an option to choose your difficulty setting. This affects all battles with normal, event or boss enemies. Plus, more complex puzzles like the musical tubes have less interactive elements, which make them easier to beat. Difficulty feature doesn*t change any rewards. This option can be changed during the initial configuration prompt at the start of the game and inside your room in the castle. The default setting is normal.

You may have noticed the low difficulty grow during the last and current LoC*s update. I didn*t want to force unwilling players to try the game on a level, which was too hard for them. That*s why all the combat encounters of 0.2.0 and 0.2.5 were pretty easy. They will stay the same for easy difficulty but I will bring the fight back for challenge-hungry players with the updated normal setting in 0.3.0. More on this during the upcoming developer*s plans.

Perks and passive bonuses from your followers

Version 0.2.5 gives players an opportunity to get two new followers for their castle. Aside from scene potential, they bring passive bonuses for your party after completing certain stages of their quest lines. Remember that your actions matter and some of them will be mutually exclusive.

This system will get a lot of upgrades and will affect all applicable characters, even the standalone pack which patrons will choose if LoC will be successful. By applicable characters, I mean the stats of said characters. For example, Nidalee doesn*t have mana so gaining MP perk will not affect her in any way.

Balance changes

Reworked buff/debuff system for player*s party. Now such effects are much more powerful and handy in battle. This change will be tweaked during the upcoming difficulty scaling.
Crafters in your castle got some extra merchandise to help you and your journey.

Interface changes

Reworked album interface allows players to hit escape and hop up on the upper level of the menu during all choices except the main album menu. Hitting escape there will close the journal.

Cleva upgradz. Now Zogh will give a brief explanation of the upgrade you are going to buy from him and offer a choice to proceed with the upgrade or cancel it.

Fixed quest lines which were too long to fit in the journal*s description tab in some of the orc*s quests.

Bugfixes and other improvements

Improved NPC*s movement range for some zones. No more ducks sailing down the streets of Townsville.

Fixed incorrect layering for bags and boxes inside the bandit*s boss room.

Fixed Broken Fang*s name during the combat encounter with him.

Looks like this is all, stay tuned for February -> March developer*s plans.
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Old 02-15-2018, 01:28 PM   #26
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Hey, guys! I made a poll to improve the game - take a minute to answer one question and help me out.
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Old 02-28-2018, 09:17 AM   #27
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Hello guys, 0.2.5c is going public. You can check the patch notes here and download fresh release on one of these links:

Windows – Google and Mega.

MacOS – Google and Mega.

Linux – Google and Mega.

Check these troubleshooting guides for MacOS and Linux if you encounter any problems with the game.
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Old 03-07-2018, 08:04 AM   #28
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0.3.0 is ready – you can get it here.

11 scenes, 3 animated scenes -> 12 scenes, 4 animated scenes

23.8k words -> 28.7k words without counting PoV variations.

23 custom soundtracks -> 27 custom soundtracks

22 quests -> 24 quests

Visit your castle*s courtyard after visiting Shadow Islands to get the new scene.

Arena challenge

Townsville*s pub received a very special guest who*s interested in inviting players to participate in Coliseum. The arena offers 5 levels of difficult enemies with an extra reward for completing the first league.

Animation changes

With Kadokawa*s very pleasant surprise – releasing 1.6.0 version of RPG Maker MV, I couldn*t finish integrating animation plugin in time for 0.3.0. Kadokawa outdid themselves with this one: crashes after 5-10 minutes of working in the editor, vanishing maps and events, crashing on assigning graphics – I actually may continue this list but you*ve got the idea.

The integration itself is pretty close to completion and it will allow for smoother animation with more variety of speed/movement options. Plus, I think it will allow bypass cashing stage for animations so they would play without any preparation. Anyways it needs further testing on live scenes and I can*t release it as is.
Oh, and in case anyone wanted to ask how my support ticket about Linux x86 is doing… Still waiting for the answer.

Balance changes

Adjusted some NPC enemy*s power across the board. Added more rewards for defeating elite guards.

Interface changes

Now you can switch difficulty, PoV or cache options anywhere you want via the main options menu. I split it into two categories – general and sound. The sound is self-explanatory and general has the usual always dash, memory switches plus all the options you had in the castle. All enemies and puzzles react to your choices instantly – you don*t need to leave your current location or restart the game.

Bugfixes and other improvements

Fixed water banks on some maps to allow birds and other flying NPC to pass over them and not dive under. Couldn*t check all maps – work in progress.

Fixed new equipment pieces – they were available only for Nidalee.

Fixed a misplaced layer in the castle outskirts map.

Fixed a bug which caused the first “intro” scene forget about counting towards the overall clear of the album if players didn*t watch it later. Now the credit is properly awarded during the scene + at album*s opening. Thanks goes to Elyngas for finding this bug out.

That*s it, stay tuned for the news – I*ll make an info post about what*s going to happen next around 11th.
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Old 04-23-2018, 03:44 AM   #29
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Status update

Hello, guys! I have both new and bad news for you. Let*s start with the later. After dealing with all the piled up real life issues, I drafted fixes for League of Corruption. My conclusion is - LoC has to wait. Mainly because of these three reasons:

1) The usual artist is no longer available. Thus, I need to find a replacement with a similar style and adequate prices. Still, the art would be not the same so this would introduce new problems.

