Art Packs
Sabertooth Tiger Pixel Art Pack (11 Lewd Loops + 10 Gameplay Loops)
Queen's Champion Pack *NEW*
Botanist & Guard CG Pack *NEW*
Bear Necessities *NEW*
Unlikely Lovers CG Pack *MEW*
Sketch Packs
Patreon Builds
Hi everyone!
Oops! Looks like my water turned to vinegar... or something.
Wait.. That’s not water!
If you've played the old builds you might remember the acid pools we used in some areas! Since I was already in the zone with animating fluids for the water and waterfalls I thought it might be a good opportunity to get this out of the way, too!
Here are some early experiments of surface motions:


After we decided on a general animation style, I animated it across the whole surface into a more chaotic acid bath with overlapping bubbles:

We were very happy with how it looked in Aseprite so we brought it into the engine and bunny continued to tweak and refine it.
No acid pool would be completely without some bubbles. I made a couple of variations and tried them out in game:

To make the surface look less repetitive, Null made it so each chunk starts at a different frame. Aaaand to introduce even more chaos, he made it so each chunk changes its animation speed oh so slightly to get them even further out of sync. To finish it off we layered another particle system across the top of the pool. And here's the final result:

And More Hazards
Here are some other hazards I started working on for the cisterns:


They are still in the early concepting stage.
We want to work on better differentiating which traps only hurt you and which hurt you but also reset your position to the last save ground position.
The idea with these is that the smaller ones just hurt you and push you back while the bigger ones send you back.
Cistern Art
Last but not least, Fabian sent us a small update with some of the tiles for the cisterns:


Getting Rid of Jank
Over the course of development the game accumulated a bunch of bugs in the movement system and some overall jank that makes the game not feel as good as it should. Null has been working on rewriting part of our player collision detection and physics to improve the game feel further.
The biggest thorn in our eyes was the collision handling of ceiling slopes. Oftentimes, when Kincaid jumped up against a slope, she would just zip along until her head hit a flat surface again, or the jump momentum gave out. It looked and felt really bad and because we want to use a lot of slopes in the cisterns, this bug needed to get fixed.

Until next time!
Cookie & Bunny
Overall Status Report
Upcoming Build Tasks
Kobold City Cisterns Work-in-Progress
New small lewd animation DONE
New CG scene DONE
Long-term Projects
Soundtrack: New Soundtrack Additions
Haven: Working on backgrounds and props Work-in-Progress
Bat: A new major enemy Work-in-Progress











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