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ThatWeirdGuyWithaWeirdHat

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Also If I wanted to replace the game's music, not that it's bad but it's just for shits and giggles, with something like Metroid or Castlevania music, how would I do so?
 
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Anon42

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Also If I wanted to replace the game's music, not that it's bad but it's just for shits and giggles, with something like Metroid or Castlevania music, how would I do so?
Should be as simple as replacing the .ogg files in the game directory! I can't guarantee there won't be bugs if music is replaced, specifically with tracks that are supposed to fade between one another (such as the indoor/outdoor Summit and normal/crystal Caves themes), but the game streams music directly from those .ogg files, so replacing them is as simple as that.
 

ThatWeirdGuyWithaWeirdHat

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The only music I didn't replace was the Overworld, Crystal Cave, and Cutscene music. I would say what I replaced them with, but I'll leave it as a surprise. ;)
 

ThatWeirdGuyWithaWeirdHat

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Well since you liked my post, I assumed you checked it out. I'll now post what I replaced what with for others:

Boss Music 1:
Boss Music 2:
Catacombs:
Deep Soil: (Because of course)
Summit:
Summit Indoors:

I'm thinking about just replacing both overworld and crystal cave themes with the Crateria Surface theme from Super Metroid. Do you think that would cause any audio errors?
 
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Anon42

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Well since you liked my post, I assumed you checked it out. I'll now post what I replaced what with for others:

Boss Music 1:
Boss Music 2:
Catacombs:
Deep Soil: (Because of course)
Summit:
Summit Indoors:

I'm thinking about just replacing both overworld and crystal cave themes with the Crateria Surface theme from Super Metroid. Do you think that would cause any audio errors?
I meant to respond when I liked the post haha, I just got distracted by something and never finished writing. I knew I recognized the music from somewhere - the Metroid songs were easy, but it's been a while since I played the original Risk of Rain, so I couldn't quite place 'em. Either way, I dig your choices!

Using the same song for both variations of an area should work just fine, it just might sound slightly odd when the game transitions between variations, since the volume will probably dip for a moment as one song fades out and the other fades in.
 

ThatWeirdGuyWithaWeirdHat

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Well it shouldn't be too odd since the overworld and crystal cave themes switch in between a room transition unlike the two summit themes.

Yeah the Risk of Rain ost is almost all potential boss soundtracks. Also I couldn't resist Metroid music.
 

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Just tried out the new public demo, and it's amazing how far you've come since 0.21! Really exciting progress. One thing that's confusing, though, is Rodriguez saying that those who've gone insane no longer speak, yet all of the human enemies are talking to me, giving me orders.
 
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Anon42

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Just tried out the new public demo, and it's amazing how far you've come since 0.21! Really exciting progress. One thing that's confusing, though, is Rodriguez saying that those who've gone insane no longer speak, yet all of the human enemies are talking to me, giving me orders.
Thanks man, I'm glad you enjoyed it! That line has been bugging me for a while, too, I just hadn't gotten around to fixing it. I just rewrote it a bit and had Rod's voice actor record the new line, so it'll hopefully be less jarring in the next version of the game.
 
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Anon42

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(Copy-paste from our If you like what you see, )

Hey everybody, time for another CP:E weekly development update! Things are starting to look up this week. I'm feeling pretty stressed out right now due to taxes and being a bit behind on development of the game, but I'm succeeding in using that stress to fuel better habits this time around, so no need to worry about me. The best thing for me in these situations is to get productive.

