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trollface

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It's in the north-west part of the map, reachable after you get the hover boots. You can get there from North deep soil, or by going up the slope above where you get the gun at the start and flying over.
 

satomin2234

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北西にあると思われる場所が見つかりました。
ジャンプが届きません。
それはどのように行われますか?

The place which seems to be that in the northwest was found.
I don't receive a jump.
How is it done?
 

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PaNiq

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The place which seems to be that in the northwest was found.
I don't receive a jump.
How is it done?
You have to find the hover boots, when you have those, if you dash you can keep dashing and if you start the dash from the opposite side of the room, you can reach that place.
 

satomin2234

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Thank you very much.
I didn't find able to move infinitely by hover boots.
It has come safely!
 
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Anon42

Anon42

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Hey guys - I'm so sorry I haven't updated here in a bit! Things have been so busy, my household did a complete schedule change to try and make 2021 a better year (including actually exercising for once in my life) and I guess I just completely spaced on updating anywhere outside of Patreon. We HAVE had weekly updates every week, just the last three never made it here; I'll go ahead and post the link for the first two missing updates, and then post the most recent update from yesterday in its entirety. Sorry again for forgetting, I'll try not to make a habit out of that!

(Note that you DO NOT need a Patreon account to view these updates if you want to read them, they're public and free!)


1-10-2021 weekly update:



1-17-2021 weekly update:



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


Hey everyone! Gonna be just a text update this time, but despite that we had a very productive week!


For starters, boss 3 is now pretty much finished! All of her fully-detailed animations have been completed and implemented, her attacks were given the proper effects, and it's all looking pretty great. The only thing missing from her right now are voice clips and sound effects. The voice clips won't be coming this update, but the sound effects will hopefully be finished and implemented before the update goes live. It took a bit longer to finish the boss 3 rework than I would've liked, but I'm still happy with how fast the new fight came together! Orexius did a killer job on the animations and added some great little details that really add a lot of life to her movements.


I also "finished" the cutscene viewer this week, which will be accessed via a Gallery button on the main menu - and by "finished", I mean it's functionally complete, but only with Lucas and Verreda's H-scene cutscene. There's still a few minor visual issues involving the menu that I want to fix before the update is released, but even if it were to come out now, the cutscene itself works great. The groundwork has also been laid for implementing future cutscenes, so doing it should be pretty easy in the future, too!

Another thing that got done this week was implementing the dialogue I wrote. Most of the conversations are still missing voiceover, but they're all functionally implemented, so it'll be as simple as dropping the voice clips in once our cast is finished recording. I do want to note again, however, that some of the lines may be unvoiced due to one of our actors getting sick, so don't be surprised if any of the conversations are partially silent.



Aside from those three major things, I also fixed a good handful of smaller issues this week, like adding button prompts to the in-game H-scene gallery, since a lot of people didn't realize you could watch BE/group scenes in there. I've also implemented recolored versions of the Warped Scientists that hit harder than their early-game counterparts, so they'll be populating the later areas of the game.

Red was able to join us for two of our three streams this week, as well! He's working on the reworked Warped Sentry CG, and you should really come check out the streams sometime to see how it's going, if you haven't already! It's looking reeeeal good. Hopefully it will be ready in time for the release of v0.43! If you don't already follow us, we stream CPE work on Picarto here, come check it out sometime:


And that's all for the weekly update this week! I'm definitely getting back into the swing of things, which feels great. Streams are a big help for my productivity, so I'll definitely be sticking to them more going forward. The rest of the update will be my personal health/fitness update I've started doing, so if you don't care to read that, feel free to stop here, and thanks for reading the update!


Exercise this week went pretty good! I'm finally starting to see some slight improvement in my stamina; our household (me, puffernutter, and orexius) are all working out together to try and improve our health, and I've been seriously lagging behind the other two, probably because of just how long I've been out of shape. I pushed myself harder this week - maybe a little too hard, given how sore I was a few days ago lmao - and I managed to reach a new length of double my previous times. It's still not very long at all, frankly, but it's a great step in the right direction! I'm feeling the most optimistic I've felt in a long time, regarding my ability to get my health back on track, and that's something to be proud of.

