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Crisis Point: Extinction - Lewd Metroidvania (2019 Public Demo now available!)


Anon_42

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Posted

(The following is (mostly) a copy-paste from our major playable update post on Patreon! If you like what you see, consider supporting us!)

 

 

 

( nsfw trailer available here: https://gfycat.com/nervousbrokenbushsqueaker )

 

Hey everybody! As you may have astutely surmised by the trailer above, Crisis Point: Extinction v0.39 is now complete, and available for download! Told ya we'd release it in April, didn't I?

As always, this is just the information post - if you're at the $10+ tiers that get demos, check the post after this one for the download link! If you WERE pledged at $10+ during the development of v0.39, but are no longer pledged at that tier, keep an eye on your Patreon DMs, and you should be receiving a download link from me shortly!

 

v0.39 MAJOR FEATURES AND CHANGES

-Added a new explorable area, the Subaquatic Caverns, with a brand new tileset, background art, music, and several new enemy recolors

-Added a new enemy in that area

-Added a few new H-scenes - the normal Kertalus H-scene, the normal H-scene for the new enemy (currently just a loop, no orgasm scene), and a WIP H-scene loop for one of the new cutscenes

-Two new cutscenes, one in the Catacombs (shortly after ending the curse; if you carry over a finished save from v0.38, you'll have to backtrack to see this scene), and one at the beginning of the Subaquatic Caverns

-Added a new type of underwater hazard (with incomplete art)

-Added new Gameplay options menu which has a handful of toggles for various gameplay features, including an Accessibility menu, with 4 accessibility features to make the game easier to play for those with disabilities

-Added an easier difficulty mode called "Story", where enemies deal very little damage

-Added 2 new upgrade types, Power Orbs and Guard Orbs, which increase the damage you deal and decrease the damage you take, respectively (there's currently no UI for these, so you'll have to remember how many you collected, sorry!)

-Fixed more bugs and issues (detailed list at the end of the post)

 

For those of you who have been following development, v0.39 didn't turn out as big as I'd hoped. It was a very difficult update to develop, and a lot of things had to be unfortunately scrapped; developing a brand new area like the Subaquatic Caverns is an extremely heavy workload, and we went into v0.39 with very few assets prepared. Many aspects of the area are still incomplete, like the above-water segments, but the underwater spaces are easily the most visually dense and interesting areas in Crisis Point. I'm really proud of how they're turning out, and I fully expect it to look even better by the time v0.40 comes out. Speaking of v0.40..

 

v0.40 MAJOR GOALS

-Greatly expand the new area, Subaquatic Caverns

-Develop and implement a new mobility powerup

-Add several more sprite H-scenes

-Add new CGs

-Add several more cutscenes and environmental conversations, especially in the Subaquatic Caverns

-Begin preliminary work on the Boss 3 fight rework (almost definitely will not be done in v0.40)

-Fix more bugs and issues

 

v0.40 won't be anything too flashy; we still have our hands full with my plans for the Subaquatic Caverns, which will continue to be our major focus for this next update. Since we're not starting from scratch with them, I expect to be able to expand them quite a lot compared to what's available in v0.39.. though there's still a LOT of missing assets that need to be made, so it's very possible some stuff will still be unfinished by the time v0.40 is released in late June/early July.

 

Aside from the Subaquatic Caverns, there's also Boss 3, the boss of the Deep Soil. Since the game's story has officially passed the point where you fight her, I want to put some focus into her fight; I'm very unhappy with the way the fight currently is, as I don't think it reaches the difficulty or intensity it should for being the game's 3rd major boss battle. I plan to rework the fight entirely, from the ground up, similarly to Boss 2; you'll still be fighting the same enemy, but the fight itself will be completely different. That said, my plans for it are rather ambitious, and it's an "all or nothing" sort of change, so I don't expect the fight itself to change in v0.40.

 

Before I go, I'd like to take one moment to thank all of our patrons, but especially these fine people below! An extra special thanks goes out to:

LukBobTanbou

SeraphStarliege

Katsune Teku

Michael Powers

Kyle Adams

Sunset Fladar

Robert

Amak

Broderick Black

 

Anyway, that's enough from me for one update! This update cycle kicked my ass a fair bit, so I'm gonna take a nice break now. At least until someone brings up a game breaking bug that I can't believe I missed and I need to get a hotfix out yesterday. Ahh, game development. Hope you guys enjoy the update, and don't forget to wash your hands!

-A42

 

 

 

 

 

 

v0.39 MINOR CHANGES AND BUGFIXES

-Added ambient lighting to Flare Shot collectible

-Fixed a missing ramp tile in the Caves rooms leading up to the Deep Soil entrance

-Fixed bug that caused music to go back to full volume as soon as climax animation started during H-scene, rather than after the H-scene completely ends

-Fixed the Split Shot description incorrectly stating it pierces through enemies

-Increased visual detail on the blue Catacombs flames

-Fixed issue with Thornweeds where the damage they deal did not scale with your chosen difficulty

-Added "hurt" voice clips when you melee attack Warped Soldiers, Warped Scientists, Alraunes, Poison Alraunes, Lurkers, and the Female Warped Soldier boss

-Gave Poison Alraune's unique voice clips, rather than reusing the regular Alraune voice clips

-Poison Alraune's you've already defeated will no longer giggle when you enter a room near their original spawn point

-Implemented toggle to turn off blaster chips automatically switching when a new chip is picked up

-Change screen shake option to make it a full screen shake toggle, rather than only turning off specific screen shakes

-Increased the range Alicia has to be away from an Alraune before they will stop chasing her

-Fixed glitch that caused Edovex enemies to fly off into the distance after a sex scene

-Added new window shine special effect to interior Summit windows

-Fixed a handful of instances where masturbating in front of an enemy/object would cause Alicia to freeze

-Kertalus enemies can no longer float above the water, if an H-scene is triggered with them near the surface

-Game no longer crashes in the base Database menu if the player tries to scroll up when already at the top of the options

  • 3 weeks later...
Posted

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

 

Hey everyone! We got a packed update this week, and I won't waste time with preamble. Make sure you stick around until the end, there's some big news to announce!

Above-Water.gif
 

First off, this week we started working on the above-water Subaquatic Caverns background art. As you can see most of it is still flat color stuff right now; we're still tweaking colors and the final versions will be much more detailed, but I'm sure you'll agree it's already much more interesting to look at than the flat background of v0.39.

Geyser.gif
 

Next up, here's a quick shot of another mechanic coming in v0.40. Much like the underwater currents, these geysers will push Alicia in the direction they're facing if she steps into them while they're active; unlike the currents, these are on a timer, and it's possible that riding their waves won't always be advantageous.

 

 

 

That's all the visual stuff for this week, but I also want to touch on one big thing from v0.39, and that's the performance of the Subaquatic Caverns. The new area is mostly fine, but there's one extremely large room in the middle of the area, far bigger than any other room in Crisis Point, and the performance in that room is.. not the best. Decently powerful computers aren't struggling with it, but weaker machines have been getting some lag. For starters, I want to apologize for letting the update ship with that issue; a large amount of my work this week has been spent optimizing that area, and the results have been pretty good so far. On my machine, I've been able to roughly double the framerate, so hopefully the results will be similar on weaker hardware.

 

I still have some ideas for further optimizations, so I expect it to be even better by the time v0.40 comes out. If you've had performance issues in v0.39, please get in touch with me - I'd like to know what kind of hardware is having issues, and how bad the performance issues really are.

 

 

 

Alright, with all that out of the way, time for the most exciting part of this update!

 

As you may have noticed, our Patreon has been blowing up lately. We were stuck around the $4000s mark for the better part of 4 years, but recently our development has picked up speed considerably, and we're nearing $7000 now. I made a post two months ago acknowledging the increase in funding, but explaining that because of the state of the world and COVID-19, we would be temporarily holding off on hiring Orexius full-time. Well.. things have changed since then. Due to a combination of real life events, and the continued growth of our funding, we decided to switch gears a little sooner. Orexius recently handed in his resignation letter at his dayjob, and as of June 1st, he will be officially starting work on Crisis Point: Extinction full time!

 

This info does come with one caveat, though; one of the "real life events" I mentioned that changed our plans is that I'm going to be moving aaaaall the way across the country in July, and Orexius will be coming with me, so we can continue to work together in person. Even though he's going full time very soon, I don't expect our development pace to pick up much yet, because we're going to be extremely busy with the move. There's a lot to take care of, and with the extra travel complications due to COVID, it's going to be a really busy and stressful time for us. I want to inform you all of this now, before it starts affecting our output, so you can know what to expect; v0.40 and v0.41 may end up being a bit smaller than we'd like them to be due to the timing and overlap, but once we're done with the move, we'll be all set up with two full time team members and shit should start getting crazy real quick!

 

Alright, that's it for me for today. Thank you all for reading, and I hope you're as excited for the future of CPE as I am! See ya next week!

  • 2 weeks later...
Posted

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

 

Hey everyone! Sorry for skipping last week's update; we posted on Patreon, but there wasn't much worth talking about or showing off, it was a bit of a weird week. This week, though, we've got a great update, so let's get into it without preamble!

 

Above-Water.gif

First off, in the gif above, you can see the work we've done on the Subaquatic Caverns above-water background. I'm a huge fan of it personally, and I think it looks even better with the lighting engine enabled - unfortunately I can't record quality .gifs with the lighting on, since .gifs have very limited colors, but I did take a screenshot of the area with lighting on which you can see here:

 

Above-water-lighting.png

I really like the way the lighting works off of the background pillars, especially. We still have a bit of work to do with this above-water background, but it's getting close to complete now!