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First off this week is the gif up above. I MIGHT have talked about this before, so forgive me if I have, the gif up above is actually somewhat old. The Warped Soldier is one of the first enemies introduced in the game; as such, his damage numbers are extremely low. Once Alicia has an HP upgrade or two, he's incapable of dealing enough damage to be relevant at all. I could have enemy damage scale based on how much HP you have, but that's the lamest possible way to do it. One of the funnest parts of a Metroidvania, imo, is to be able to go back to earlier areas in the lategame and absolutely dominate them with your new upgrades, so in order to keep that spirit alive, I've decided to introduce enemy recolors into Crisis Point - in later/deeper areas of the game, you'll run into recolored versions of enemies that will have bolstered stats (mostly damage, not so much health). I'm still undecided on if I want to give them entirely new moves in addition to higher stats, it'll depend on if I feel like they need 'em. But this will allow me a relatively low-effort way to continue using early-game enemies in my encounter design, without those enemies being trivial to deal with. The colors will be reflected in H-scene animations, naturally (though the poses and animations will NOT be different for recolors, just the colors), but the CGs will always be based on their first color variation.

Anyway, aside from that, this week I focused on bug testing and retiling the Caves areas, as I mentioned I'd be doing last week. The good news is that retiling the Caves is nearly done! While it was more effort than initially expected, UNLIKE the Summit retiling, I was still able to leave a lot of the old tiles I already placed unchanged, which sped up the process immensely. Right now, I'm just waiting on the finished Caves tileset before I can finish polishing up every room, but the majority of rooms are good to go. As for bugtesting, it's always a joy. Somehow, this week, my audio seems to have started bugging out, and the music files are now looping after ~30 seconds or so despite me not having touched any of the code related to audio in months. It's always something :' )

Alright, that's enough outta me for this week. I'm still going to try my best to have this update done by mid-April, though it's likely it'll get pushed to late-April, and some things won't make it in, like the Deep Soil rework and the NPC I teased recently. I'm going to go ahead and stop focusing on a few things like those, and instead focus on finishing everything else we had planned for this update and bringing them all up to snuff. Lots of writing in my future, that's for sure. I'll see you all in the next update!
 
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ThatWeirdGuyWithaWeirdHat

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I'm still undecided on if I want to give them entirely new moves in addition to higher stats, it'll depend on if I feel like they need 'em.
How about you have 2 and 3 use that melee weapon they have strapped to their belt if Alicia gets too close? Also, I don't know if you're already doing this, but it might be a good idea to change the colors of the bullets they shoot so that its a good indicator that it deals more damage.
 

DaBouncer

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Another way to implement new attacks without too much fuss for enemies who shoot, change their projectiles to have new features, similar to when your gun gets an upgrade. This will also help with the monotinous "Oh new enemy who does the same thing but with harder hits, BORING" issue that you will inevitably hit if you opt to add them without any actual gameplay tweaks to the tougher variants.

Definately appreciate the fact that you refuse to scale enemies with your health, mechanics like that mean zero incentive to actually "improve".
 
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Anon42

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How about you have 2 and 3 use that melee weapon they have strapped to their belt if Alicia gets too close? Also, I don't know if you're already doing this, but it might be a good idea to change the colors of the bullets they shoot so that its a good indicator that it deals more damage.
Yeah, I've been wanting to make them use that melee weapon pretty much since they were introduced, I've just never gotten around to it. Introducing it as an element of the recolored enemies would be a good idea. And yeah, I was planning on recoloring their bullets to match the color of the bright part of their guns.

Another way to implement new attacks without too much fuss for enemies who shoot, change their projectiles to have new features, similar to when your gun gets an upgrade. This will also help with the monotinous "Oh new enemy who does the same thing but with harder hits, BORING" issue that you will inevitably hit if you opt to add them without any actual gameplay tweaks to the tougher variants.

Definately appreciate the fact that you refuse to scale enemies with your health, mechanics like that mean zero incentive to actually "improve".
That's true, definitely an avenue to consider. I don't want to make the gameplay too bullet hell-y though, so I'd have to be a lot more careful about it than I am with Alicia's bullets. Still though, it's a good idea and I'll definitely keep it in mind, thanks!
 

ThatWeirdGuyWithaWeirdHat

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It's a good idea that recolored enemies deal more damage, but do not have more health. The way you have your weapons set up, you're not going to be able to go the more health points since weapons don't stack like they do in Metroid. Having only damage increase gives the player more incentive to look for more health and, if you plan on implementing it/them in the future, (a) damage reduction upgrade(s). I remember your stance on armor, so you could probably get away with energy shielding of some sort. I'm thinking of the KOTOR style shields but as a permanent damage reducer rather than a temporary damage absorber.
 

