Project -QB- (Re)Release v1 The Kuro Hive

demo1.png

You can download it here


It's been a while upcoming, including after a few harsh set backs. Though with the support of the last few streams, progress was made to a point where I could release the first live product publicly for all to enjoy and give input on! Take note of the new central HUB! Witness drones being added mid battle to replace converted or KO'ed ones! Try your fate at the newest foe the 'Mimic wall' and survive the Kuro hive if you can!

Streaming reminder!


バナー
https://picarto.tv/lipucd

I'll be streaming today around 11AM Central (GMT-6) today! The idea is for me to go at -least- 3 hours, if not perhaps more like 6 like last time! So Come on in and watch me work! If you have a pitcarto account and follow me, you can get an e-mail when I start!

Streaming? Streaming.

https://picarto.tv/lipucd

Today was a pretty good day for trying this out, and the responses I got where positive as well! The few who snuck in and noticed me doing such, glad that I could have you for the little ordeal, more less see if such a system would even be entertaining for viewership! So what I'm going to do is start streaming progress from now on, I want to say at -least- once or twice a week, though ATM hours and what not are still very much up in the air. The plan for now though is tomorrow, starting around 11AM Central Time, I'll start a stream that I hope I can keep going for at least 2 hours, if not longer still, to see who all would arrive for such and what not, and then aim for another this Saturday around the same time, unless people offer suggestions for better dates and times that would fit their schedules. I'll not be using mic doing all of this, instead typing so I can explain the process of work going on, answering questions as they come up, and to interact with the chat in a more 'direct' format. if nothing else I hope to see you all then!

August 1st Update

Well, I had planned to update people on how things where going sooner, but sadly Comcast kind tossed a hissy fit that we where too much overdo for too long, and shut us off till we paid it down. So while a few days later then desired, all the more reason to go forward.

So first and foremost is the regards of money this month. It was a little more tighter then expected, but the artist who got paid is at least welcomed for the current allotment, and the rest went to covering Comcast for now to ensure my net's still up and running. Thanks to that, the food budget didn't really suffer much, if at all, ensuring we're rather stocked up this month then we have been in the last 3-4 months or so!

I had taken the internet downtime to prod a bit more at RPG Maker's more baseline scripting as well when I noticed a few things in it's formula's that where not documented in any resources I had at the time. Once the net was back and I could double check some stuff, I've at last found a very selective puzzle piece that had always been then, but I never knew about that solves SO many issues before hand.

To go into greater detail, up till now when a someone declares an attack ( towards any target but itself ), there's been no way to have that attack give the attacking subject a status effect that I could use as an anchor point going "OK, this person just attacked, so I can use a common event to track who attacked, and who got attacked, and do things based off of the results". Though today I am the proud learner about "a.addState()", a rather undocumented command that allows you to literally give an ID'd status effect onto the attacker, as they attack. This changes so much, and it'll be seeing a lot of use already as it allows me to:

-Update Makoto=Nanaya in Egg Assault to now gain stacks as she attacks. No more -needing- to charge up for them! ( But she'll still keep her overdrive for obvious reasons! )

-In turn make the Resin bots more 'direct' as they no longer have to have one of them 'set up' before moving into the attack. Though I might keep this logic for balance reasons if people think otherwise...

-Able to do something very cool with a new foe in Project QB that I was mentally struggling on how to do with this limitation. (You'll all see soon enough!)

There's some other stuff as well, but this really does streamline the workflow for something so utterly simple and part of the baseline options that...isn't honestly explained in any of the help documents or talked about much between people elsewhere. So on one hand I feel stupid that this powerful commands been here this entire time and I've never known about it, but on the other hand not as much as apparently not many other people know about it as well :'D

Beyond that, work on Project: -QB- has started in earnest once more. As I type this out, it's just a little before catching mo2 so we can finish up another image set for the Queen Q-Bee to have done for another foe ( this time the worms, making her up to date with everything outside of the tentacles! ), while I've been sitting down re-implementing the 'conversion' common event ( This one is what's used to change your drones into foes mid battle, ensuring it's using the right image based off of nude or clothed before conversion, and that it doesn't try converting a battler slot already in use ). I'll be working at this piece meal though, impermenting foes from the easiest to work on ( The Latex ) towards the hardest/most complex ( The Worms, and the 'New' foe are kinda tied ). I did have a ponder if I should perhaps do some streaming of me working on this, bt I've always questioned if watching me click a bunch of menus, and type in a bunch of junk would be 'entertaining' enough, and I've never found my voice to be that enduring ether, but maybe you guys can chime in and let me know? I've been carting strong off of your guidance and support this far, I'd think I'd take your suggestions then hearing out my own mental thoughts a lot more in earnest.