 

Hoverjets.gif

Next up, here's a shot of the new upgrade we're adding in v0.40 - the hoverjets! With the hoverjets upgrade, you can hold Jump in midair to majorly slow your descent and allow you to jump much farther than before. You can also hold the Action button to continue dashing indefinitely, but that only works when you start a dash from the ground - air dashes are still a limited distance only. You'll have to pay attention to the environment and find clever ways to cross large gaps using this upgrade, but proper usage will give you tremendous exploration potential!

 

Poison-Alraune-preview.gif

Lastly, the Poison Alraune H-scene preview! It's still a work in progress, so parts of it are incomplete and/or will be improved, but I hope you enjoy the preview nonetheless!

 

 

That's it for visual stuff this week! I did a lot of other work too; the level design for v0.40 is nearly complete already, the Torguis CG is basically done (just has some final artwork tweaks left to do) and is fully implemented in the game, I started implementing a handful more cutscenes and environment conversations in the Subaquatic Caverns, I'm still working on that secret tileset I mentioned last time, I fixed up some bugs, planned out a bunch of enemy H-scenes that weren't planned yet.. it's been a very busy and productive week for CPE! And starting tomorrow, Orexius will finally be done at his dayjob, and will be starting full time work on Crisis Point! Like I said before, don't expect things to change dramatically right away; there will definitely be an adjustment period and we have a lot of real-life stuff to prepare for, but even despite that, I fully expect our productivity to be much higher than it was before even while we're in the process of moving. Our full-time team is about to literally double, after all. Hope you're looking forward to it as much as I am!

 

Thank you all so much for supporting us, and getting us to the point where this is a reality. It's a literal dream come true for both me and Orexius, and I can't wait to see where we go from here. We'll see you in next week's update!

Posted

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

 

Electric-Mines.gif

 

Hey everybody! This is going to be a small update; most of our work this week has been on the secret tileset stuff I mentioned recently. Before we get into that, though, the gif up above!

 

In v0.39 there were small floating orbs that hurt Alicia if she got too close to them; I didn't have the time to give them a proper visual last update, but I worked on 'em this week, and this is what came out of it. I'm still tweaking and improving the visuals a bit (there have already been improvements even since this gif was recorded), but they look much less WIP now!
 
That's the only visual thing this week I'm afraid, since the rest of the visuals we worked on are from the secret stuff. You can see some of that in our devstreams, but I'd rather not post about it outside of that, as it relates to a pretty major plot point in the game.

 

Orexius has officially gone full time on Crisis Point now, and he's been spending his week working on the Crystal Dragon H-scene climax. The Crystal Dragon (man I really need a final name for that enemy) is the largest sprite in the game, so it's a rather complex animation; he's nearly done with it now, though, and he'll be finishing up the Poison Alraune H-scene I started once he's done with that.

 

Visuals aren't the only thing being worked on, of course! A lot of my major work for this update has already been finished, so I've been running through our list of bugs/minor improvements and getting some of them done, as well as helping out with other parts of development that I normally don't do, like animation and tilesets. I'll be needing to slow down and start focusing on real life more soon, to prepare for the move, but v0.40 development is coming along extremely well, and I'm looking forward to getting it in your hands.
 

Alright, that's it for me this week. Sorry it's on the smaller side; we should have something good to share with y'all next week, though, so I hope you're looking forward to that! Thank you so much for supporting the development of Crisis Point: Extinction, we'll see you again next week!
  • 2 weeks later...
Posted

(The following is (mostly) a copy-paste from our major playable update post on Patreon! If you like what you see, consider supporting us!)

 

 

Hey everybody! I'm really sorry this "sunday update" is so late, but hopefully you'll forgive me when you realize the reason for it is because I was crunching away at this post: Crisis Point v0.40 is now complete and available to play, a whole two weeks earlier than scheduled! As always, the download link will be DM'ed to those who have pledged during v0.40's development, and I'll also be posting the link in the post after this one.

I won't waste your time with any more preamble, so let's get into it!

 

v0.40 MAJOR FEATURES AND CHANGES

-Implemented a new mobility powerup, Hoverjets

-New H-scene added with Poison Alraune (also finished Crystal Dragon H-scene climax animation)

-Added new CG scene with the Torguis

-Added more areas to explore in the Subaquatic Caverns

-Upgraded above-water background art in Subaquatic Caverns

-Optimized Subaquatic Caverns somewhat, so weaker computers hopefully won't encounter performance issues anymore

-Added several new cutscenes and environmental dialogues

-Fixed more bugs and minor issues (detailed list at the end of the post)

 

In general, v0.40 was relatively low-ambition, because of all the real life stuff going on with me right now. v0.41 will be similarly simple, and also might take longer than usual - now that v0.40 is out, I'm going to be sort of taking some time off CPE work to focus on my cross-country move. I'll still be doing some light work on CPE, but there will be no streams, and weekly updates will be small. Our move is a really big one, so unfortunately it's gonna consume a LOT of our time, but we'll still try and make sure we have some progress to show every week.

 

v0.41 PLANS

-Update and improve the functionality of a certain older upgrade

-Add more areas to explore and secrets to find around the game world

-Add more background assets for the new area in Subaquatic Caverns

-Add/update more sprite H-scenes

-Add at least 1 more CG scene

-Continue planning and reworking Boss 3 fight (still won't be done this update)

-Fix more bugs and issues

 

v0.41 isn't a very focused update, we're going to mostly be filling in content in various places that are missing it, like missing H-scenes, filling in the somewhat barren new area in the Subaquatic Caverns, and adding in all those rooms in the Caves that are blocked off by barriers stating "you can't access that area in this demo". As such, there won't be any major story progress or anything in v0.41, and it's kind of hard to say how big it will be in general, it just depends on how much we can get done while also focusing on our IRL move. I am very excited about the older upgrade we're improving, though - can't wait to share more about that in the future!

 

Alright, that's it for me for today. I've been cramming for the past several days to get this update out, so I'm gonna go relax for a bit - at least until I get reports of gamebreaking bugs and need to release a hotfix asap

 

Thank you so much to all of our patrons for your support, and an extra special thanks to our top patrons for this update cycle:

SeraphStarliege

KatsuneTeku

Amak

HURTZ

Alex00712

Barthos Wolvkin

Trevor Mills

NobodyXV

Your generosity is astounding and I adore you all ❤️

 

See you in the next update!

-A42

 

 

 

 

v0.40 MINOR CHANGES AND BUGFIXES

-Fixed screen drag highlight and end-of-demo fade not scaling properly with window scaling size

-Certain ambient noise loops will now stop playing when the player pauses in that area, instead of continuing to play in the pause menu, then resume when you unpause

-Fixed issue where Guard Orbs and Power Orbs would always respawn after being collected, allowing the player to obtain an infinite amount of them

-Fixed inconsistencies with the text that appears when holding key to skip cutscene

-Added ability to cancel map note typing with gamepad, and removed ability to start map note typing with gamepad (since the player cannot type by using the gamepad anyway)

-Improved some aspects of the Map Notes UI to make it more obvious when you're typing a map note, and explain how to end typing, to hopefully prevent players from getting stuck in that UI

-Added extra dialogue after picking up your first skill point to explain that you spend skill points in the Status menu

-Destructible environment rocks are no longer also burnable

-Fixed a bug that caused Alicia to get pushed while ledge grabbing if she was inside of a water current

-Fixed a bug that caused the normal Deep Soil theme to play when entering an underwater area in some cases, instead of the underwater variant theme

-Getting hit by a Cumshooter while in an H-scene no longer plays the splat sound effect rapidly while the projectile passes through you

-Fixed a bug where grabbing certain ledges would result in Alicia getting sent upward and ending up stuck in the ceiling

-Added a function where, if the player is crouching underneath a block that can be destroyed, trying to stand up will now break the block above instead of preventing you from standing up, which should prevent softlocking in rare situations involving those blocks

-Slightly updated level design early in the Summit to hopefully prevent the player from accidentally backtracking down a ledge they can't return from

-Increased damage of Summit arrow traps from 2 to 10

-Kertalus damage scaling has been changed; it was previously bugged, causing them to do far more damage than intended in Hard mode, and far less damage than intended in easier modes

-Added "splat" special effect animation for various things around the game

-Fixed issue where Crystal Dragon enemy could be pulled by using the Wire Shot

-Improved player's ability to control how fast or slow they move while being pushed by underwater currents

  • 2 weeks later...
Posted

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

New-Wire-Shot.gif
 

Hey everybody! As you can see above, it's time to show off the thing I was talking about recently - the Wire Shot rework! I mentioned recently that I had thought up a rework for an older powerup that I was never fully happy with, and well, here it is! Part of it, at least. For comparison's sake, I also recorded the old Wire Shot which you can see below, just so you can see how different it is:
 

Old-Wire-Shot.gif
 

Pretty big difference, huh?

 

The rework focused on two things: making the process of using the Wire Shot much quicker, and bringing its functionality more in line with Crisis Point's design fundamentals. CPE as a game is designed heavily around mobility; the old Wire Shot was slow, and kept you rooted in place while you used it, opening you up to attacks - especially if you missed your shot and had to wait for it to fully extend before returning. Even if you used it successfully, it wasn't fun. It was tedious to wait for the platform you pulled down to start moving upward again, and on top of all that you could only use it on the ground, and only in the cardinal directions. Now, using the Wire Shot is as simple as can be - the game auto-targets any Wire Shot target that's nearby and above you, and hitting the Wire Shot button will immediately zip you over to it, no need for aiming or awkward fumbling. You don't even have to be on the ground to use it anymore!
 

Hopefully you're as excited about this change as I am - I have some ideas to further incorporate the Wire Shot into platforming across the game, now that it's much more satisfying to use, and I can't wait to implement them! The functionality isn't 100% complete yet, I still have numerous bugs I need to fix, and I want to add in some changes to horizontal pull-blocks as well, but it's functional enough that I'm happy to show it off!