Inspector_Whatsup

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@Anon42 So, I've been following the conversation for a bit. And I'm sorry if I come off as rude for butting in, but I'd like to add my two cents to the current plans on enemy damage/power scaling:

  1. I really like your idea of NOT rescaling eneimes in older areas as well as your plan to not increase the health of later recolors.

  2. What I'd like to suggest is that new enemy colors could not only indicate higher damage output, but maybe also slightly altered combat approaches. For instance, one variety could fire two salves of shots (both short enough to dodge between both, of course), followed by a slightly longer recovery period. Another one could use a different weapon altogether (a grenade launcher would be a simple guess from me). Basically, I'm thinking in a similar direction as Metroid Prime did with its Space Pirates, only without the color coding responding to specific weapons (kinda enforces a bit too much on playstyle in my opinion).

But generally, the way the game is currently going, it's already a lot of fun, and I'm looking forward to what new stuff comes in eventually! Best of success to you!
 
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Anon42

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It's a good idea that recolored enemies deal more damage, but do not have more health. The way you have your weapons set up, you're not going to be able to go the more health points since weapons don't stack like they do in Metroid. Having only damage increase gives the player more incentive to look for more health and, if you plan on implementing it/them in the future, (a) damage reduction upgrade(s). I remember your stance on armor, so you could probably get away with energy shielding of some sort. I'm thinking of the KOTOR style shields but as a permanent damage reducer rather than a temporary damage absorber.
Not sure if I'll do any sort of armor/shield mechanics, I'm not sure if the game would really benefit from anything beyond health upgrades and any defense-focused passive skills I implement, as far as defensive mechanics goes. Since the movement has mroe flow and less restrictions than, say, Metroid, along with a dedicated dodging action with the Dash, CP:E's combat is more focused around avoiding damage than tanking it with damage reduction armor and such, so I think maximum HP upgrades is probably enough as far as that goes. That being said, who knows what'll happen between now and the final version!

@Anon42 So, I've been following the conversation for a bit. And I'm sorry if I come off as rude for butting in, but I'd like to add my two cents to the current plans on enemy damage/power scaling:

  1. I really like your idea of NOT rescaling eneimes in older areas as well as your plan to not increase the health of later recolors.

  2. What I'd like to suggest is that new enemy colors could not only indicate higher damage output, but maybe also slightly altered combat approaches. For instance, one variety could fire two salves of shots (both short enough to dodge between both, of course), followed by a slightly longer recovery period. Another one could use a different weapon altogether (a grenade launcher would be a simple guess from me). Basically, I'm thinking in a similar direction as Metroid Prime did with its Space Pirates, only without the color coding responding to specific weapons (kinda enforces a bit too much on playstyle in my opinion).
But generally, the way the game is currently going, it's already a lot of fun, and I'm looking forward to what new stuff comes in eventually! Best of success to you!
You're absolutely fine man, not rude at all! And not a bad suggestion to go with it - though I'm not sure if I want to change up the way the recolors function TOO much compared to the originals, since at that point they'd functionally be a brand new enemy, more or less. The question is whether that would necessarily be a bad thing, and to be honest I don't really have a good answer for that - it could lead to some brief confusion when you encounter an enemy that looks similar but functions differently, and it would also change the way I can use them in relation to other enemies.. but that could also allow me to give them more complex and interesting attack patterns that wouldn't have been fair in the early-game, such as giving the Soldier the ability to aim straight at you rather than only straight ahead, or giving the Scientist's vials an AoE explosion so you'd have to be well clear of the vials instead of being able to barely move to dodge them. There's definitely a lot to think about!
 
