Thursday, 16 February 2017

AoA - Demo v0.92

Note:
2017/02/16 - Re-uploaded as folder format. Ditched the .exe

Download v0.92a

File size: ~25 MB
! ! ! ! ! ! ! ! | Password: dtny | ! ! ! ! ! ! ! !
New in this release:
  1. Bosses now have a Dominant & Submissive animation depending on player's loss or win:
    • Boss01.
    • Boss02.
    • Boss03 (Dominant anim W.I.P).
  2. The Gallery can now be unlocked (at Round_20), for viewing unlocked animations.
  3. For the purpose of demo & preparation for v1.00:
    • Max rounds limited to Round_30.
    • Some skills are locked.
    • Animations limited to Round_30.
  4. Battle BGMs re-arranged, along with new BGM for The Gallery.
  5. Game moved out of Alpha. Project folder renamed so previously saved games will be affected.
Our composer is keen to hear your feedback on the re-arranged BGMs. The next ones will be to complete a Boss theme.

I understand that you may have some questions on the changes applied to this release in preparation for v1.00. Let me hear your thoughts in the comments below.

--
Known Bugs
  1. Gamepad too sensitive in the menus.
  2. Help me find more!
Controls
  • Arrow keys - Movement
  • C / A / S / D keys - Attack & Skill use
  • Space - Zoom-in/out
  • F2 - Restarts game
  • F4 - Full-screen/Window mode
  • M key - BGM change
Game Menu
  • Enter - Skill Menu
  • ESC  - Pause/Save menu
Extras
  • Numpad 0 - Trips the player (or press Ctrl)
  • Numpad 5 - Spawns more random enemies (or press '0')
  • Key '7'      - Enable/disable debug text
---

Sunday, 5 February 2017

A short breather (15)

Gonna take a short breather to post an update or my back will break.

Boss01-dominant animation
I needed to fix up a few of the bugs the plagued the Gallery. In addition to that, I had to clean up and set the locking/unlocking of skills and animations so that it worked properly now, since I had left them in a messy state during development (where they worked, but only barely).

Sorry for the delay, but it's going to take a bit more time. It's coming together nicely and I want to finish at least one more Boss-dominant animation. This is all for going ahead to a "proper" demo.

Also, the BGMs have been re-arranged with better quality samples, so expect to hear them soon, including a new BGM for the Gallery mode.

I hope I didn't develop some chronic back injury having sit in front of the PC for god-knows how many hours.

Not dead yet!

Monday, 2 January 2017

AoA - Moving forward 2017 (14)


Happy New Year 2017!

So 2017 is here. I'd like to take this opportunity to wish everyone a very Happy New Year! If you've been following my developments ever since, I want to say I'm really grateful for your participation and patience (seriously!).

I've given it some thought. Moving into 2017, here's the plan for Arena of Audacia (chronological) below. Discussions with my team were had -regarding these decisions:-

  1. Arena of Audacia will be moving out of Alpha, now sticking only to number versioning for controlling updates.
  2. Release v0.95 to v0.99 depending on need. These will be as close as possible to v1.00 demo.
  3. Release v1.00 demo version. Demo version & full version features will be discussed next post.
  4. Marketing.
  5. Release v1.00 full version. We decided we to make Arena of Audacia purchasable.
  6. Patches, bug fixes and support.
  7. Updates and addional content.
  8. Game post-mortem.
My resolution for 2017 is to make it to point #7 in the list without losing too many limbs. I really want to finish this.

Dates have not been determined. I hope to announce them as soon as possible as we draw closer to v1.00. I understand that you may have questions regarding the decisions above. Let me know your questions and concerns in the comment section below. Your thoughts are important to me!


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Current progress toward v1.00:-
  1. (!60%) Voice set. VA still silent. Basic voices are done (playable but more is nicer?).
  2. ( 40%) BGM in progress: Boss, Gallery, and Credits.
  3. (100%) Boss-specific, player-dominant H-animations. (Reward for winning)
  4. (    0%) Boss-specific, boss-dominant H-animations. (Reward for losing)
  5. (100%) Credits story.
  6. ( 10%) Credits illustration. Will be a series of stills synced to the Credits music.
  7. ( 50%) Gallery programming. Done and working, but still (unlocks) require looking in to.

The next version will be v0.95, set to be released this month. 

Let's have another good year together 😅



Sunday, 30 October 2016

AoA - Progress Report (13)

Barely staying afloat!

Moar player-dominant anims!

The progress:-
  1. ( ??%)  Voice set. Not sure what happened to our VA but she's been silent.
  2. (100%) Increased interval between enemy spawns slightly.
  3. ( 15%) BGM in progress.
  4. ( 80%) Boss-specific, player-dominant H-animations. (Reward for winning)
  5. (  0%) Boss-specific, boss-dominant H-animations. (Reward for losing)
  6. ( 80%) Credits story.
  7. ( 10%) Credits animation.

Woooo!

Wednesday, 31 August 2016

AoA - Demo v0.90

Note:
2016/08/31 - Fixed crash after defeating bosses.
2016/09/01 - Changed audio settings. BGMs were failing to play.

Better prompt for unlocks
Download v0.90a

File size: ~18 MB
! ! ! ! ! ! ! ! | Password: dtny | ! ! ! ! ! ! ! !