 

 

Aside from the Wire Shot rework, Orexius has started work on the BE H-scene for the Crystal Dragon, and our musician is working on pumping out some new tracks for the game as well!
 

That's all I have for this week's update, though. As I've stated before, our weekly updates are going to be pretty small for a while - we're still working on CPE, but we're spending a lot of our time preparing for the move. The good news is that we have a house lined up at the new place now, so all that's left is to actually get there! Easier said than done, right? Anyway, thanks for reading, and for continuing to support us! We'll see you next week with another development update!

  • 1 month later...
Posted

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

 

Hey everyone! Weekly updates have been gone for a long time thanks to our move across the country, but we're finally back in business and ready for action!

 

Before anything else, let me address the streams (or lack thereof) - I was all gung ho last week and ready to start streaming again, but as I was gearing up to start a stream, I realized something very important.. I don't actually have a second monitor anymore. My stream setup requires two; one screen for the stream itself, and another screen for all my secret development info, chat, music player, stream monitoring window, etc. So basically, unless I change my stream layout and style significantly, I can't actually start streaming again yet :' ) Orex's situation is even worse, since the only monitor he has right now is his cintiq screen. I plan on picking up a second monitor as soon as possible, but unfortunately it's not financially in the cards until probably next month. Furnishing a new house is expensive. So, for the time being, I won't be streaming just yet - but that doesn't mean work isn't getting done!

 

This week, I was mostly focused on following through with the Flare Shot+Melee reworks I've been talking about and holding polls on. For those of you who aren't aware, the Flare Shot in its current form (as a flamethrower) is being removed from the game entirely; its functionality of burning enemies/plants will be transfered to the melee attack, and the melee attack is getting some improvements to make it more usable and fun. The Flare Shot's Skills still need to be reworked to fit the new mechanics, and there's still some balancing to do here and there, but one of the major melee improvements happened this week:

 

air-melee.gif

Aerial melee attacks! For those of you who've played any of the Castlevania metroidvania games (SotN, Aria of Sorrow, etc), the air melee attack in CPE works very similarly to those games - you have full horizontal movement while doing an aerial melee attack, allowing you to stay very mobile in midair. If you land in the middle of a melee attack, your animation cancels immediately and you can go into any other action (another jump, a ground melee attack, a dash, shooting, etc). This makes aerial melee far more agile than ground melee, with the one concession being that it's a bit trickier to time a hit since you have much more movement during it. To compensate for this, melee as a whole had its damage reduced quite a bit - however, certain enemies now have an inherent weakness to melee strikes that causes them to take increased damage from them! This applies mostly to smaller enemies like the slimes and edovex, making melee a very effective tool for shutting those enemies down quickly and keeping you on the move. I made this change because melee was now far too strong for dealing with most enemy types, but it's also extremely satisfying to use on the smaller guys, so I wanted to maintain that fun without breaking the game's overall balance.

 

Another small improvement that came with the melee/Flare Shot changes is the game's control scheme, which you can see the changes to here:

 

Screen-50.png

As you can see, there is no longer a "subweapon switch" button. The UI element showing which subweapon you have equipped is still present, but that will be removed as well. Essentially, there is no longer any need to switch subweapons; all of them are given their own unique button instead, simplifying the game's controls greatly and allowing you to use all of your tools at a moment's notice with far more consistency. I might even be able to make certain tools more important for taking on specific enemies now, since all players are guaranteed to always have easy access to those tools.

 

Lastly, a small shot of the new Wire Shot shenanigans!

 

sequential-wire.gif

As you may know, Crisis Point previously had a mechanic I internally called "Wire Rides", which you would attach to using the Wire Shot and then you were able to move left/right/up/down while staying attached to them via your Wire Shot cable. I had a lot of ideas for using Wire Rides, but none of them ever ended up being implemented; because of it, the Wire Ride mechanic as a whole ended up being extremely basic (and rather boring), and was only used in the game a handful of times. In order to simplify things, I've decided to remove the Wire Rides entirely, and replace them with sequential wire shot targets like the ones in the gif up above. Not only are these quicker than the Wire Ride was, they're more mechanically engaging since you have to repeatedly use your Wire Shot to cross gaps, and they can be combined with other platforming hazards/obstacles to create some fun stuff! I'm REALLY looking forward to making use of these in other areas of the game.

 

Aside from my work, Orexius finished both the Crystal Dragon BE H-scene and that aerial melee attack you see up above this week. With those done, I plan on having him work on some other pressing gameplay animations - like Boss 3's new animations, and some other minor things I've wanted to tweak for a while.

 

Well, that's it for this weekly update! Thank you all for supporting, and sorry again for the lack of streams! I'll get a second monitor as soon as it's feasible, so we can get back to regular devstreams again. Hope you enjoyed the read, and we'll see you with another update next week!

Posted

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

 

Hey everyone! There's not too much to show for CPE work this week (and for the rest of this update, really); most of our bigger changes for this update have already been shown off (wire shot, melee, flare shot, etc), and most of my remaining work is still related to those things. They're all pretty huge changes, so a lot of things broke when reworking them, and many of those things still need to be fixed.
 
The Wire Shot in particular has a lot of things that aren't working properly right now, particularly the horizontal pull blocks and Sentry shields. I was never a huge fan of the way either of these functioned - the pull blocks take a long time to move, and the Sentry shields are TOO weak to the Wire Shot, it takes less than a second to yank them down and make them vulnerable. To solve both of these problems, I decided to have Orexius create a new animation for Alicia where she hooks something with the Wire Shot and gives it a strong tug; once this animation is implemented, the Warped Sentry's shields will take a bit longer to pull rather than being near-instant (I'll balance this by making them stay knocked down longer), and the horizontal pull blocks won't require you to stay in the pulling stance for an extended period, instead just requiring the short tug animation before they move. This functionality is still WIP though, so I can't show it off just yet.
 
The Melee/Flare Shot on the other hand, while it does still have its fair share of issues, has generally been much simpler to rework; it mostly needs work on the visual side, and fixing some bugs that happen when Alicia's midair melee animation is interrupted. Most of the Flare Shot's skills will remain either unchanged or slightly changed, but the Orbital Flare in particular is being reworked significantly. Again, I don't have footage for it yet, but my plan is to have melee attacks leave a floating trail of fire that burns and hurts enemies that touch it, instead of creating a floating orb that shoots out fire in a circle. This will balance it a bit more by giving it less coverage (the Orbital Flare had frankly INSANE range before), but still keeping the same general function of "stationary fire you can place down whenever/wherever you want". If the reduced range proves to be too much of a nerf, I can either increase the radius, or try tweaking the damage and duration instead; I think it should feel fine though, especially with how much more accessible the new Flare Shot will be.

 
The last thing I wanted to show this week is just a small gif showing the new special effect for the Crystal Dragon's sucking attack! It's not much to show off, but I wanted to include some kind of fun visual:
dragon-succ.gif
The enemy has no proper animation on their body yet, so please excuse the fact that they still look stiff. I still plan on tweaking the effect a bit, too, but I'm pretty happy with it so far - it's definitely a lot better than the flat red hitbox that was used before! This suck attack pulls Alicia faster than it used to, but I've also increased Alicia's general mobility while underwater by a bit, so underwater segments in general aren't quite as slow as before.

 
Anyway, that's it for this week! I'm not entirely sure when this update will be out, but I plan on trying to release it as early as I can in September. It should definitely be out by the 15th or so, hopefully sooner, but we're still settling into a groove in the new place. I'll be able to pick up a second monitor soon though, so hopefully streams will resume sometime during this next week or so! Keep an eye out for that!
 
Thank you all for supporting Crisis Point, we'll see you with another update next week!
Posted

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)
 

Howdy ho, it's time once again for that weekly CPE development update! This week we've actually got a few gifs to show off, so let's get into it!

 

orbital-flare.gif

 

First off, the gif you see up above, which is the replacement for the Orbital Flare skill for the Flare Shot. The Orbital Flare, before the melee change, created a stationary orb of fire that basically acted as a spinning two-way flamethrower; it did a surprising amount of damage, and covered a LOT of screen space with very little effort. Now that the Flare Shot has been reworked into a melee upgrade, it'll be far more easily accessible than before, so I needed to tone it down a little without drastically changing its identity as an easy-to-place damage field; this is what we decided on! When you do any kind of melee attack, a fiery trail is left behind by the swing that stays on screen for about 5 seconds. During that time, it'll ignite and deal damage to anything that touches it. It has much smaller range than the Orbital Flare did, but that downside is offset by how much easier it is to utilize now, plus whenever you lay it down you could also be hitting with a melee attack. I'm still working on the visuals, I plan to improve them a bit more, and I'm still deciding how I want to balance it (whether by limiting how many can be on screen, or by adding a cooldown), but I'm pretty happy with it so far!


 

Next up is the Wire Shot yank animation I mentioned last week.


wire-yank-sfw.gif

 

(Don't mind the flat-colored wire, Alicia losing her jacket in the last few frames, or any other small oddities - the animation is still WIP)
 

So this is how using the Wire Shot on a Warped Sentry looks now. Before, you would just use the Wire Shot, and the moment it touched her shield she would get immediately pulled down. It looked pretty silly, honestly, and was overpowered at shutting down that enemy type far too quickly. Now you have to wait for this animation to play, but to balance it the Sentry stays down quite a bit longer than she used to. This animation will also be used when pulling horizontal blocks, but that functionality is still WIP, so no gif for now. Do keep in mind, also, that the Wire Shot is on its own dedicated button now too, so it's more accessible in the heat of combat even though the animation takes longer now!