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(Copy-paste from our If you like what you see, )

Hey everybody, time for another CP:E weekly development update! This week is pretty light on the visual department, much like other recent updates - there's just not much more to show off visually for this update.
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First off, here's a little teaser of that secret 2nd CG I mentioned a few updates ago! Some of you might recognize the second girl, in which case it won't be hard to put two and two together. And no, Alicia won't have a demon/succubus transformation, no matter what this image teaser might make you think. I also want to mention that this CG will be added to the public demo as well, alongside a bugfix update, sometime in early May, but $10 Patrons will get access to it first in the upcoming v0.34. A lot of my work this week has actually been related to this and the Lurker CG, too - picking out takes from our actors, editing the audio, and getting it all put together ingame. On the subject of audio, I also went back and had Rodriguez' actor record a slightly altered line in one of the early cutscenes - there was a line that stood out a bit and seemed untrue, and it was bugging me for a while, so I finally altered it this week. Not a particularly big development, but hey, trivia is fun.

Aside from that, this week I spent time taking the Database mockup from last week and turning it into an actual in-game menu. I think for now I'm just going to put it in the Options menu, to keep things simple, but I really want to figure out a good place to put it, I'm just not sure where it'd fit best yet. In any case, I'm not sure if I've detailed the Database menu yet, so let's get into that a bit shall we? The Database menu will be used for all sorts of things - as I've detailed before, you'll find Data Discs while exploring the game, and each one will open up new entries in the Database, from things like enemy lore entries, re-viewing cutscenes (that feature won't be implemented for a while), re-viewing one-time-only CGs, etc. I'm not sure if I want to make enemy lore entries unlocked via Data Discs, by defeating them, by watching their CGs, or even some other way I haven't come up with yet - maybe I'll hold a poll on that one?

Aside from that, right now, we're mostly focused on trying to finish up all of the things that have been mostly implemented but not quite finished in this update, to bring everything to a publicly playable state. To get this update out in April, I'll definitely end up needing to scrap some of the things I wanted to do, and I'm sorry for that, but luckily it'll mostly be smaller things like recolored enemies or new rooms in the Catacombs. There will still be a new H-scene and 2 new CGs with this update, so hopefully it won't be too disappointing that there won't be more to explore yet! Next update I'll make sure to focus more on content creation.

Anyway, that's enough outta me for this update. Thanks so much for reading everybody, and for supporting us as we make this game a reality - it means the world to us. I'll see you all in the next update!
 

ThatWeirdGuyWithaWeirdHat

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Not sure if I'll do any sort of armor/shield mechanics, I'm not sure if the game would really benefit from anything beyond health upgrades and any defense-focused passive skills I implement, as far as defensive mechanics goes. Since the movement has mroe flow and less restrictions than, say, Metroid, along with a dedicated dodging action with the Dash, CP:E's combat is more focused around avoiding damage than tanking it with damage reduction armor and such, so I think maximum HP upgrades is probably enough as far as that goes. That being said, who knows what'll happen between now and the final version!
"Hey Alicia, I know you kinda look like her with the blond hair in a ponytail and blue eyes, but you are not Samus Aran. You are not a 6'3" galactic bounty hunter with advanced, alien armor and weapons who's saved the galaxy 5 times over. So don't act like it and try to tank damage."
 
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Anon42

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Hey! Before I begin with the copy/pasted update post, apologies for missing a few updates here - the reason I didn't post any is because there wasn't all that much to say, my last two weeks of update posts were basically "don't have much to show, we're working on finishing up v0.34". Finishing it up took a bit longer than expected, and I posted pretty much all of our visuals earlier in the update cycle. That being said, v0.34 is complete now, so on with the post!

