Monday, 6 May 2019


How's it going, bros?

These last two weeks have been FUCKING busy, let's jump into it.
So I ended up adding some more mechanical touches. Yeah, I know, I know.
But it is just to support the story, so I can live with it
One thing required another, which sort-of required another, but the long and short of it is; I got a fucking ton of stuff done and I'm very happy.

I still haven't got my notepad file back up and running, so this will be collated in no particular order from what I remembered last night and from my cryptic, unhelpful-as-fuck commit messages.
This is probably about 75% of what I got done:

>Finished one of the big sexy encounters
>Added big scene with its own art, music and fun
Easily my favourite part so far, it's so much better than it was on paper.
>Fixed a RPGMaker MV """feature""" to do with collisions
Whereby a decal on a wall makes the wall have no collision, and so I had enemies in another room shooting me through a blood stain? 
Bananas. This is actually a common complaint with the engine/editor, and I've fixed it, locally. If you're making a game and know what I mean, reach out, I'll tell you what I did or send you the script.
>Added idle poses for enemies not in battle>Updated robots to be shiny, because they were a bit shit.
>Wrote score for the level intro cutscene
>Started writing score for final battle
Powerful. I cri evrytiem.
>Added health pickups to the game
Figured it was about time I had some map-based health kits for scrubs
>Scripted out another potential sex scene where before there was just a chat
>Changed about half of the fight SFX from very old placeholders

Now using very cool sounds, which combined with the next part make fights a total treat
>Made the whole fight system snappy and responsive
I had this fear that once you get a gun, there's really very little reason to go back to melee or even just fists. I didn't want to solve this by making guns worse, so I revisited the timings and delays one last time to make things much quicker, snappier, like burst fire.
It's still a """tactical""" system, in that you're still running around turn-based on a grid but I wanted punching cunts in the face to feel more visceral, so now it plays out as rapidly as you want to push the buttons, and combined with the new sounds, it honestly feels great, almost like a beat em up.
>Added ammunition system
Started out as a way to balance very fun but imba weapons, made it global because having two systems felt silly and raking around in peoples pockets for bullets feels pretty good.
>Automatically take all the ammo from weapons as you pick them up
With a neat little score-totaling sound for each bullet.

>On-hit bullet effects
Lets me expand the arms race in future, and immediately allows me to add something cool for a boss fight.
>Fixed bullet-trajectory
A while back I changed how the firing worked, maybe I mentioned it? Problem is I only updated the start point for the projectile to align with sprite gun barrels, but this meant in certain setups you would miss enemies you should be hitting. Now the trajectory takes this new start into consideration and that doesn't happen anymore.
>Added money system
I had a funny idea for a merchant this level and it'd be shit if you couldn't buy from him.
I want shops next level, so might as well add it now, since it uses the same logic as the new ammo system.
>Animated decals where bullets hit
Better sense of impacting the world, innit.
>Added tools for myself to quickly restat characters from NPCs into combatants instantly
>Added very quick way for me to plant essential items on characters via meta tag like they are a walking, breathing cupboard 
Probably sounds more involved than it was, I just moved some of the meta tag checks higher in event composition, so it applies to combatants and npcs as well as just objects, now.

For realsies now, there shouldn't be any more mechanics to add this side of release.
I say it like it's a bad thing, but I know how it looks; better devs than me have fallen prey to a feature creep they thought they had a handle on. 

I'm out, working on a little puzzle now until bed time. Thanks for reading.


  1. Is this love that I'm feeling?
    Is this the love I've been searching for?

    Hmm, what could he mean? ��

  2. Scanning for the bonus messages in your blog is more content than some devs release for their ESL incest gobbo shite.

  3. I have a few thing to say Oko:
    -You lied to us Oko. You LIAR! Put more sex scene and maybe i forgive you.
    -Wait, Is this really RPGMaker?! I thought that engine is just a walking simulator (walk whisteling from point A to B to continue the story please).
    -Niiice! Sex scene instead of simple chat. Don't even fucking try to change your mind now.
    -Health pck, pffft, peasants.
    -Yeah! secret messages, and i didn't need to squint my eyes this time. Thumbs up! Now share some of that love.

    1. Bruh wtf? It's his game, you can't demand for anything and he doesn't need your forgiveness xD

    2. C'mon, you really think i was being serious?! XD
      Apart for the second point where, i repeat, i point out his technical mastery over others knowing that engine and what other do or not do with it, i was totally joking. lol
      And yeah, it's his game, I too hate when 3d party influence a creator work.
      But if Oko put more sex scene i'm not gonna complain and i bet you won't too ;)

  4. Secret jams in the text, good taste.

  5. Oko's art. Tell us... tell us OKO your art/animation secret! :P

  6. based Oko, hang in there bro