Internet is down

Pretty much the nets dead. We've been trying to pay down Comcast for a while now, but that Bill at a st came towards a head. So we're offline for a while. At least till Tuesday in earnest. Sadly can't give any updates till then.

The game's current status

So, first and foremost, i do have to say thank you, towards everyone. I was really taken back by the genuine support I've gotten from everyone, including with my own inner demons biting away at me saying I wasn't really much better then some 'other' projects that have happened in the past thus far, and my own insecurity kinda bubbling out publicly.

But let's talk game projects, as there's a bit to honestly talk about. For starters, just retorting from last time, back in June steam kinda glitched on me, and before I knew it the game data had been reverted back towards being a 'New Project' all together. Thankfully for something like Egg Assault, not much was really lost (Set back a little, but not lost!). For something like Project QB though that was in it's 5th revision because I was struggling to make VX Ace NOT kill itself as I swap party members left and right doing a single battle event, that was where the blow came the hardest. A lot fo that work was still experimental, not really set in stone, so I wasn't backing it up like I should have been. This costed me quite a few months of said experamenting too without much to honestly show for it ether. Though I stand at an interesting cross road as well.

As it stands there's one of 3 routes I can take, and I'll be asking for your input on how I should approach this. The first one is to take something that's already in working status, and just polish it up more. Egg Assault had some undesirables still adrift in it's released version (Plant's too strong, resin can still cause a soft lock, some people still never got to fight the boss...) and some things at the time I just didn't finish adding (A Free Battle mode, more equipment, more foes [even if their status attacks wouldn't be added...]). As such working on this would be to fix and add these things into it for a more enjoyable and refined experience, but not much else at this stage. There would not be much as far as new art assists or status go, but there would be at last be one thing, the 'correct' implementation of the first boss in full!sZKHjZh.png

The next route would be to just 'Bite the Bit' as it where and to continue back on Project QB. As it stands, I had been working on redoing the core game concept from the ground up in many ways given a lot of fan suggestions and input. What I'm going with now is that you're in the center of the hive, and each sector's been overtaken by a selective corruption of beasties to overcome, to eventually be able to escape outright before everything's lost. This route allows the player to pick and choose what type of foes they want to fight (that more follows in line with the type of game I would like to offer), more less just feels more logical then the endless runner I had in previous demos. What I chances are will do is release it in chunks, focusing on one foe type at a time, instead of all of them at once like I have been before. Though in turn, I do want to tease with one new thing me & mo2 had crafted up...Let's just say mimic chest have a big brother...qbee_wallending_edit.png

The last thing would be to sit down, with the art assists I have from Codename Progressive, and to use those in an attempt to make a working system under MV. I've obtained MV a while back thanks towards a few friends, but I've not yet had time to really sit down and dabble with it much more then a surface glance. MV, due towards it's more Java and web wrapper format, would be it wouldn't just be Windows operation systems it could work on, and it in turn could work on phones, Mac's, really anything as long as you could use HTML4/5 from what I've understood. As such it might be worth working under that at long last instead of struggling with VX Ace in some ways. With this idea, it would be taking the main route everyone seemed to love the most, Tyament's exploration around the living latex suit factory. None of the artwork would be updated or enhanced mind you, and it would be mostly for redoing this to be more 'up to date' in game mechanics more then anything else, but it is an option, and I figured I'd offer doing it then not.Panda.png


Regardless of witch you choose, you can vote here to give me input on where we should go next.

There is one other project that I'm working on regardless...


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lipucd

Author:lipucd
I'm lipucd, maker of RPG Maker hentai games!
( also obsessive over Q-Bee )

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