 

Those are the two gifs I have for ya today. Aside from that, though, we were also able to finally hold a devstream on Friday! We managed to get another monitor set up this week, so I'm finally able to stream again, and streams will be happening regularly like before. For the time being, we'll be sticking to Monday/Wednesday/Friday streams like we used to, but starting at 5 pm EST. This schedule might change as we get back into the streaming groove, but that's the plan for now! It's great to finally be back to streaming, and I hope to see both familiar and new faces show up to hang out with us while we work! For those of you interested in the streams but not already following us, you can find our Picarto pages at:
https://picarto.tv/Anon42
https://picarto.tv/TheOrexius
You can follow us there to get notifications when we stream! I also announce streams at my twitter: https://twitter.com/Anon42_CPE

 

Alright, that'll be it for me today! I'm not sure how much longer v0.41 is going to take, I'm further behind than I expected to be thanks to the move. I'm hoping the productivity boost from streams will help catch us up, but it is possible v0.41 won't make my original "by the 15th" expectation. If you need to unpledge (whether it's because of a delay or because of financial issues or anything else), rest assured that if you were pledged at $10+ at ANY POINT during v0.41's development, you will get it once it comes out - don't feel the need to stay pledged to get your rewards, because you'll get them either way! That said, I appreciate the hell out of everyone continuing to support, despite the awkward development cycle for this update. The move really threw things off, but we're basically back to normal now and Orexius is kicking ass with new animations, so expect exciting things ahead!
 

Thanks for reading, we'll see you in next week's updates (and hopefully at the streams too)!

Posted

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

 

Hey everybody, time for another CPE weekly update! This'll be a short one, development on v0.41 is getting close to the end so there's not much left to show for this update cycle. Right now it's mostly bugfixes, and finalizing things that have been shown off previously.

 

All I'll really be showing off today is the Wire Yank animation again, but this time, with the pillars instead of the Warped Sentry. This time, I want to show off a comparison between the old version and the new one.

 

OLD:

Old-wire-yank.gif

 

NEW:

New-wire-yank.gif

 

As you can see, not only is the new animation way quicker, it's also much more visually interesting - instead of Alicia standing still while the pillars gets slowly dragged (which also left you open to attack if any enemies were nearby, which would cancel the animation), she yanks it back forcefully, with a trail of dust kicking up underneath it as it slides up to the wall. The sound effects are similar to the old version, but the new pacing of the animation ended up making it sound really satisfying too, but unfortunately a .gif can't really show those off.

 

Overall I'm SO much happier with the way it looks now! This is a change I've wanted to make for ages, but we never had the capacity to add a yanking animation before Orexius started working full time, as our animations were already so backed up. You can be absolutely certain that this improvement only happened because of all of your support and pledges, we never would've had the time before! I know this isn't the most exciting addition in the world, but I personally think it's little details like this that really make a game special, so I'm stoked to finally be able to add some of these bells and whistles I've wanted to do for so long.

 

 

Alright, that's all the visual stuff for this update. Like I mentioned in the opening, I've been mostly focused on bugfixes and wrapping up everything for this update; it's taking a while because of how many mechanics were changed this time around, so the game needs a much more thorough playtest than normal to ensure there's no really bad bugs. Due to that (and our move) there's not much NEW content this time, but I think it'll be well worth it in the long run.. especially because it's actually worth using the Wire Shot in our level design, now. I might even end up tweaking earlier level designs to make more use of it at some point.. but that's for another update.

 

Thanks for reading, everybody, and I hope you're looking forward to v0.41! I currently expect to release it sometime this week, or early next week, if everything goes according to plan.

  • 2 weeks later...
Posted

(The following is (mostly) a copy-paste from our major playable update post on Patreon! If you like what you see, consider supporting us!)

 

(NSFW trailer available here: https://www.redgifs.com/watch/immaculateinsignificantbedbug)

 

Hey there everybody! Sorry there was no Sunday update this week, but I hope this makes up for it - Crisis Point: Extinction v0.41 is now released and available for $10+ patrons! As always, the download link will be in a $10+ Patrons Only post just after this one, and anyone that pledged at the $10 tier or higher during v0.41's development will receive a private message with the link shortly. I won't waste any more of your time, though, let's get right into the update details!

 

v0.41 MAJOR FEATURES AND CHANGES

-Majorly updated the functionality of both the Wire Shot and Flare Shot (now named Flare Strike); also changed the way subweapons in general function, giving them each their own button for easier access during gameplay

-Added a new mobility powerup, Walljump (still kinda WIP, and will be renamed in the future)

-Added a few more areas to explore in the Caves

-Added two new sprite H-scenes; Crystal Dragon BE, and Torguis BE

-Tweaked underwater exploration to slow down Alicia's movement considerably less

-Fixed more bugs and issues (full list at the end of the post)

 

The main focus this update was the Wire Shot and Flare Shot/Melee reworks. The Wire Shot especially has been a bit of a stain on the game for a long time now, the original implementation just wasn't fun to use, so now it's been given a complete overhaul and - in my opinion - it's honestly one of the funnest upgrades now! The Flare Shot wasn't really problematic before, but it also wasn't very useful, so it's been incorporated into the melee attack now, and melee has been given a big improvement with a new mobile aerial attack. All subweapons are now on their own dedicated button, as well, which allows them all to be used much more quickly during gameplay - no more fumbling around with a subweapon switch button! (The control changes mean that your custom control schemes will need to be edited as well, so make sure you head to the options menu and tweak them if you've played previous versions!)

 

v0.41 isn't as large as I would've liked, but I had a feeling it wouldn't be, because of the cross-country move in the middle of working on it. It slowed us down quite a lot, and it's taken a while to get our house in working order and get things back to normal. The good news is we've passed that point; honestly, the majority of the work for this update happened in the last month, after things had settled down. We're working at a really good pace now, and I expect v0.42 to be kickass because of it!

 

 

v0.42 PLANS

-Add more areas to explore and secrets to find around the game world

-Add Kertalus CG

-Add/update more H-scenes

-Put serious work towards Boss 3 rework

-Update unfinished and missing cutscene animations

-Fix more bugs and issues

 

The v0.42 plan list may look rather small, but that's because it's going to be mostly focused around what v0.41 didn't do - filling in more places in the game world, and putting some serious work into the Boss 3 rework. Now that we've reworked the Wire Shot, all of the upgrades in CPE are a lot more satisfying to use, and I want to spend some time designing challenge rooms and upgrading old level designs to make more use of Alicia's toolkit. Boss 3 rework has been on the roster for a while now, as well, but we haven't been able to make a lot of concrete progress on it because of our animation pipeline being backed up; thanks to Orexius going full time and working hard, our important animations are finally getting caught up, so I plan on putting some serious time into it this update! If we don't manage to finish it, it'll at least be very close to being complete.

 

Anyway, that's enough typing out of me. I'm super tired and ready for some relaxation time.. until bug reports come in and rouse me from my slumber, anyway!

This update cycle was supported by all of our amazing patrons, especially these fine folks:

 

SeraphStarliege

Katsune Teku

HURTZ

NobodyXV

Benjamin Arnold

Fortunekuger

 

Thank you so much for your generosity, guys - the amount of support you give us is astonishing, and we're so thankful to have you!

See you in the next update!

-A42

 

 

 

v0.41 MINOR CHANGES AND BUGFIXES

 

-Fixed a minor visual bug where skipping a certain cutscene wouldn't move NPCs and Alicia into the proper post-cutscene positions

-Fixed bug that caused slimes to sometimes clip into the ceiling if meleed while on a sloped ceiling

-Fixed a bug that caused the amount of guard/power orbs you collected to not be saved or loaded, but the collectibles were still removed from the game permanently

-Fixed a bug that caused Torguis' to not decelerate during their stagger animation, causing them to shoot off into the distance if they were staggered while running after the player

-Crystal Dragon now has properly-shaped hurtboxes on attack animations

-It is now possible to press the Jump key to skip libido and BE animations, like with other H-scenes

-Warped Sentries no longer cancel their "fallen" animation when the player melee attacks them while they're knocked over

-Basic destructible blocks can now be destroyed with melee as well as bullets

-Fixed a bug preventing Boss 1 (and his projectile rocks) from being damaged by melee attacks

-Fixed a bug preventing the shine effect when a Force Shot charge was gained

-Fixed a bug where Scientist's BE vials didn't give Alicia i-frames

-Reworked 'coated' animation to no longer slow Alicia down and lower mobility, but to instead temporarily restrain her completely (but she can now struggle out of it faster)

-Cumshooter no longer causes animation bugs when Alicia has torn clothing

-Status menu now properly displays Alicia's attack and defense percentages, allowing you to track how many Power Orbs and Guard Orbs you've collected

-Fixed a bug where Female Torguis, and the Warped Sentry death animation, were not censored when the game was in SFW mode

-Crystal Dragon suck animation can no longer pull you in during an H-scene with another enemy

-Greatly increased the speed at which the Crystal Dragon pulls you in

-Finally fixed a missing room inbetween one of the transitions from Caves and Summit

-Fixed a level design issue where it was possible to softlock yourself by doing a very precise jump to get over the wall to the left of the Kilogrip upgrade, before grabbing Kilogrip

-Reduced damage dealt by melee to maintain balance after other melee improvements, but made certain enemies (like Slimes) more susceptible to melee damage

-Fixed a bug that caused the game to crash when entering an H-scene with a gallery enemy shortly after respawning during a gameplay H-scene

-Slightly boosted damage of Auto Shot (from 0.75 to 0.85)

-Boosted size of Heavy Trigger projectiles (from, 1.15 to 1.25)

-Boosted damage of Seeker Shot (from 0.5 to 1.0)

-Warped Sentries now take double damage from any attacks while they are knocked over, and their knocked over state lasts a bit longer

-Slightly boosted damage of the starting blaster type (from 1.8 to 2.0)

-Added an Extra Credits screen to the end-of-demo menu, displaying licensed audio credits

 

-Reduced some enemy HP values:

Warped Soldiers (from 20 to 14)

Edovex (from 4 to 3)

Cumshooters (from 8 to 6)

Lurker (from 20 to 15)

Kertalus (from 44 to 35)

Crystal Dragon (from 80 to 60)

  • 3 weeks later...
Posted

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

 

Hey everyone! It's been a while since a weekly update; we took a slightly longer break than usual before starting up v0.42's development, due to some IRL events. Development started up a while ago, though, so we're back to the regular updates!