I hope any of you that are trying to make a positive change are doing well, whether it's health, creativity, or anything else! Keep it up, and remember to be proud of yourself for making an effort, even if you can't push as far or as fast as other people you know. It's not a race, we'll all get there eventually; what matters is that you never give up!

Best of luck to everyone reading this, and thank you for reading the update!
 
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Anon42

Anon42

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



Hey everyone! This week was a bit of a slow one. We're starting to wrap up development on v0.43, so this one will be text-only again, not too much visually to show off.


I spent most of my time this week polishing up odds and ends from earlier in the update - stuff like the Blaster Chip menu (which still had a minor few issues remaining from the process of adding a scrollbar), tidying up the visuals for the Cutscene Viewer, and making sure the recolored versions of the Warped Scientists actually spawn where they should in place of the weaker scientists.

On the subject of recolors, I did some thinking this week about how I could add some minor changes to the recolored enemies to make them more distinct from their early-game counterparts, aside from just dealing more damage - more specifically without making them too time consuming to create, since the whole point of recolored enemies to cut down on development time (compared to adding completely new enemies) and keep early-game enemies relevant later on. I have some ideas in mind, like giving the Warped Soldier the ability to aim directly at Alicia instead of only in straight lines; I won't be working on any of that for v0.43, but I plan on adding some in the next update! Hopefully it will keep the game feeling fresh in the later parts, even though our enemy roster is relatively small and you see a lot of the same enemies throughout the game.

Aside from that, I spent some time picking out takes from our voice actors, giving the Warp hazards a proper visual instead of just being little glowing orbs, adding some more areas to explore, and implementing a powerup that will show up in a future update. I expected that powerup to be a little tougher to implement so I wanted to get a head start now, but it turns out it wasn't too bad! It won't be in the game for a while yet, but I'm excited for it when it does get added officially.


Red is still working on the Warped Sentry CG, but I'm not sure it'll be done in time. I might delay the update a little longer to include it, since it won't be out until February anyway, and it'll be the only porn in this update; I'll talk to Red and see what sort of timeline we're looking at and decide from there. I'm also still waiting on those new sound effects, too, but luckily once our sound guy is done with them it'll be easy to drop them in.

Orexius has been working on cutscene animations for boss 3, but there's quite a lot of them to do, so I don't think those cutscenes will make it into the update either unfortunately.


As I mentioned, v0.43 development is wrapping up, and I'll probably just be cramming more level design and bugfixes into the game between now and then. I haven't done much level design yet for this update, so it's a bit lacking in new content at the moment. Hopefully I can fix that before it releases! Anyway, that's all for the CPE update this week! Thank you for reading; the rest will be a personal update, so feel free to stop reading here if you're not interested!


Our exercise/personal health goals stagnated a bit this week, but we're still keeping it up! There's honestly not much to report; we ordered some cheap exercise equipment to help give us some more variety, and we're gradually starting to convert an extra room in our house into a home gym. Even though we didn't really make progress towards pushing ourselves further this week, the very fact that we're continuing our daily exercises and fasting with decent consistency is still something! Having multiple people to hold you accountable helps a lot, so if you're struggling to make a change like this, I definitely recommend reaching out to some friends to join you, or at the very least help remind you to keep it up.

I hope you all are doing well and making positive changes as we round out the first month of 2021. Here's to making this a better year than the last one! We'll see you in the next update!
 
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Anon42

Anon42

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

Surprise, weekly updates are changing schedule (slightly)! Instead of posting them on Sundays, I'll be posting them on Saturday from now on!

Prepping weekly updates every week can take a few hours, from writing to prepping gifs and making sure they're posted everywhere. I'm changing the schedule to make room on Sundays, so I can get some light work done on the early stages of another game project - our next game after Crisis Point! I won't be discussing it in detail just yet, but we've nailed down what our second project is going to be, and have decided to begin early development now, so that when Crisis Point is finished we should already have an early playable version of the next game to show off! We're only dedicating one day a week to this new project, and it will only be on weekends, so don't worry about it conflicting with Crisis Point development - if anything, having a second project to work on something new every once in a while helps prevent burnout!