(Oh right, and here's a little preview of one of the new CGs Patrons get access to~ I wasn't able to post it on Patreon because of lewdness)

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(The following is a copy-paste from our If you like what you see, )

Hey everyone! v0.34 is officially complete and out in the wild. There are things that I wasn't able to get to that were originally planned, like making new levels in the Catacombs and implementing the new NPCs I teased recently, but this update still came out nicely, and I managed to get the majority of what I wanted done. (Plus, even though there's no new Catacombs rooms, there IS the new Lurker enemy down there who's sure to show you a great time!)
As always, the download link will be sent via Patreon PMs for those who are no longer pledged, and also linked in the post just after this one for $10 patrons for anyone who is. Without any further ado, let's get into the changelog!

v0.34 UPDATE MAJOR CHANGES
-Implement new Lurker enemy in the Catacombs (BE H-scene not complete currently)
-Implement new Data Disc feature
-Implemented Bestiary feature, with descriptions for 3 enemies (Bestiary entries are currently available immediately rather than being unlocked; this will be changed later)
-Implement new movement upgrade, the Omnidash
-Add new short cutscene at the beginning of the game
-Two new CGs (Lurker CG and Spooky Starlets collaboration CG)
-Completely reworked the Caves tileset
-Change Alicia's behavior on death to allow for H-scenes playing naturally

Alright, that's the major list of changes. Most of it is self explanatory, and I've already gone over the things that need more description in the past, so allow me to take a moment to talk about one thing in particular - the Spooky Starlets collaboration!

Crisis Point: Extinction is honored to collaborate with TinyHat Studios, developers of Spooky Starlets (and also a company lead by our very own FlynnFlann, the UI artist for Crisis Point), to add some extra content to both of our games! In Crisis Point, this takes the form of a Data Disc you can find that allows you to view a CG H-scene starring both Alicia herself and Susie Stitches, the "mascot" of Spooky Starlets. We've decided Spooky Starlets will be a game within CP:E's universe (that Rodriguez happens to be a big fan of), with Alicia being hired in the past to star in a rather lewd promo shoot for it. This keeps the logic consistent with our universe, despite Spooky Starlets being full of all kinds of monstergirls, like slime girls, goat girls, wolf girls, and more, that wouldn't necessarily fit within our lore.
In Spooky Starlets, the collaboration will have Alicia as a "playable character" of sorts! In their game, you direct your own pornographic movies starring a variety of lovely ladies in all sorts of positions - and now, Alicia will be one of those ladies you can pick from! Their page does a much better job at describing it than I ever could, so if the idea of making your own pornos interests you at all, please check out their page below and give their work a look!


Now then, on to the goals for Crisis Point: Extinction v0.35!

CRISIS POINT: EXTINCTION v0.35 GOALS
-Begin (and hopefully complete) the Deep Soil rework, including a complete overhaul of level design
-Add more areas to explore in the Catacombs (if Deep Soil rework goes well)
-Add the BE H-scene for Lurkers
-Start rework of BE mechanics to remove the movement debuffs
-Implement recolored enemies in later areas of the game
-Finish writing Bestiary entries for enemies, and add in proper unlocks for bestiary entries
-Continue reworking older CGs in Kuso's style
-Implement new NPC and cutscenes in the Summit area

This next update will be focused especially on the Deep Soil. It's become a lot of people's least favorite area, due in large part to the level design, so in the interest of fixing it, I'm most likely going to be razing the Deep Soil to the ground, figuratively. What I mean by that is just removing a lot of the current level design completely and reworking it from the ground up, this time with a better plan in mind - much like the other early areas in Crisis Point, a lot of the level design mostly boiled down to enemy hallways, and that's something I want to change and fix up. Unfortunately, such a big overhaul requires a lot of time and effort, and while I've already spent time laying the groundwork for a level design overhaul, it's definitely going to take a majority of my time for this update cycle. That being said, it's not like that's the only thing I have planned for this update, and Puffernutter is going to be helping with tilesetting the new level designs, so I'm very confident I can pull it off within one update cycle!
In addition to the new level design, I also plan on finally starting the BE rework I've talked about for ages (BE will still be in the game and there will still be unique BE H-scenes, it's just gameplay changes), implementing the recolored enemies I talked about recently, and a bunch more things I already listed up above, so the update should be a good one either way.