 

warp-hazard.gif

 

First up is the gif here, which is a new hazard I worked on this week. The visuals are still very much incomplete, but essentially it's a hazard that warps you back to a certain location (usually the beginning of the room) if you touch it. I've been wanting to add something like this to the game for a while now, for the sake of designing non-deadly challenges. In many cases, you can just tank damage to get past platforming challenges in CPE, so I wanted some way to design platforming challenges that WON'T result in a game over, but also actually require you to platform skillfully to reach the end, and here's the solution! No risk of death since these don't damage you, but the only way to get past it is to complete the challenge. I plan on using them a lot in optional challenge rooms.

 

Next up, a general status update. We finally finished planning the entirety of the Boss 3 rework this week, so now it's full steam ahead on the assets and implementation. It's definitely more complex than the first two bosses, so while we've had a good idea of what we wanted for the fight for a while, we've still been mulling over some of the particulars, and we've finally arrived at a fight design we're happy with. Orexius will be spending a lot of time this update working on that fight, but we'll still do our best to make sure there's some new H-content too!

 

..Speaking of H-content, our CG artist Red is nearing completion on the Kertalus CG, so here's a preview of that!

 

Kertalus-CG-preview.png

This is obviously very zoomed in, so there's a lot more to see in the full image. The actual CG is in final coloring stages and will be completed soon, as well, but for now you'll have to whet your appetites with this

 

 

And that's it for this week. Weekly updates will likely be pretty simple for most of this update; a majority of my work is just designing rooms to explore, so there's not a lot to post there, and then the rest of our work this update will be spent on Boss 3. Since Boss 3 has been in the game for a while, I don't mind posting updates on the reworked fight, but we might not have much else to show off visually!

 

With that said, thank you for reading, and we'll see you in next week's update!

  • 3 weeks later...
Posted

Hey everyone, before I post this week's weekly update here, I wanted to apologize for not having any weekly updates here the past two weeks - we had weekly updates as usual on Patreon, but they were barebones and not a lot happened, partially due to the nature of v0.42 (being a mostly level design-focused update) and partially because I was struggling a bit mentally (thanks 2020), so I just never bothered posting them anywhere else. I'm feeling better this week and we got more done, though, so here's the update - and sorry again that I left you guys out of the loop for a bit!

 

 

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)


 

 

Hey everyone, time for another weekly update! Honestly, I don't have much more to show you this week than I did last week - most of our work is still on non-visual stuff, or too heavily WIP to be worth showing off. That said, though, we got a lot more done this week, as well as some streams, and I'm feeling a lot better because of it! Sometimes there's just not a lot of interesting stuff to show off in game dev, and since v0.42 is focused on almost entirely level design and boss 3, it has a lot of that less interesting work. Ah, the joys of a Metroidvania.

 

I spent most of my time this week designing levels (one of which you can see in the video up above, showcasing one of the obstacle courses I've created with the new warp hazards), as well as tinkering with some background assets. I have an upgrade planned for later in the game that will require tweaking the visuals of some areas, so I've been thinking about how I want to handle that, even though the upgrade itself is still a ways off. Before you ask, yes I'm being intentionally vague, and no I won't be explaining it more than that :^)

 

 

I'm probably going to spend some time in the near future revising the Summit area a bit; there are some obstacles (like the arrow traps) that are really underutilized, and with the Wire Shot changes from last update, I've gotten multiple comments asking if I would be adding in more spots to use the Wire Shot, which is great to hear! Everyone is enjoying the new Wire Shot so much more, it was definitely worth the effort of reworking it. As you can see in the video, I'm already utilizing it more for platforming challenges, but I'd like to add in more uses around the Summit in general too, now that it's so much more fun to use.

 

 

I'm gonna be doubling down on level designs and trying to get as many as I can done for the rest of this update, but there's also some dialogue I want to write, and some other stuff I've been putting off (like hiring a new voice for Lucas). In any case, I expect the remaining weekly updates for v0.42 to be pretty light on visuals, but I'll at least include another level design video or gif like the one posted in this update.

 

Alright, that's it for this week! Thanks for reading, and we'll see you in the next one!

  • 2 weeks later...
Posted

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)
 

Hey everyone, hope you all had a good week! Much like the previous weekly updates, there's not a ton to share here - level design doesn't make for particularly exciting updates, but it's been sorely needed for some time now. That said, Orexius was able to start working on Boss 3's new combat animations this week, so I wanted to share the rough versions of a few of them with you guys!

 

knife.gif

First off is her knife throw ability. In the original fight, boss 3 would leap up to one of the corners of the arena and then dash across, throwing knives downward as she went. Now, she still has a knife throw, but it functions differently. The boss will leap up into the air and do one of two attacks: the first is the one up above, where she tosses out a fan of knives directly towards Alicia, requiring you to quickly dash through them to dodge.

dive.gif

The second option is a divekick towards the player. You can't really tell with these roughs, but the divekick comes out much sooner, while the knife throw is delayed a bit, so even though both animations have similar startup animations, you can tell which one is coming if you pay close attention and keep your dodging fingers ready!

toss.gif

Next up is a seemingly simple vine ball toss, but this vine ball is special: after being tossed, it spins and hangs in the air briefly before exploding into a cross-shaped cluster of projectiles. The path of the projectiles are clearly marked, but the vine ball itself doesn't stop spinning until it bursts, so the difficulty of the move is in predicting where the markers will be once it bursts. The vine ball always lasts the same amount of time after being thrown, so as long as you pay attention to it you can pretty easily figure out the timing.


 

And that's all I plan on showing for today! The boss has a few other moves as well, but I don't want to spoil everything. We're still aiming to have the reworked fight ready for v0.42, but if we do keep it in, some of the animations will likely still be roughs like these.
 

In other news, like I mentioned I spent my time this week working on level design, as well as more tinkering with new background assets. Aaand just like last week's update, my tinkering had mixed results. I did rough up some asset ideas that I'm happy with though, and every little bit helps!
 

Red finished off the Kertalus CG this week, so I'll be working on implementing that now, and he'll be working on the Sentry CG rework next.


 

And that's it for this week! For anyone unaware, we're still streaming every Mon/Wed/Fri, usually between 5-6 pm EST, so make sure you come check those out if you're interested in watching the development of Crisis Point! Hope you enjoyed the read, and we'll see you in the next update!

  • 3 weeks later...
Posted

(The following is (mostly) a copy-paste from our major playable update post on Patreon! If you like what you see, consider supporting us!)

 

Hey everybody! Sorry for not posting a weekly update in a bit; the last few we posted on Patreon were very light on content as we were focusing in on finishing the update. Good news, though: v0.42 is now released and ready to be played for our $10+ Patrons!

 

 

 

You can watch the video up above for an overview of what's changed, and here's a slightly more detailed list along with a few words about some of them:

 

v0.42 MAJOR CHANGES AND FEATURES

 

-Added lots more areas to explore and secrets to find around the game world

-Rework Boss 3 from the ground up

-Added Kertalus CG (missing Birch voice acting for now)

-Finished H-scene animation between Lucas and Verreda

-Re-added Lucas Atticor voice acting with his new actor, Leo Greystone

-Fixed more bugs and issues

 

As always, a list of bug fixes will be at the bottom of the post. The main thing this update was the Boss 3 rework. It's still not FULLY complete, as the animations are on the rougher side (please forgive the vine arm grapple animations especially), but as far as the fight itself goes, it's functionally complete, and in my opinion it's MUCH more fun than the old fight, so I hope you guys enjoy it!

 

Aside from that, we also added the Kertalus CG (which is missing Birch's voice lines, but is otherwise complete), and Orexius spent a bunch of time finishing up the Lucas+Verreda scene. That animation took much longer than anticipated because of the complexity of it; there are several versions of the animation that change throughout the cutscene, on top of the climax, so it took much longer than an H-scene usually takes. Unfortunately there's no way to rewatch the scene on a file where you've already passed it, so I'm afraid you'll have to replay the game in order to see that scene - in the future we'll probably implement a way to re-view cutscenes, but we haven't had the time yet. Lastly, Lucas Atticor has voice acting again, thanks to his new actor Leo Greystone getting the lines done just in time, so big shoutouts to him! He's done a phenomenal job!

 

v0.43 GOALS

 

-Finish Boss 3 rework visuals, and add cutscenes related to Boss 3

-MORE areas to explore and secrets to find

-Add some more bullet chip types

-Fill in some more environmental dialogue conversations at various parts of the game

-Add more H-scenes, if time permits

-Work on a new enemy type (might not be added this update)

-Fix more bugs and issues

 

v0.43 will be focused on pretty much the same stuff as v0.42, namely adding more content, and finishing the boss 3 rework. There's a lot of story stuff that will be coming up soon in CPE, so I'll be making preparations for some of that too. In general, we should be making a lot of progress towards the completion of the game in the near future, so I hope you're looking forward to it!

 

That's enough outta me for today, though. As always, the download link will be in the post after this one - and for those of you who have unpledged, keep an eye on your DMs, and you should be receiving a link from me soon if you were pledged at $10+ during development of this update!

 

Thank you SO much to all of our patrons, and an extra super massive shoutout to our top patrons for this dev cycle:

 

SeraphStarliege

Katsune Teku

HURTZ

Benjamin Arnold

Fortunekuger

Leon Kiske

Resident Jojo Reference

Pedro Fraga

 

You guys are all such damn awesome people and I can't possibly thank you enough!

