NokiMo
HornedLizardStudios
HornedLizardStudios

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31/03/25 - Devlog

Hello everyone!

It’s me, Tib, I wanted to clue everyone in about what’s been going on with me and the project itself.

During January I had a lot of sick days and overall my mental health wasn’t the best, so unfortunately I couldn’t get a lot done, but during February and March now, I got quite a bit working! And that’s what I wanted to focus on for now!

First, the Combat!

Goldie will be the first enemy we re-add, with full combat, AI (not the generative kind), and of course, the spicy animations! Furthermore, I also slightly re-worked the game over screen so it looks cool for something Sephra has been doing as well!

The AI will now have proper pathfinding in the areas where it’s supposed to be, it will patrol, jump over obstacles, and try to fight back.

I improved goldie’s can throwing ability, so that now he will do his best to actually hit Amber, which means there’s an entire function that calculates how the beer can should arch to hit Amber more often.

But with that, I also spent some time implementing a feature where, if you time your attack right, you can kick back the flying can, and possibly hit Goldie instead!

...There’s also beer shooting out of the can now as it’s flying through the air. We’ll refine the particles to make them look better soon.

Next, the inventory!

We always wanted to have at least a small inventory ready, and now we do have it! You’ll have a total of 9 inventory slots, and for now they will mostly be used for keycards and a few small items, such as healing injections. Later on, once more gameplay is present, I will ideally want to have crates and boxes Amber can open and loot, but that won’t happen yet, as it’s not priority.

And finally, the gallery and the animations!

Two things have changed in this regard.

One, the animations will not increase Amber’s infection level based on what’s happening in the animation itself. This meant that, for example, the infection meter will increase every time something… enters.. Amber, or she is stimulated in some other way. And depending on the action, the meter will increase at different rates.

And finally two, the camera will not focus on the animations dynamically. This applies both to in-game and the gallery. The gallery will now properly follow the action, it won’t just be static, which caused some of the animations to get cut off in certain parts, as the two parties would… crawl off screen slightly, for example. Now the camera will move smoothly to positions I placed by hand, where I thought the focus should be. I did my best to make sure each animation stays in frame, and everything is visible up close.

Later on this feature will be optional and you can disable it if you don’t like it, but for the time being, it’s turned on! Please do let me know how it feels / looks!

Aside from that I’ve been fixing a couple of bugs here and there, but I’ll try to write a proper changelog when we give you all a new update!

For now that’s it from me! If you’re interested in the development process, I do post videos and screenshots more and more in our Discord server, especially in the sfw-wip-posts channel!

Thank you <3

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Just a little extra note from Sephra here so you know I am indeed still kicking, and very much looking forward to having this update out for everyone! Tib's really done an amazing job lately getting all this together, I've been struggling to keep up in terms of level making and assets and the like, but progress is being made all the same and the subway is turning into a much more labyrinthine place; something you'll all see more after this release where all the much cooler mechanical stuff is getting shown off!

We're hoping for the next couple of days here in getting it out to you, of course in getting it all wrapped up for release things are having to be poked back into place and the like but watch this space, something may well appear in it!

Comments

Woohoo!

Flashlight The Racoon


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