2) Lack of a specific understanding which game elements need fixing and how to fix them. I wasted a lot of time figuring out potential issues and ways to change them. I ended up with a list of such ideas and went researching successful Patreon projects to compare my thoughts and the reality.

Well, this made my confusion even greater. My "bad" decisions are working out in other games so my whole list became irrelevant.

3) General viability. I*ve spent a lot of time going through real-life problems accumulated during LoC development, then had a few free evenings to think it through. This moment forced me to understand how much time and effort I wasted on LoC. Compared to a few quiet evenings, one-man development experience from League of Corruption seems like hell.

What now? Am I done? No. While LoC needs to sit on the shelf for some time, I want to try another game project. This time it*s an original story with anime graphics and less time-heavy features. Here are some more sketches from the preparation stage.



Patrons can check an uncensored version of the body sketch here.

Why the new project? I want to improve my design/development skills on a relatively small number of features and use this experience to give LoC another whirl. This way I can focus on improving existing features and better balance development with real life. After finishing the new game, we*ll see how it will turn out and decide what to do next via poll.

What will this new project be? You can think of it as a less convoluted and more H-content oriented game. More details will appear before the launch.

No exact release date for now. I*m still working out details with the artist and have a bunch of tech problems to go through.

I also plan to change several goals and patron tiers to better suit the new project. Small stuff like the main page needs adjusting too. Anyway, it will be a gradual process and I*ll post at least one more status update before releasing the demo. Then Patreon page will switch to the usual “per month” cycle.

League of Corruption download links will stay up. I will check the email for your bug/problem notifications and fix them. But LoC won*t have content updates until the new project is over.
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Old 05-15-2018, 02:57 PM   #30
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Hello, guys! It*s time to announce my current project – Yorna: Monster Girl*s Secret.

The game will use fantasy setting with monster girls. Lots and all kinds of them. Mages found a way to harness their innate power, opening infinite possibilities for humans. Yet not everyone is happy about such development. What will happen? Stay tuned and check back May 28th – the release date for Yorna.

You will control female protagonist Ada, a mage from a noble family, with the ability to use monster girl*s power as her own. It*s not an easy task, so she needs to “synch” with them to do so. What does it mean? Depends on the girl, her character, size and umm… let*s say tastes and openings. Synching with monster girls gives Ada new skills, ranging from combat to charm and seduction. Combine them to create your own play style!

And by style I mean not only the approach to overcome obstacles but also the heroine's mindset. Will she remain a decent, noble lady or turn into a manipulative seductress? Perhaps you*ll stir her to ascend as a succubus? This depends on your decisions. Yorna:MGS can turn into a serious story or a diary of temptress based on your choices.

There won*t be any blocks for content where you have to get X for parameter Y and then a scene unlocks. No, the game will use your style and offer a suitable narrative. The same encounter can picture Ada as shy and timid or a bold siren, up to a wee bit of femdom.

H content will be present in three types: fun with monster girls, battle fuck with monsters and intercourse with humans. Pick your favorite! This time around, the game will have more art than just H scenes. As for the kinks, I plan to implement these for the main plotline (aside from “regular” sex):

Yuri, Straight, Group sex, Аhegao, Creampie, Squirting, Bulges, Titfuck, Bukkake, Tentacles, Voyeur, Toys, Corruption and Seduction, Battlefuck.

Oh, and there will be mutable sound effects during the scene to set up the “mood”.

Didn*t find your stuff? Don*t worry, the list will go on along with updates. I*ll post a quite a few polls for many types of content - from monster girls to dresses and fetishes. Stay tuned and vote for your favorite kinks.

The gameplay will be faster compared to League of Corruption with more H scenes and less trivia/lore between them. Still, story-oriented players will find the lore base in optional dialogues. Still, action-oriented gamers may proceed with the plot unhindered. I plan to create optional content for puzzle lovers too. Unlike League of Corruption, such minigames will not require any special skills like musical hearing. So, not the pipes. *Horrid flashbacks.* No-no-no.

Yorna:MGS will have a simple crafting system for your gear and some special items for scenes. No skills required. Collect all the ingredients and visit the crafter. As for the craft parts, you*ll find them all over combat zones in craft nodes and battle spoils.

Also, there will be a pack of life-quality improvements over LoC. Like a global gallery without ties to your current playthrough. Just unlock the scene and you can watch CG or replay it anytime you want from the main menu. I decided to abandon the idea of throwing bad ends at players, so lost combat will not force you to reload. Still, it will have consequences for the heroine.

Okay, that*s a mouthful. Hope you liked the idea behind the game and will give it a spin on May 28th.

I*ll create a separate topic for Yorna once it releases to give LoC some rest.
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Old 05-28-2018, 12:53 PM   #31
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Hello, guys! My new project – Yorna is live, and the demo is ready for download. You can check it in this new topic.
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