See you in the next update!

-A42

 

 

 

v0.42 MINOR CHANGES AND BUG FIXES

-Fixed Alicia not having a Torn Clothes variant on one of her Wire Shot animations

-Fixed instances where the Warped Scientist would not turn to face Alicia when throwing a vial, leading to him throwing the vial backwards

-Fixed some misplaced background assets in the 5th area

-Considerably boosted the damage of the Vampire Shot to compensate for its life-draining effect

-Fixed a long-standing bug causing Laser Shot and Needle Shot bullet types to hit single enemies much more frequently than intended, making them deal far more damage than intended; slightly buffed their per-shot damage to compensate

-It is no longer possible to kill boss 3 by shooting her from the room entrance before the fight starts

-Fixed a bug in which the Force Shot's ammo refund skill could be used to gain a single Overcharged Force Shot, before the Overcharge upgrade was obtained

-Doors now open up automatically if you dash towards them (including extended Hoverjets dash)

-Fixed an issue where you could go up steep ramps without the Hoverjets upgrade by repeatedly melee attacking

-Fixed an issue where certain vertical room transitions could get locked to a black screen if the player was holding left or right while entering them, until the player let go of left and right

-Fixed an issue where a room transition in the Caves would result in the player being inside a wall

-Fixed an issue where thin platforms in a room in the Summit were misplaced

  • 4 weeks later...
Posted

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)


sawblade.gif

 

Hey everyone. There's not too much to talk about this week, but I do have some more personal thoughts at the end of the post if you care to read through. First, though, the development update itself: as you can see by the animation up above, I started work on some new blaster types, as well as continuing the writing work I mentioned last week.

 

There's not much to say about the writing, but I'll detail the gif above! The blaster chip in the clip above is the Sawblade Shot; it fires a small projectile that bursts into a rapidly-spinning sawblade when it collides with an enemy or a wall. The damage it deals is on the lower end of the spectrum, but the rapid hits make it extremely effective at generating Force Shot ammo, which more than makes up for the low damage. The visuals are still very incomplete, so it should look a bit fancier when v0.43 is in your hands.

 

Aside from that, I also spent some time this week gathering up a list of sound effects that are missing in Crisis Point; I'll be sending the list off to our sound effects guy as soon as it's ready, so hopefully v0.43 will have a lot of missing sounds filled in, like the Crystal Dragon and Boss 3 sound effects.

 

 

 

Lastly, before the update ends, I want to share some thoughts, considering this will be the last weekly update of 2020. It's nothing new to state that this was an incredibly difficult year, I'm sure you've heard it a million times before from other people - I was personally hoping Crisis Point would be further along by now than it is, but between covid, my own struggles with depression/mental issues, moving across the country, and difficulties adjusting to the shift in work dynamic that comes from hiring on a new employee, things didn't quite go as far as I wanted them to.

 

I don't think it's right to apologize for that, though. Our progress may not have been as great as I wanted, but we still did a lot of great work this year! For the first time in a while, we managed to mostly stick to our release schedule; v0.41 was a bit late due to the move, but v0.40 had an even faster turnaround time than usual, with only 1.5 months in development. The end result is that we had a solid amount of playable updates this year, and made lots of progress towards completing the game. Crisis Point's story (and content as a whole) is coming together quickly, and I expect it to only speed up from here as we gradually approach the finish line.

 

Despite 2020 not signaling as much progress as I hoped, Crisis Point is in a better, and more consistent place, than ever before. We're still a ways away from the game being done, but we have an internal roadmap detailing what needs to be done before the game is complete (and to keep scope creep in check), and things are most definitely looking up. Above everything else, we have all of you, our Patrons and followers alike, to thank for where Crisis Point is today; looking back on the game's early days compared to now is truly striking. The game might be done by now if we had kept all those early assets, but it certainly wouldn't be anywhere near the level of quality it's at today, and it wouldn't be the quality you all deserve. I can't thank you enough for giving us the opportunity to really make something fantastic.

 

2020 was an awful year for everyone, but you all have taken an immeasurable weight off my shoulders by keeping a roof over our heads and food on our plates. Thank you so much for sticking with us, for supporting and believing in us, and for letting us take the time to make Crisis Point as good as it can possibly be. I hope your holidays were a bright spot in this overwhelming year, and that things continue to look up from here! We'll see you on the other side, friends, in 2021!

Posted
3 hours ago, mrmojorisin said:

So how would you rate this as a full playable game at this point?

Well, the game as a whole isn't finished, so if you're wanting the storyline to be completable, then it's probably best to wait - however, if I had to guesstimate, there's probably somewhere around 5 hours of content if you're playing for the first time! It takes me at least an hour to speedrun the game, even knowing every part of the game intimately, when I do full-game playtests. I don't collect everything when I do those runs either, just the necessary equipment.

I'm the developer, so I'm obviously biased, but I think the game is at a point where it's pretty satisfying to play now! We've ironed out a lot of the flaws the game had earlier in development (including a complete rework of one of the weaker upgrades just recently, that's made the game much more fun), and I'm really happy with how it's coming along. If you want to try the game before pledging, we do have a free public demo available both on itch.io and gamejolt:
https://anon42.itch.io/crisis-point-extinction-2019-public-demo
https://gamejolt.com/games/cpe/415336

Posted

Hey everyone! Before I get into the weekly update, I have a very special announcement to make!
 

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(NSFW trailer available here: https://www.redgifs.com/watch/popularlankybedbug )

 

Crisis Point: Extinction v0.42, the Patron-only playable update that was just released in December, is temporarily available for free, for everyone, starting right now!
 

https://anon42.itch.io/cpe42
 

If you go to the link above, you'll be able to download a standalone copy of v0.42 to keep forever. The download will only be available for a week, until the end of the 10th, so make sure you jump on it quick!
 

Our $10 Patrons were unbelievably generous, and unanimously voted to allow me to give this out to all of you, as thanks for supporting and following me during the hellish year that was 2020. My community helped me keep creating during what was easily the hardest year of my generation's collective lifetime, and I will always be grateful for that, so I felt it was only right to give back in some capacity.
 

This download won't be replacing our public demo; after a week, v0.42 will be removed from itch.io, though you can of course keep the download indefinitely if you already got it. But until then, download it and play away! Make sure you share it with anyone you know that might be interested, too; v0.42 is the culmination of all our work up until this point, and there's a lot of game there to enjoy!




 

With that done, now for the weekly update!
 

Here's a music preview up above for you to listen to and enjoy, the theme song for the Torguis encampment. That track will be in the next update, and will play during their introduction cutscene and whenever you go to the camp after that. We plan to add a song for the human camp too, eventually!
 

Aside from that, it's been a pretty slow week, to be honest. Between new years celebrations and festivities, and me somehow managing to throw out my wrist (I'm writing this in a wristbrace now lmao), things were slower than I'd like. Orexius has been kicking ass on the animations though, and I did still make progress in various areas - I implemented the Torguis encampment theme you hear up above, fixed a major visual bug with the Map screen that I was unable to replicate on my own (thanks to Temp3h for bringing it to my attention and helping me test a fix!), and did some work on the UI for Bullet Chips to accommodate the addition of more chips (like adding a scrollbar, since there's more than 10 A-type chips now).
 

Now that things have calmed down from New Years, I'm hoping to get back into streaming regularly again, so keep an eye out for that! Until then though, that's about all I have for this update. Thank you all so much for continuing to support us through thick and thin; I wouldn't be here doing this without all of you, and it means the world to me. We'll see you next update, and I hope you all enjoy v0.42!

 

  • 3 weeks later...
Posted

Hey guys - I'm so sorry I haven't updated here in a bit! Things have been so busy, my household did a complete schedule change to try and make 2021 a better year (including actually exercising for once in my life) and I guess I just completely spaced on updating anywhere outside of Patreon. We HAVE had weekly updates every week, just the last three never made it here; I'll go ahead and post the link for the first two missing updates, and then post the most recent update from yesterday in its entirety. Sorry again for forgetting, I'll try not to make a habit out of that!


(Note that you DO NOT need a Patreon account to view these updates if you want to read them, they're public and free!)

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1-10-2021 weekly update: https://www.patreon.com/posts/weekly-update-1-46049345


new-projectile.gif
1-17-2021 weekly update: https://www.patreon.com/posts/weekly-update-1-46334343


(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

 

Hey everyone! Gonna be just a text update this time, but despite that we had a very productive week!


 

For starters, boss 3 is now pretty much finished! All of her fully-detailed animations have been completed and implemented, her attacks were given the proper effects, and it's all looking pretty great. The only thing missing from her right now are voice clips and sound effects. The voice clips won't be coming this update, but the sound effects will hopefully be finished and implemented before the update goes live. It took a bit longer to finish the boss 3 rework than I would've liked, but I'm still happy with how fast the new fight came together! Orexius did a killer job on the animations and added some great little details that really add a lot of life to her movements.

Screen-54.png

I also "finished" the cutscene viewer this week, which will be accessed via a Gallery button on the main menu - and by "finished", I mean it's functionally complete, but only with Lucas and Verreda's H-scene cutscene. There's still a few minor visual issues involving the menu that I want to fix before the update is released, but even if it were to come out now, the cutscene itself works great. The groundwork has also been laid for implementing future cutscenes, so doing it should be pretty easy in the future, too!
 

Another thing that got done this week was implementing the dialogue I wrote. Most of the conversations are still missing voiceover, but they're all functionally implemented, so it'll be as simple as dropping the voice clips in once our cast is finished recording. I do want to note again, however, that some of the lines may be unvoiced due to one of our actors getting sick, so don't be surprised if any of the conversations are partially silent.



 

Aside from those three major things, I also fixed a good handful of smaller issues this week, like adding button prompts to the in-game H-scene gallery, since a lot of people didn't realize you could watch BE/group scenes in there. I've also implemented recolored versions of the Warped Scientists that hit harder than their early-game counterparts, so they'll be populating the later areas of the game.