Alright, that's about enough from me for this update! Sorry we just barely missed the April release window, I was waiting on some last-minute assets, but now that the update is out I hope you guys enjoy it! As always, thank you all so much for your support. I'm really proud of how Crisis Point is shaping up, and it's entirely because of all of you. I'll see you in the next update!
-A42




UPDATE v0.34 MINOR CHANGES AND BUG FIXES
-Fixed some missing wall tiles and improperly-layered ghost platforms in the Summit
-Alicia no longer gets stuck in place if she collides with a Warped Soldier (and maybe others) while using the Wire Shot, if that enemy does not deal contact damage
-Nerfed damage of Split Shot slightly (main bullet down from 2.0 to 1.8, sub-bullets down from 0.4 to 0.25)
-Nerfed damage of Auto Shot weapon to 0.75 (down from 1.25; default bullets do 2.0)
-Changed some of the moans in the Tentacle CG sequence to better fit the mood of the scene
-Added gameplay toggle for screen shake on enemy death
-Fixed bug where screen shake during the "boss attacks camp" cutscene often faded out too quickly
-Made it possible to close the ingame menu and main menu Options menu using the Menu Cancel key
-Fixed bug where returning to the main menu while using the Options menu from the main menu resulted in the main menu music cutting out
-Fixed game crash when using Return to Main Menu option in the final room of the game
-Fixed bug where text popup when holding a button to skip a cutscene was behind the text explaining how to skip cutscenes, and after that first scene, the text turned black, making it nearly unreadable
-Fixed a small bug where certain rooms would briefly fade the music out when you entered, only to quickly fade back in
-Changed an instance of repetitive writing in the Summit Entry dialogue
-Fixed issue where environmental dialogue of Alicia finding the first security door was bugged, and would play an unintended line from Birch after Alicia finished talking
-Fixed bug where some interactables were still interactive during first Warped Soldier fight, which led to various other bugs and crashes
 
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Anon42

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Hey everyone! Today I've got some exciting news to share - first off, the Crisis Point: Extinction public demo has been updated! In addition to a host of bugfixes and some small additions, like a new cutscene at the start of the game, there's a whole new CG added to the game that you can find on a Data Disc in the Summit. Which leads me into..

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As patrons will already know, Crisis Point: Extinction has teamed up with Spooky Starlets - a game made by our very own FlynnFlann, designer of Crisis Point's UI - to add a little collaboration between our games! In Crisis Point, the collab takes the form of a brand new CG starring Alicia and Susie (pictured above), the lead characters of each game, in an in-universe promo video showing Spooky Starlets as a real game within the Crisis Point universe. Here's a preview of the CG, which is now available for viewing in the public demo:

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Much like every other CG in Crisis Point, it features multiple images and full voice acting, and can be viewed as many times as you like once unlocked. If you have any interest in seeing more of Susie Stitches, along with a bunch more sexy monster girls, you can check out Spooky Starlets - a game in which you pick from a variety of poses to create your own pornographic movies starring the aforementioned ladies!



As part of the promotion, Alicia has been added as a selectable Starlet within Spooky Starlets, so you can make videos starring her as well! If you want to learn more about the game, you can , or ! Throw 'em some support if you like what you see, they're doing great work!

Aside from the Spooky Starlets content, here's a list of what else has been added/changed in the public demo today:

-Added confirmation prompt when opening links at the end of the demo, and fixed issue where gamepads would always double-click on links, opening the link twice
-Raised volume of Skill Unlock sound effect, as it was far quieter than the rest of the UI
-Fixed issue where the player could accidentally skip the Wire Shot by jumping over the pit you fall into to get it, which could result in being softlocked
-Fixed bug where the player could push the first Warped Soldier enemy encountered in the camp by using the Melee attack, which could cause the following cutscene to act strangely
-Fixed bug where gamepad couldn't skip the disclaimer and gamepad text when the game is started
-Updated keyboard UI prompts with better art
-Added a short cutscene at the start of the game
-Changed an instance of repetitive writing in the Summit Entry dialogue, and an instance of incorrect writing in Rodriguez's intro cutscene
-Fixed issue where environmental dialogue of Alicia finding the first security door was bugged, and would play an unintended line from Birch after Alicia finished talking
-Fixed a bug where some interactables were still interactive during the Warped Soldier fight at camp, which lead to many other bugs and crashes
-Nerfed damage of Split Shot slightly (main bullet down from 2.0 to 1.8, sub-bullets down from 0.4 to 0.25)
-Nerfed Rapid Trigger damage slightly (was 75% of normal damage before, now 66%)
-Nerfed damage of Auto Shot weapon to 0.75 (down from 1.25; default bullets do 2.0)
-First boss fight no longer bugs out and continues screen shake if you die and respawn