Anyway, enough about that. As I mentioned last week, development of v0.43 is wrapping up, so there's not a lot to show or talk about this week. We do have one visual, though, which is the gif up above, showcasing a new obstacle I created this week. It functions similarly to the falling platforms in the Summit, but if you continue to stand on the platform, it will start rising instead. The speed the platform rises at isn't final; I might make it faster since it is a bit sluggish right now, but it should make for some fun obstacle courses!

Aside from that, I spent most of my time this week adding the sound effects our sound guy finished (I'm still waiting on some, but the ones he has delivered have been added now), and continuing to tweak and polish things to get ready for the release. Not a lot of level design happened, since I wanted the rising platform obstacle to use in the new levels; I'll be spending time this week trying to actually add in a few new rooms to explore, but it's likely that v0.43 will be pretty light on the new content front. Boss 3's rework and cutscenes took up a lot of our time, so future updates should be better in that regard.. at least until it's time to add another boss fight :p

It's kind of hard to know when to cut off this update cycle and just release the thing. The longer it takes, the more likely the Sentry CG rework will be complete and we can include it. Red finished most of the character shading in our last stream, but the background is still only in sketch form, so there's still quite a bit of work left to do. We've also officially reached the 2 month mark now, so the update is technically "late" already. I guess we'll see how things are looking by next week's update. I can't guarantee that the update will be in a good enough state to be released by next Saturday, but I'm hoping it will be!


That's the end of the development update this week; thank you for reading, and for continuing to support us! The rest of the post will be my weekly health/fitness update, so feel free to skip it if you don't care about that!

As far as exercise goes this week, things didn't go super great. I must've pushed myself too far at some point, my legs were experiencing some sharp pain when bending certain ways for maybe ~4 days this week - for the first few days, I tried to continue exercising daily and just keep it very light, but that seemed to make the pain worse, so I had to take a few days off exercising entirely to let them rest and recover. I feel fine now, I just tried to go too far too soon, so I need to be a bit more careful about how far I'm pushing myself. After so many years of living a completely sedentary lifestyle, it seems I've got a ways to go to get my body in working order! The good news is that we finished setting up our spare room into a home gym, so it all feels a little bit more official now. Since we've put in that effort, it would be lame of us to give up on the exercise now, so we're in this for the long haul!

Thank you for reading the update, and I hope things are going well for all of you! We'll see you in next week's update!
 

Inspector_Whatsup

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Hm, a new project on the horizon already? I'm sorry if that's not what you'd like to hear, but I'm skeptical if that's such a good idea at this point. But on the other hand, you guys know best how much you can handle, so who am I to spit in the soup?
Regarding those platforms: I actually like the slower pace at which they rise. This could become an interesting part to include enemies firing at you while you need to stay on the platform. Instead, you could add small crystals or something similar to the top of the platforms that, when shot, accelerate the platform each a bit. That would open up a few additional possiblities for challenges and obstacle courses.
As for your exercise issue: I'm no doctor, but when you're dealing with persistent pain, it's always better to go easy on it instead of pushing through. I made that mistake once, and I'm still paying dearly for it, so I speak from perspective.

Anyway, enough rambling from me. Thanks for your hard work, and keep being awesome, you guys!
 
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Anon42

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Hm, a new project on the horizon already? I'm sorry if that's not what you'd like to hear, but I'm skeptical if that's such a good idea at this point. But on the other hand, you guys know best how much you can handle, so who am I to spit in the soup?
Regarding those platforms: I actually like the slower pace at which they rise. This could become an interesting part to include enemies firing at you while you need to stay on the platform. Instead, you could add small crystals or something similar to the top of the platforms that, when shot, accelerate the platform each a bit. That would open up a few additional possiblities for challenges and obstacle courses.
As for your exercise issue: I'm no doctor, but when you're dealing with persistent pain, it's always better to go easy on it instead of pushing through. I made that mistake once, and I'm still paying dearly for it, so I speak from perspective.

