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Gani

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A member registered May 23, 2019 · View creator page →

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Yeah Ive been trying to figure out what i want to do for 6.6 and updates to the dialogue might be it. That hasnt been touched since it has been made. There has been a lot of feedback on 1. Character reacting to change and inspecting self; 2. Characters reacting to other characters changes and their own.  Lots of dialogue needs to be written and cases need to be defined for certain dialogues.  I just gotta bite the bullet and start the work on it.

The main quesiton is how feline is feline :thinking:

Probably cant post what i gened but it looked good lol. 
I think im gonna hold this idea for the next game im working on because if fits the theme there much better. 

ill cook something up today lol

So the loras i used were all illustrious:

1. Anis from Nikke

2. Alcyone from last origin

3. Angela Flux from Atlyss 

4. <Choose your favorite artist/art style>

At this point you use keywords that revolve around Goats, floppy ears, blonde, and messy hair, as well as using some keywords from the loras. Remember to keep things yellow and BIG

huh... i dont know why i never thought of that one lol. Thank you for the suggestion and feedback.

Oh I see. Yeah Dancer is one of my favorite characters. Ill get you the keywords and loras i used once im back at my main computer.

Thank you! Ill see if i can replicate this. 

What browser are you using? I test on waterfox

Ill explain the new process im doing, because the old process for the characters is bad and not modular at all lol. The new process still will get better consistency between renders and y

I use comfy UI, have a very large node structure for each character, and the pluging Lora Manager to manage my loras for a graph. 

Each character has their own workspace and the loras associated with those characters. I typically use 3-4 loras per character, because after that i either get dimising returns or comfyUI generates some nightmare blob of pixels.

To keep some consistency between characters, I ill feed in the previous image generated. For example, if im working on tranformation 2, ill use transformation 1 as the latent image  with a input for an advance k sampler  then set the start_at_step anywhere from 2-10 and test.

After that the image will go through a node called FaceDetailer and then save out the final image.

The last note is i use illustrious for my image. I use to use pony but i like illustrious more now lol


I hope this is helpful!



(2 edits)

As for the full furry tf, that was intentionally generated that way. I have plans, if the game get bigger in popularity, to explore those transformations in full that aligns with the story. For this arch of the story, i wanted to keep the tfs in a "Half way there" point to what they could be.


To expand on the point of making more AI images, currently im working on redo a lot of the current character images with a new workflow ive created for this game. That should allow me to generate the next set of images faster, but first i need to get 6.5 out to you all since i did not do that before going on vacation.

I will have to make a desicion when i get back from vacation on if I will. I would probably have to stick with AI art characters since commisioning all this art would be crazy expensive. Ill think about it. Thank you for the feedback

1. Correct. There is currently no hybrid transformation in the game.

2. This is something im going to get to after I finish the new backgrounds. Its been a point of constant feedback, but i felt like the backgrounds looked really bad and i want to tackle that first. Should be done soon

3. Currently no. There will be for sure but right now you either escape or you dont. The method for escaping is filling up the pool meter all the way and then clicking on the path in the front outdoor area. That ending is still work in progress and will change in the future.

Catbox.moe Image Link

I used comfy ui and generated them locally on my machine:https://www.comfy.org/download
I use to use A1111  on my steam deck to generate images, if you have a lower spec PC: https://github.com/AUTOMATIC1111/stable-diffusion-webui

Yeah, right now the debuff is pretty extreme considering its RNG. Ill find a better way to add negative effects that arnt as punishing

The first chem determines the main effect yes. The number value of each multipler is different for each effect. For example, a tier 2 mutiplier for the support points is 3x but the tier for endurance is 2x. I split them up like this so i could balance each multiplier for each effect's tier.

This is something that is still being worked on. In the near future, depending on how much people like you will significantly increase how many resource they can bring back to you. That is the first idea rumaging around my brain at the moment.
 

Let me know if there is anything that needs to be clarified. This list is not final but is what is currently in the game.

https://imgur.com/a/5ke2nLY

I can make a picture for you all today to go over what the sentences mean in relation to the effects

Oh yeah for the morning conversations, those need to be updated before going into Alpha. They were made quick and dirty >_>

There is no longer a combination of chemicals to win. That was the old way of winning but it left too much to chance for the player and generally had negative player feedback. I will be reworking the purpose of hints as they still allude to the old system of winning.

I do like the ideas you have presented in your post... I've been thinking about it all day lol.
Im going to the drawing board to see how that would all piece together.

As for the AI art, I dont think i will continue to expand the game using it. I liked using it as a place holder for now and to convey a visual theme to the player.

Making games is tricky but i'll figure it out lol.

Thank you again for all the feedback!

Raising relationships dont do anything yet :\
There will be an update in October to address that.

When the pool meter is filled you can win. This version of the pool meter is a concept i am expanding in 5.5. Right now it is super easy to fill, and the following day you can leave, meaning you win. That system will change as more updates come out.

Yeah... more dialogue and state checks need to be made to address that. It's something that will be address in time but i have no esitmate on when.

I like the dialogue tag idea. i will add to my feedback list. Colors and a character portait should confirm to the player who is talking in the moment.