This release features a new voice from our VA as well as (2) sketches of BGM from our composer. The BGMs are still incomplete, and we are still testing the best mood/atmosphere to incorporate into the BGMs. Right now inspirations are from the "Golden Axe" games, but if you (our players) have references or possibly something that you think would be better for the AoA universe, I'd like to hear them out (in fact AoA needs it!).

I've also included (3) new boss-specific player-dominant animations, one for each of the first 3 bosses. To trigger them, you only need to run up to them (like how enemies do to the player when knocked down) during their near-death state, with the "Finish" notation. This is intended as a reward for having defeated bosses.
Dominate bosses!
The new sex skill passive isn't intended to change the gameplay in any drastic ways. The effects are mild, and is triggered on maxing out your lust bar. Right now they'll last forever, at least until you gameover or changed the sex skill.

  1. Default - Gain 1 HP. No added effects.
  2. Pure - Lose 1 HP. Gain great +knockback but slower stamina recovery.
  3. Lust - Recovery all HP. Reduced stamina-use on charging skills, but take increased stamina damage.

Your feedback can help me improve AoA, so I'd greatly appreciate if you can tell me how you feel about:

  1. The choice of BGM. If you think a different music might be better, I'd like to hear references for new inspiration as well.
  2. The new voices. Re-recordings might be possible.
  3. The current game difficulty.

!! Oh right before I forget, press 'M' to change BGMs. Pressing 'N' will fade-in and out of music.

--

Release Notes - v0.90
  1. New player-dominant sex animations (only Bosses 1-to-3 has it now).
  2. Will now notify unlocks (skill & anim) if they have not been unlocked.
  3. Enemy Brute's whirlwind now knockback other enemies.
  4. Enemies Brute and Champion aggression reduced slightly.
  5. The "Double-edge" now unblockable.
  6. The "Seriate" passive now unblockable. Now only needs 2-3 successive hits.
  7. The "Whirlwind" now with increased knockback.
  8. New "Sex" skill passive. Choose from 3 effects.
Note:
  1. Demo ends at ROUND [51]. The round will loop endlessly.
  2. The "Adult content" in settings menu does not work.
  3. Boss-dominant animations not done.
  4. Gallery cannot be accessed yet.

Known Bugs
  1. Gamepad too sensitive in the menus.
  2. Help me find more!

Controls
Movement - Arrow keys
Attack - 'C' key
Activate skills - 'A', 'S', and 'D' keys

Space - Zoom-in/out
F2 - Restarts game
F4 - Full-screen/Window mode

BGM change - 'M' key
BGM fade - 'N' key

Game Menu
Enter - Skill Menu
ESC  - Pause/Save menu

Extras
Numpad 0 - Trips the player (or press Ctrl)
Numpad 2 - Spawn "bats from cave" effx
Numpad 5 - Spawns more random enemies (or press '0')
Key '7'      - Enable/disable debug text

---

If you got a feedback, let me hear it in the comments below!

Thursday, 30 June 2016

AoA - Progress Report (12)

Sorry for the delay guys. Seems like I can't make the release this month after all. AoA's new voice actress had recently moved to a new place and is still in the midst of setting up. I'd like to wait for her to export her recordings for this release among the few things below.

I can't say I've done much work myself. Things are not done so basically I've been running back and forth between:

  • Testing out credits screen.
  • Creating a higher res game over animation for "Give Up" on losing the round. This might need a new animation player instance to be created.
  • BGM making and inspiration hunting.
  • Coordinating with voice actress.

At other times I waste precious time staring into the depths that is GMStudio

Here's what I'm hoping to bring in for the next release:

  1. New voice set.
  2. Balance enemy spawn rates to not overwhelm player.
  3. The previously discussed passive that grants buff/debuff to player for sex.
  4. BGM.

Until then, I'll be holding off this release for a while. Looks like my weekend will be all about development.

:(



Sunday, 29 May 2016

AoA - Progress Report (11)

Progress is currently hampered by IRL work, which will take some time to smooth over. In the meantime, I'm still trying to squeeze in development time whenever I can but it will be less than before.  :(

Now let's get that out of the way so we can talk AoA's progress!

Gallery now with proper BG
The gallery needed more work done. I managed to get the UI up, as well as added the gallery background. At the same time, I gave the heroine a new idle sprite (as seen above).



In a past post I talked about having sex affect the heroine depending on a passive skill. The latest passive skill allows the player choose/toggle between 3 different effects that having sex have on the heroine:
1. Default // Gain 1 HP when climax (filled up arousal bar). Heroine is neutral on sex.
2. Fallen //  Take 1.5x stamina damage. Gain full HP when climax. Stamina rate up for X minute(s). Heroine is energized by sex.
3. Saint // Deal 1.5x knockback. Lose 1 HP when climax. Stamina rate down for X minute(s). Heroine wishes to keep away those dirty hands.

Each of the 3 effects enable upon climax (filling the arousal bar). As of now I can't tell if these effects will throw off game balance, so things are subject to change.

On another note, I'm in talks with a voice actress to help give our heroine a new voice. If things go well, our heroine would get a streamlined set of voices! Perhaps even a second set of voice for if Fallen is chosen.