Red was able to join us for two of our three streams this week, as well! He's working on the reworked Warped Sentry CG, and you should really come check out the streams sometime to see how it's going, if you haven't already! It's looking reeeeal good. Hopefully it will be ready in time for the release of v0.43! If you don't already follow us, we stream CPE work on Picarto here, come check it out sometime: https://picarto.tv/Anon42


 

And that's all for the weekly update this week! I'm definitely getting back into the swing of things, which feels great. Streams are a big help for my productivity, so I'll definitely be sticking to them more going forward. The rest of the update will be my personal health/fitness update I've started doing, so if you don't care to read that, feel free to stop here, and thanks for reading the update!


 

Exercise this week went pretty good! I'm finally starting to see some slight improvement in my stamina; our household (me, puffernutter, and orexius) are all working out together to try and improve our health, and I've been seriously lagging behind the other two, probably because of just how long I've been out of shape. I pushed myself harder this week - maybe a little too hard, given how sore I was a few days ago lmao - and I managed to reach a new length of double my previous times. It's still not very long at all, frankly, but it's a great step in the right direction! I'm feeling the most optimistic I've felt in a long time, regarding my ability to get my health back on track, and that's something to be proud of.
 

I hope any of you that are trying to make a positive change are doing well, whether it's health, creativity, or anything else! Keep it up, and remember to be proud of yourself for making an effort, even if you can't push as far or as fast as other people you know. It's not a race, we'll all get there eventually; what matters is that you never give up!
 

Best of luck to everyone reading this, and thank you for reading the update!

  • 2 weeks later...
Posted

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

 

 

Hey everyone! This week was a bit of a slow one. We're starting to wrap up development on v0.43, so this one will be text-only again, not too much visually to show off.


 

I spent most of my time this week polishing up odds and ends from earlier in the update - stuff like the Blaster Chip menu (which still had a minor few issues remaining from the process of adding a scrollbar), tidying up the visuals for the Cutscene Viewer, and making sure the recolored versions of the Warped Scientists actually spawn where they should in place of the weaker scientists.
 

On the subject of recolors, I did some thinking this week about how I could add some minor changes to the recolored enemies to make them more distinct from their early-game counterparts, aside from just dealing more damage - more specifically without making them too time consuming to create, since the whole point of recolored enemies to cut down on development time (compared to adding completely new enemies) and keep early-game enemies relevant later on. I have some ideas in mind, like giving the Warped Soldier the ability to aim directly at Alicia instead of only in straight lines; I won't be working on any of that for v0.43, but I plan on adding some in the next update! Hopefully it will keep the game feeling fresh in the later parts, even though our enemy roster is relatively small and you see a lot of the same enemies throughout the game.
 

Aside from that, I spent some time picking out takes from our voice actors, giving the Warp hazards a proper visual instead of just being little glowing orbs, adding some more areas to explore, and implementing a powerup that will show up in a future update. I expected that powerup to be a little tougher to implement so I wanted to get a head start now, but it turns out it wasn't too bad! It won't be in the game for a while yet, but I'm excited for it when it does get added officially.


 

Red is still working on the Warped Sentry CG, but I'm not sure it'll be done in time. I might delay the update a little longer to include it, since it won't be out until February anyway, and it'll be the only porn in this update; I'll talk to Red and see what sort of timeline we're looking at and decide from there. I'm also still waiting on those new sound effects, too, but luckily once our sound guy is done with them it'll be easy to drop them in.
 

Orexius has been working on cutscene animations for boss 3, but there's quite a lot of them to do, so I don't think those cutscenes will make it into the update either unfortunately.


 

As I mentioned, v0.43 development is wrapping up, and I'll probably just be cramming more level design and bugfixes into the game between now and then. I haven't done much level design yet for this update, so it's a bit lacking in new content at the moment. Hopefully I can fix that before it releases! Anyway, that's all for the CPE update this week! Thank you for reading; the rest will be a personal update, so feel free to stop reading here if you're not interested!


 

Our exercise/personal health goals stagnated a bit this week, but we're still keeping it up! There's honestly not much to report; we ordered some cheap exercise equipment to help give us some more variety, and we're gradually starting to convert an extra room in our house into a home gym. Even though we didn't really make progress towards pushing ourselves further this week, the very fact that we're continuing our daily exercises and fasting with decent consistency is still something! Having multiple people to hold you accountable helps a lot, so if you're struggling to make a change like this, I definitely recommend reaching out to some friends to join you, or at the very least help remind you to keep it up.
 

I hope you all are doing well and making positive changes as we round out the first month of 2021. Here's to making this a better year than the last one! We'll see you in the next update!

Posted
(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Surprise, weekly updates are changing schedule (slightly)! Instead of posting them on Sundays, I'll be posting them on Saturday from now on!

Prepping weekly updates every week can take a few hours, from writing to prepping gifs and making sure they're posted everywhere. I'm changing the schedule to make room on Sundays, so I can get some light work done on the early stages of another game project - our next game after Crisis Point! I won't be discussing it in detail just yet, but we've nailed down what our second project is going to be, and have decided to begin early development now, so that when Crisis Point is finished we should already have an early playable version of the next game to show off! We're only dedicating one day a week to this new project, and it will only be on weekends, so don't worry about it conflicting with Crisis Point development - if anything, having a second project to work on something new every once in a while helps prevent burnout!

rising-platforms.gif

Anyway, enough about that. As I mentioned last week, development of v0.43 is wrapping up, so there's not a lot to show or talk about this week. We do have one visual, though, which is the gif up above, showcasing a new obstacle I created this week. It functions similarly to the falling platforms in the Summit, but if you continue to stand on the platform, it will start rising instead. The speed the platform rises at isn't final; I might make it faster since it is a bit sluggish right now, but it should make for some fun obstacle courses!

Aside from that, I spent most of my time this week adding the sound effects our sound guy finished (I'm still waiting on some, but the ones he has delivered have been added now), and continuing to tweak and polish things to get ready for the release. Not a lot of level design happened, since I wanted the rising platform obstacle to use in the new levels; I'll be spending time this week trying to actually add in a few new rooms to explore, but it's likely that v0.43 will be pretty light on the new content front. Boss 3's rework and cutscenes took up a lot of our time, so future updates should be better in that regard.. at least until it's time to add another boss fight ?
 
It's kind of hard to know when to cut off this update cycle and just release the thing. The longer it takes, the more likely the Sentry CG rework will be complete and we can include it. Red finished most of the character shading in our last stream, but the background is still only in sketch form, so there's still quite a bit of work left to do. We've also officially reached the 2 month mark now, so the update is technically "late" already. I guess we'll see how things are looking by next week's update. I can't guarantee that the update will be in a good enough state to be released by next Saturday, but I'm hoping it will be!

 
That's the end of the development update this week; thank you for reading, and for continuing to support us! The rest of the post will be my weekly health/fitness update, so feel free to skip it if you don't care about that!

As far as exercise goes this week, things didn't go super great. I must've pushed myself too far at some point, my legs were experiencing some sharp pain when bending certain ways for maybe ~4 days this week - for the first few days, I tried to continue exercising daily and just keep it very light, but that seemed to make the pain worse, so I had to take a few days off exercising entirely to let them rest and recover. I feel fine now, I just tried to go too far too soon, so I need to be a bit more careful about how far I'm pushing myself. After so many years of living a completely sedentary lifestyle, it seems I've got a ways to go to get my body in working order! The good news is that we finished setting up our spare room into a home gym, so it all feels a little bit more official now. Since we've put in that effort, it would be lame of us to give up on the exercise now, so we're in this for the long haul!

Thank you for reading the update, and I hope things are going well for all of you! We'll see you in next week's update!
Posted

(The following is (mostly) a copy-paste from our major playable update post on Patreon! If you like what you see, consider supporting us!)

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https://www.youtube.com/watch?v=EhELZrQyZRU
(NSFW trailer available here: https://www.redgifs.com/watch/bountifultiredgazelle )
 

Hey everyone! Sorry we didn't make our update post yesterday like normal, but there's a reason for that! Drum roll please... Crisis Point: Extinction v0.43 is finished and ready for our $10 patrons to play! You can watch the video up above for an overview of some of the major changes, and keep reading the post for a more detailed list, as well as our plans for v0.44!

 

v0.43 MAJOR CHANGES AND FEATURES

-Boss 3 rework pretty much done (just missing cutscenes and some voice acting now)
-More areas to explore and secrets to find
-Added two new bullet chip types, the Sawblade Shot and the Crystal Shot (Crystal is missing sound effects)
-Added some more conversations that play as you explore certain parts of the game, including two "hint" dialogues that play in areas players commonly get stuck in
-Sentry CG was redrawn and has new artwork now
-Added a Cutscene Viewer to the main menu (only the Lucas+Verreda H-scene is viewable in this mode currently, and is unlocked automatically for now; in the future, cutscenes will unlock for re-viewing as you progress through the game)
-Fixed a number of bugs and glitches (full list at the bottom of the post)
 

v0.43 was largely focused on filling out various areas of the game that were incomplete, rather than developing brand new content. The Boss 3 rework now has close-to-complete visuals, more bullet chip types were added, there's more dialogue to hear as you explore the game world, and there's a few more areas to explore, in addition to some minor tweaks to existing areas that were flawed or frustrating. The Warped Sentry CG has been redrawn by Red, leaving only one CG remaining that needs to be updated. We've also done some work on new stuff that isn't actually in the update, but will show up later on, like a new enemy design.

