R2 Changelog -- (Post R1 development)


An explanation to why nearly everything uses an enemy nest/spawner: Godot currently has a bug with SkeletonIK (InverseKinematics), which my models use. It doesn't affect gameplay or the animations, but it spams the log window with errors, even in the editor.

  • Fixed facial features of the mating press not resetting properly (i never stopped the timer node), which could lead to weird facial expressions during the insertion
  • Added some code to the kobold, creating a "gallery version". She won't attack and will always play the same sex animation, helpfully stated on the platform she's on.
  • Added anal animations for the two positions. Currently it chooses at random, but I can set enemies to only receive one or the other
  • Added a cock transparency button for the big sex animations. It won't go invisible, but will get very transparent
  • Small fix, turning on the "show helmet" option before starting the game will now work
  • Small fix, the cock of the big animation now properly copies the color of the player skin. If you changed the skin color during gameplay, it wouldn't apply.
  • Small fix, sometimes the princess' health would only show 1/1 health. Should always show her actual max now.
  • Added a ranking once you finish a stage. Right now, it only takes into consideration how much damage you took and how many enemies you've raped. Took a grand total of 15 minutes, so why the hell not, eh? 😆
  • Added 1 reward animation for finishing a stage (it's kinda shitty, but better than nothing). Still need to add shading to the body parts and separate the cockhead to get the proper custom color

EDIT October 9:

  • Finished the first princess' reward animation, cowgirl riding;
    • An anal variant will have to wait, as it seems Godot has a bug when you try to apply masks (textures with a "subtract" material blend) to stuff that's above Z level 1, it just shows a fully black shape.
  • Added a gallery version of the stage exit, it plays the animation when you reach it;
    • You can also change the princess' skin color in this gallery mode view, though it will only apply once you restart the animation;
    • It does have a UI bug, if you pause the game, mouse clicks don't register on the pause menu. Keyboard still works for up/down and confirm buttons. Still trying to figure out how to fix this. It's not the Z index, I've even set the pause menu's Z index to 20, non relative, and it still doesn't capture mouse input properly. Moving the nodes around fixed it, leaving the player node as the last one makes the menu work again. I *really* hate how Godot doesn't offer an easy way to define GUI input handling order.

    Tomorrow I'll probably add some details to the kobolds' large animations, mostly scales on their bodies, and see if I can fit an option to change between anal only -> vaginal only -> random hole sex animations

EDIT October 10:

  • Added scale details to the kobold's sex animations
  • Added an option to let the player choose if they want anal only, vaginal only, random or alternate between the holes

Files

Release 2 - Linux 43 MB
Oct 11, 2023
Release 2 - Windows 35 MB
Oct 11, 2023

Get Help me, Brave Sir Knight!

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