Sorry about the game ending with no warning. I can add that is as a "Are you sure you wanna leave? (this will end the game)". This ending is not final and is just a placeholder.

I have some ideas of how i can scale up the amount of unique assets for each character without breaking time or the bank lol. 
The game is still in the prototype phase, so  there will be the AI art in there for a while, as i build in more systems and features. Once i get into Alpha that is when assets and gameplay polish can happen. A map is something i need to add to the feedback list.

My 2d art isnt the greatest and i am indredebly slow at making them. The drinks art is stuff i drew for reference lol.

The backgrounds look terrible >_>. Once im in Alpha I have plans of making 3d background in blender and "anime-ifying" them to make them look 2d. That i know i can do lol.

For reference I am defining Alpha as the state where all the core mechanics are in the game, they are fun (based on feedback), and the player can beat the game with all the major win conditions in place.

For the Edit question:

Its a subtraction based system. If you give somone 3 purple drinks they are at T3 purple. If you give them a green drink, it sets them to T2 purple.
That system could use some love, so any feedback there would be appreciated. 


I hope that answers all of your questions! Thank you for playing the game and your feedback!

Once I have the gameplay-able from start to end with the core game mechanics in place, I will swap the project over to the alpha stage. Once in Alpha and beyond, there will be more dedicated time to add things like this and more transformations.

Thank you for playing the game!

Yeah, gifts are something ill be updating before moving onto Update 6. The things to do there are dialogue for giving and accepting gifts, and give purpose to the gifts. 

Theres a good bit more to come before moving onto an update 6 lol

"Questions/stuff I don't like"

1. "I don't like how vague the goal is for the game, is the goal using a particular set of chems every day or avoiding using them?..."

Yeah this part of the game is not fun. In 5.4 I am changing the system of how you purifiy the pool, and the progress you make will be more apparent in the UI.

On the inspection points not being hightlighted, that is a good call out. Ill mark that in my notes.

2. "Another thing but something lesser that can change is I don't like how the dialogue is the same as the player regardless of who you are, same with the fact that regardless of what TF your going down...."

In a future update, im looking to add more dialogue and the systems for determining character and TF dialogues. Im more of a coder than a writer so getting the dialogue to a point I like takes me a bit for now. (5.3 took me 3 weeks I think >_>). But i want to make it clear that i have my eye on the dialogue still and in a future update, I will revist the system.

"For stuff I do like"

1. Thank you. I'm not a writer by trade so I was a little concered how the dialogue would land with the player base. I'll be trying my best to keep up'ing the quality of the writing and story as the game develops.

2. You know, I never considered muscle girl TF. Yeah I think having some of the characters and transformations lean in that direction would make sense.


Thank you for the all the feedback! As the game continues to march in to Alpha, I will keep going my best to address all the feedback thats core to the game.

Thank you for continuing to enjoy the game and I hope you enjoy whats to come!

Hello! Here you can post any grammar issues I may have missed during development.

An example of good report would be including the line or lines of dialogue that have an issue:

Example replies: 

Sentence issue - "There is an grammar issue with the sentence "I am no, not experiencing a change!". "

Spelling issue - "I found a spelling mistake in the sentence "Hello team! Who is ready too swiim""

Thank you for making the game better!

Ah! I see. Yeah I think I can do that.

Thank you for the feedback!

Yeah, despite English being my first language, I tend to mess up my grammar lol.

Ill make a thread so people can report any grammar issues i missed.

On the status of pools chems, I am going to be busy this week working on redoing that system and hopefully you all will like the directions im taking it.

CGs and relationship scenes will come father down the developments line. Probably once i make it into alpha or beta.

The goal right now, in the prototype phase, is to make the game playable from start to end with the core mechanics developed, tested and have some indicator that players find them fun. 

Thank you for the kind words and for your feedback!

(1 edit)

SPOILERS  for drinks - https://imgur.com/a/qCIs7NX

Hello!
In 5.3 I added the APK version you can sideload to your android. 
This is untested on a physical phone, so I hope it works as well for you. 

That is correct!

The pool chems currently only affect the win condition of the game.

The drinks (for now) are the only thing that affect TF. In future updates, there will be more TF and modifiers.

TL;DR : I will be supporting Android mobile, when i can get an android phone. 

I want to do a mobile version, but I have no android phone to test on. 

I have an IOS phone, but no macOS computer to build to the IOS target.

I do have a lead for an Android phone and that is all TBD if I get it. 

If people want IOS, I would need to know in the comment or somewhere how many people would want that. After that it would be an issue of how to get it on the store (probably wont pass apple's Terms of Service), or how players can side load it to their device. 


Yeah, I need to give the project page an update. I can maybe hit that this weekend assuming nothing crazy with life happens.

I've been heads down the last week writing >_>. 

Thank you for the feedback!

SPOILERS - https://imgur.com/a/qCIs7NX

Thank you for playing it! I really enjoyed watching your video. Your commentary and game play gives me better insight on how i can improve this game.

Thank you for making a video and I hope you enjoyed it!

Thank you for helping me find this issue!
I finished uploading a new version of the game that gives collisions to those walls.