 

v0.44 GOALS AND PLANS

-Add in cutscenes for Boss 3, to finish up the rework
-Add further story cutscenes and a new small "biome"
-Continue work on new enemy type, hopefully add them in
-Add new H-scenes
-Start work on Boss 4 (will be kept secret)
-Rework Edovex CG, which will finalize CG reworking
-Implement Crystal Dragon CG
-Give some recolor enemies altered behaviors/attack patterns
-Fix more bugs and glitches

 

If v0.43 was mostly about polishing up previous content, v0.44 is the opposite, and focused on new things! I speak for the entire team when I say we're looking to speed up development of CPE and get the final game in your hands as soon as possible. We're going to start pushing hard into new content territory from here on out, and once the game is nearing completion, do one final polish pass; stuff like new special effects, additional sounds, adding any still-missing H-scenes to enemies, and so forth. My goal is to no longer have any updates where the main focus is reworking/finishing content, until the game is almost finished. There will inevitably still be polishing done between now and then, but it shouldn't be the focus of any updates for a while.

 

One last thing before this post is done. There was a bit of uncertainty after last week's update, when I announced we're starting the early stages of development on our next game; I want to clarify that development of the next game is ONLY happening on weekends, and is coming out of our free time, not out of Crisis Point's work hours. Additionally, the only reason we're starting on it now is because we have an internal estimate and roadmap for when we're aiming to finish Crisis Point. We've still got a ways to go (I don't expect the game to launch this year), and I do not plan on sharing this estimate - it's a fairly ambitious one and who knows what could happen - but we do have a planned timeframe we're working towards!

 

Alright, that's it for this update! We'll be taking a brief break, so there won't be a stream on Monday and maybe Wednesday, but they will start up again soon. Thank you SO MUCH to all of our amazing Patrons for your support during this update's development, and an extra huge thanks to our top Patrons during this cycle:
 

SeraphStarliege
Katsune Teku
Benjamin Arnold
Leon Kiske
Pedro Fraga
TCTheorist
Joshua Woodward
Skraflar
Skrabyzarc
koldkanadian

 

Thank you so much for reading the update, and to our $10 patrons, I hope you enjoy v0.43! See you in the next update!

-A42

 

 

 

 

 

v0.43 MINOR CHANGES AND BUG FIXES

-Fixed Poison Alraune not approaching Alicia for H-scenes
-Fixed an issue where Alraune would enter their walk cycle, but stop animating when they got near Alicia, when approaching her for an H-scene
-Sentries no longer continue running at Alicia when she's in a sex scene they can't participate in
-Opened Rodriguez's eyes to the secrets of the universe
-Fixed an issue where, in some instances, Alicia would be facing the wrong way during a late-game cutscene
-Fixed Yellow slimes having green glow lighting instead of yellow
-Added slight ambient lighting to Torguis enemies, and glowing red eyes to the Lurkers, to help identify them in dark areas
-Added short hint dialogues in a few places, when the player seems to be stuck there long enough
-Made the Wire Shot return to Alicia MUCH more quickly, if she somehow misses with it (such as when the Warped Sentry lowers her shield just before the Wire Shot grapples it)
-Added button prompts to the in-game H-scene gallery explaining all the available controls
-Fixed issue where enemies killed in recent rooms do not respawn after the player quits to main menu, then reloads their save
-Fixed "Ascending the Summit" save point not having the proper Save Point room color on the map
-Implemented potential fix for an issue where Boss 3 would get stuck in her Divekick animation when hitting certain walls
-Fixed a bug where hitting a warp hazard orb while grappling with the Wire Shot caused the Wire Shot noise to continue looping indefinitely
-Fixed a level design issue in the Catacombs where Sentries and a Wire Shot target would compete for the Wire Shot's auto-targeting feature, making its behavior inconsistent
-Fixed a freeze that would occur if Alicia somehow got inside of certain collision geometry
-Attempted fix for a rare crash during Boss 3 if her sniper ends up inside of a wall while aiming at the player
-Fixed a bug that was causing the initial controller layout for Gamepads to be incorrect, placing both Melee and Dash on the same button
-Fixed an issue where the player could dash while underwater, if ledgegrabbing
-Fixed an issue where the player's gun could stick through some walls, allowing them to shoot through the wall
-Player can now use the Force Shot even when their gun is inside of a Force Shot-destroyable block
-Fixed a bug where Sentries could not be hit by the Auto Shot when they're knocked over
-Altered level design and moved save point before Boss 3 to better facilitate the puzzle
-Fixed a room in the Subaquatic Caverns being misplaced on the map
-Fixed a bug where the map screen duplicates over itself on some systems, becoming cluttered and difficult to read

 

  • 2 weeks later...
Posted

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)

Hey everyone! Feels like it's been a while since I wrote a weekly update, since the last major update came out on a Saturday and we were on break last weekend! Development of v0.44 started up in full force this week, and we've already gotten a lot done!

https://www.youtube.com/watch?v=Ept1YsbSVPw
 

Before I get into anything else, the cutscene linked up above is one of the major things I worked on this week. Both the intro AND outro cutscenes for boss 3 were completed this week, which means boss 3 is finally (pretty much) complete! There's lots of little polish tweaks I'd like to add if we ever get the time, like better effects and visuals, more cutscene animations, and more sound effects, but that will all come later in development, during our final polish pass. The video up above is just a small sampling of the scene, so I hope you're looking forward to seeing the full thing!

Aside from that, I also received the remaining sound effects from Green and implemented those this week. The Crystal Dragon and Crystal Shot both have proper sound effects now, as well as a handful of missing things around the game!
 

Another major thing I worked on this week was some secret planning stuff related to Boss 4. I've never talked about Boss 4 before, but my plan for them has gone through some changes, and said changes necessitated some changes in our late-game story. It's nothing major, so it won't impact the consistency of our story at all, but it should lead to some more interesting storytelling later on in the plot!


 

Aside from the things I worked on, Orexius spent this week animating the BE Tentacle H-scene (which he's nearly done with), and Red worked on some concept art for the new enemy we're working on! Their combat abilities are all planned out, and I'll be working on implementing them next week, just without visuals. Hopefully we'll figure out a design we're satisfied with and give them proper visuals by the time the update comes out.


 

And that's it for us this week! The rest of the update will be personal/life/fitness stuff, so if you just wanted to read about Crisis Point, feel free to stop here, and thank you for reading!

 

Sooo tearing the bandaid off, fitness hasn't been going great. We haven't given up or anything, far from it, but our consistency isn't so hot lately. I wonder if the weekly updates have been more motivating than I realized? ? We're still fasting pretty consistently, so there's that at least, and I plan to fix the problem starting today and make sure I exercise daily again like when we started. No sense in crying over the mediocre performance of the past week or two, just gotta stand back up and get into it again!
 

And that's it for the whole update. Thanks for reading guys, and I hope your 2021 plans are going great so far! Thank you so much for continuing to support us, it really means the world. We'll see you in the next update!

Posted

(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)
 

Hey everybody! Pretty small weekly update today, I spent all my time on one major thing this week, but the good news is that one major thing is pretty much done!

https://www.youtube.com/watch?v=RhpznDOkaIc
 
As you can see in the video up above, I was working on a new enemy this week. There are still a few minor things left to do to polish it up, programming-wise, as well as the fact that it has almost no graphics yet, but functionally it's more or less complete now!
 
This guy has a more complex moveset than most other enemies, but it's not a full-on boss fight, more like a miniboss; it starts off being protected by a barrier of crystals (in the video there's only 1, but in the full fight there are 3), and no attacks are able to hurt it during this phase. Instead, you have to aim for the crystals spinning around him instead, and break them one by one. Once the crystals are broken, the enemy will immediately go into a powerful spinning laser attack. Once that attack is over, it returns to its normal behavior pattern, but with less downtime between attacks and with another laser attack every ~20 seconds until it's defeated, making it much more dangerous. Once the barrier is down, you'll need to focus on taking it down as soon as possible!
 
Like I said, most of my time this week was spent working on this enemy. I've also been brainstorming names for the Crystal Dragon enemy, so he can actually have a real name for once - don't know why I've been struggling with that specific one for so long, but I think we're finally on to something, so he shan't be unnamed much longer! We've also got more work coming from our musician (for the 3rd boss fight), so I hope you're looking forward to that - I know I am!

Last week, I said that Orex was nearly done with the Tentacle BE H-scene. He ran into some difficulties with the climax animation, so he's still trying to finish that up this weekend. Once he's done, he'll be starting up the next H-scene right away, so there should be a solid amount of H-content in this next update even though it's going a little slower than we hoped.

Red, who's the only one on our team that has experience working with 3D, has been working on a 3D model for this new enemy. It's something we haven't done before, but want to try incorporating into our development process - essentially, creating a simple 3D model of the enemy, animating it in 3D, then tracing over the renders for the final art in the game's pixel style. It's a technique we'd like to incorporate more in the future, so hopefully it works out! Once he's done with the model, he'll be working on some more CGs.

 
And that's it for us this week! The rest of this update will be a personal update, so feel free to stop here if you just wanted CPE news. Thanks for reading!

 
As far as personal health/fitness goes this week, it went pretty well! I didn't quite meet my goal of working out every day, but I worked out for 4 of the 7 days of the week, which is a good step up over how last week went! Any improvement is worthwhile, so I'm choosing to be proud of it instead of wishing I did better; I'll just make sure this next week is even better than that. We've also succeeded in ordering out a bit less and cooking at home a bit more, which is another good step forward; exercise is only one piece of the getting-healthy puzzle, after all. One more piece of good news, too - our household started the Covid vaccination process this week! We all got our first shots yesterday afternoon, and our second doses are scheduled for a month from now. I'm looking forward to being at least a little more protected; things won't change too much, we'll still be masking up when outside, and spending our time at home and avoiding crowds, but the extra peace of mind helps a lot.

And that's it for this week! Thank you so much for reading everybody, and for continuing to support the development of Crisis Point! We'll see you next week!

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