Anyway, enough rambling from me. Thanks for your hard work, and keep being awesome, you guys!
While I understand the concern, that concern is exactly why I specified that the new project is only being worked on on weekends, when I wouldn't be doing CPE work anyway. It won't be impacting CPE's development in any negative ways. It's something I am taking away from my free, non-work time to do, because I want to do it. I've always tinkered on other projects for the entirety of CPE's development, because it's healthy to have other creative works to keep your mind fresh and avoid burnout; the announcement is explicitly not "I'm taking part of my work time to do something other than CPE", and instead "I'm turning my free time into something productive for the next game, because we have an idea for it and want to get a headstart".

Thanks for the thoughts on the platforms and exercise! For the platforms, they're coded in such a way that I can control how fast individual platforms raise, so if I wanted to do a "fight enemies on a rising platform" thing, I could easily still do that while having obstacle-focused platforms raise faster. The small crystals idea is a good one too, though, and I'll definitely consider it; it could make for some interesting timed obstacle courses, where you have to strategically speed up the platform at certain intervals to avoid hazards.
 
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Anon42

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

(NSFW trailer available here: )

Hey everyone! Sorry we didn't make our update post yesterday like normal, but there's a reason for that! Drum roll please... Crisis Point: Extinction v0.43 is finished and ready for our $10 patrons to play! You can watch the video up above for an overview of some of the major changes, and keep reading the post for a more detailed list, as well as our plans for v0.44!

v0.43 MAJOR CHANGES AND FEATURES
-Boss 3 rework pretty much done (just missing cutscenes and some voice acting now)
-More areas to explore and secrets to find
-Added two new bullet chip types, the Sawblade Shot and the Crystal Shot (Crystal is missing sound effects)
-Added some more conversations that play as you explore certain parts of the game, including two "hint" dialogues that play in areas players commonly get stuck in
-Sentry CG was redrawn and has new artwork now
-Added a Cutscene Viewer to the main menu (only the Lucas+Verreda H-scene is viewable in this mode currently, and is unlocked automatically for now; in the future, cutscenes will unlock for re-viewing as you progress through the game)
-Fixed a number of bugs and glitches (full list at the bottom of the post)

v0.43 was largely focused on filling out various areas of the game that were incomplete, rather than developing brand new content. The Boss 3 rework now has close-to-complete visuals, more bullet chip types were added, there's more dialogue to hear as you explore the game world, and there's a few more areas to explore, in addition to some minor tweaks to existing areas that were flawed or frustrating. The Warped Sentry CG has been redrawn by Red, leaving only one CG remaining that needs to be updated. We've also done some work on new stuff that isn't actually in the update, but will show up later on, like a new enemy design.

v0.44 GOALS AND PLANS
-Add in cutscenes for Boss 3, to finish up the rework
-Add further story cutscenes and a new small "biome"
-Continue work on new enemy type, hopefully add them in
-Add new H-scenes
-Start work on Boss 4 (will be kept secret)
-Rework Edovex CG, which will finalize CG reworking
-Implement Crystal Dragon CG
-Give some recolor enemies altered behaviors/attack patterns
-Fix more bugs and glitches

If v0.43 was mostly about polishing up previous content, v0.44 is the opposite, and focused on new things! I speak for the entire team when I say we're looking to speed up development of CPE and get the final game in your hands as soon as possible. We're going to start pushing hard into new content territory from here on out, and once the game is nearing completion, do one final polish pass; stuff like new special effects, additional sounds, adding any still-missing H-scenes to enemies, and so forth. My goal is to no longer have any updates where the main focus is reworking/finishing content, until the game is almost finished. There will inevitably still be polishing done between now and then, but it shouldn't be the focus of any updates for a while.

One last thing before this post is done. There was a bit of uncertainty after last week's update, when I announced we're starting the early stages of development on our next game; I want to clarify that development of the next game is ONLY happening on weekends, and is coming out of our free time, not out of Crisis Point's work hours. Additionally, the only reason we're starting on it now is because we have an internal estimate and roadmap for when we're aiming to finish Crisis Point. We've still got a ways to go (I don't expect the game to launch this year), and I do not plan on sharing this estimate - it's a fairly ambitious one and who knows what could happen - but we do have a planned timeframe we're working towards!