If you haven't played the public demo yet, or if any of the changes sound like something you want to see, , and throw us a rating while you're there! Every rating helps us get more traffic, so I would really appreciate it!

 
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Anon42

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(The following is (mostly) a copy-paste from our ! If you like what you see, )

Hey everybody! Before I get into it, I want to apologize for skipping so many weekly updates - I passed a few up because we were working on the public demo update along with a marketing push, so I was focused on that, and to be honest marketing really drains me, so I ended up taking a vacation from work after that. That being said, I should've at least posted last weekend to let you all know what was up - in the future, even if I don't have any progress to report, I'll make sure to always release an update every week, as long as I am able to, even if it's just to let you know that nothing has been done and to explain why.
With that out of the way though, it's time for this week's Crisis Point: Extinction development update!

First off, we have recolored enemies! We did a lot of work on implementing enemy recolors this week. The Warped Soldier enemy's recolor work is fully completed, and the Warped Sentry isn't far off - here's a shot of one of the Warped Soldier recolors in action.
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For those of you who haven't seen my previous posts on the matter, recolored enemies are currently ONLY an increase in enemy damage dealt - I do want to give them unique attacks eventually, but they will NOT be getting unique H-scenes, and their HP values won't go up either so they won't be any more difficult to take down. At the moment it's purely their damage values, so that those enemies can remain a relevant threat as Alicia gains more maximum health.

Next up is the Warped Sentry, who has received an overhaul in her riot shield's design to make it a bit more interesting (don't worry, this is just a censored version of her design, she still has her torn clothing ingame)
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And here's the old design for comparison.
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The shield redesign was done not only to make it look sleeker, but also to allow us to recolor it more easily - the highlight gives it a much more metallic look, which allows us to convey what it is more easily no matter what we recolor it to - and since the Sentry's most prominent design feature is her shield, I wanted to be able to recolor it so the player can easily tell what "level" of Sentry they're going up against.

Next, we have a "new" enemy! To get the bad news out of the way first, this is an idea I kinda came up with last minute - and because of the design implications it has for the Deep Soil, I'm thinking it's very likely that I'll either have to delay v0.35 a bit, or the Deep Soil rework won't be completely done in this one update like I was aiming for. I'll have further updates for you on that as development of v0.35 progresses, but for now, the good news! This is one I think a lot of fans will be happy to see, and unlike most "recolors", this enemy will essentially function as a miniboss version of the enemy it's based on - and because of that special status, it will receive new H-scenes as well.

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Don't worry, she'll still have her.. signature assets.. in the actual game. It's just censored for the purpose of making a public post on Patreon ; )
Now, for why there are 4 different color schemes here, I haven't been able to decide between themto save my life. If you have a favorite, hop on by our Patreon page and !

This next bit isn't on the public Patreon post, since there's no getting around how NSFW it is, but I would've made it public there if I could. In addition to everything up above, I also went and updated the Warped Soldier's H-scenes a bit to give him and Alicia better facial animation, along with some other small touchups! Here's the new animations:
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And here's the old loop for comparison:
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Alright, that's about it for this week! Orexius got some time off work and he'll be coming over to my place for a while, so expect some dev streams to happen over the next two weeks! Thanks to all of you for your patience, love, and support! I'll see you all in the next weekly update!
-A42
 
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