Alright, that's it for this update! We'll be taking a brief break, so there won't be a stream on Monday and maybe Wednesday, but they will start up again soon. Thank you SO MUCH to all of our amazing Patrons for your support during this update's development, and an extra huge thanks to our top Patrons during this cycle:

SeraphStarliege
Katsune Teku
Benjamin Arnold
Leon Kiske
Pedro Fraga
TCTheorist
Joshua Woodward
Skraflar
Skrabyzarc
koldkanadian


Thank you so much for reading the update, and to our $10 patrons, I hope you enjoy v0.43! See you in the next update!
-A42





v0.43 MINOR CHANGES AND BUG FIXES
-Fixed Poison Alraune not approaching Alicia for H-scenes
-Fixed an issue where Alraune would enter their walk cycle, but stop animating when they got near Alicia, when approaching her for an H-scene
-Sentries no longer continue running at Alicia when she's in a sex scene they can't participate in
-Opened Rodriguez's eyes to the secrets of the universe
-Fixed an issue where, in some instances, Alicia would be facing the wrong way during a late-game cutscene
-Fixed Yellow slimes having green glow lighting instead of yellow
-Added slight ambient lighting to Torguis enemies, and glowing red eyes to the Lurkers, to help identify them in dark areas
-Added short hint dialogues in a few places, when the player seems to be stuck there long enough
-Made the Wire Shot return to Alicia MUCH more quickly, if she somehow misses with it (such as when the Warped Sentry lowers her shield just before the Wire Shot grapples it)
-Added button prompts to the in-game H-scene gallery explaining all the available controls
-Fixed issue where enemies killed in recent rooms do not respawn after the player quits to main menu, then reloads their save
-Fixed "Ascending the Summit" save point not having the proper Save Point room color on the map
-Implemented potential fix for an issue where Boss 3 would get stuck in her Divekick animation when hitting certain walls
-Fixed a bug where hitting a warp hazard orb while grappling with the Wire Shot caused the Wire Shot noise to continue looping indefinitely
-Fixed a level design issue in the Catacombs where Sentries and a Wire Shot target would compete for the Wire Shot's auto-targeting feature, making its behavior inconsistent
-Fixed a freeze that would occur if Alicia somehow got inside of certain collision geometry
-Attempted fix for a rare crash during Boss 3 if her sniper ends up inside of a wall while aiming at the player
-Fixed a bug that was causing the initial controller layout for Gamepads to be incorrect, placing both Melee and Dash on the same button
-Fixed an issue where the player could dash while underwater, if ledgegrabbing
-Fixed an issue where the player's gun could stick through some walls, allowing them to shoot through the wall
-Player can now use the Force Shot even when their gun is inside of a Force Shot-destroyable block
-Fixed a bug where Sentries could not be hit by the Auto Shot when they're knocked over
-Altered level design and moved save point before Boss 3 to better facilitate the puzzle
-Fixed a room in the Subaquatic Caverns being misplaced on the map
-Fixed a bug where the map screen duplicates over itself on some systems, becoming cluttered and difficult to read
 
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Anon42

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Hey guys! I haven't posted about CPE dev streams on any forums in a while, so I figured I would drop a link to let you know we're about to start one up! We stream typically every Monday/Wednesday/Friday at ~3pm EST (running a little late today), so if you're at all interested in watching our team work on Crisis Point, come hang out with us!

 
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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 everyone! Feels like it's been a while since I wrote a weekly update, since the last major update came out on a Saturday and we were on break last weekend! Development of v0.44 started up in full force this week, and we've already gotten a lot done!


Before I get into anything else, the cutscene linked up above is one of the major things I worked on this week. Both the intro AND outro cutscenes for boss 3 were completed this week, which means boss 3 is finally (pretty much) complete! There's lots of little polish tweaks I'd like to add if we ever get the time, like better effects and visuals, more cutscene animations, and more sound effects, but that will all come later in development, during our final polish pass. The video up above is just a small sampling of the scene, so I hope you're looking forward to seeing the full thing!
Aside from that, I also received the remaining sound effects from Green and implemented those this week. The Crystal Dragon and Crystal Shot both have proper sound effects now, as well as a handful of missing things around the game!

Another major thing I worked on this week was some secret planning stuff related to Boss 4. I've never talked about Boss 4 before, but my plan for them has gone through some changes, and said changes necessitated some changes in our late-game story. It's nothing major, so it won't impact the consistency of our story at all, but it should lead to some more interesting storytelling later on in the plot!


Aside from the things I worked on, Orexius spent this week animating the BE Tentacle H-scene (which he's nearly done with), and Red worked on some concept art for the new enemy we're working on! Their combat abilities are all planned out, and I'll be working on implementing them next week, just without visuals. Hopefully we'll figure out a design we're satisfied with and give them proper visuals by the time the update comes out.


And that's it for us this week! The rest of the update will be personal/life/fitness stuff, so if you just wanted to read about Crisis Point, feel free to stop here, and thank you for reading!

Sooo tearing the bandaid off, fitness hasn't been going great. We haven't given up or anything, far from it, but our consistency isn't so hot lately. I wonder if the weekly updates have been more motivating than I realized? :p We're still fasting pretty consistently, so there's that at least, and I plan to fix the problem starting today and make sure I exercise daily again like when we started. No sense in crying over the mediocre performance of the past week or two, just gotta stand back up and get into it again!

And that's it for the whole update. Thanks for reading guys, and I hope your 2021 plans are going great so far! Thank you so much for continuing to support us, it really means the world. We'll see you in the next update!
 
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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! Pretty small weekly update today, I spent all my time on one major thing this week, but the good news is that one major thing is pretty much done!


As you can see in the video up above, I was working on a new enemy this week. There are still a few minor things left to do to polish it up, programming-wise, as well as the fact that it has almost no graphics yet, but functionally it's more or less complete now!

This guy has a more complex moveset than most other enemies, but it's not a full-on boss fight, more like a miniboss; it starts off being protected by a barrier of crystals (in the video there's only 1, but in the full fight there are 3), and no attacks are able to hurt it during this phase. Instead, you have to aim for the crystals spinning around him instead, and break them one by one. Once the crystals are broken, the enemy will immediately go into a powerful spinning laser attack. Once that attack is over, it returns to its normal behavior pattern, but with less downtime between attacks and with another laser attack every ~20 seconds until it's defeated, making it much more dangerous. Once the barrier is down, you'll need to focus on taking it down as soon as possible!

Like I said, most of my time this week was spent working on this enemy. I've also been brainstorming names for the Crystal Dragon enemy, so he can actually have a real name for once - don't know why I've been struggling with that specific one for so long, but I think we're finally on to something, so he shan't be unnamed much longer! We've also got more work coming from our musician (for the 3rd boss fight), so I hope you're looking forward to that - I know I am!

Last week, I said that Orex was nearly done with the Tentacle BE H-scene. He ran into some difficulties with the climax animation, so he's still trying to finish that up this weekend. Once he's done, he'll be starting up the next H-scene right away, so there should be a solid amount of H-content in this next update even though it's going a little slower than we hoped.

Red, who's the only one on our team that has experience working with 3D, has been working on a 3D model for this new enemy. It's something we haven't done before, but want to try incorporating into our development process - essentially, creating a simple 3D model of the enemy, animating it in 3D, then tracing over the renders for the final art in the game's pixel style. It's a technique we'd like to incorporate more in the future, so hopefully it works out! Once he's done with the model, he'll be working on some more CGs.


And that's it for us this week! The rest of this update will be a personal update, so feel free to stop here if you just wanted CPE news. Thanks for reading!


As far as personal health/fitness goes this week, it went pretty well! I didn't quite meet my goal of working out every day, but I worked out for 4 of the 7 days of the week, which is a good step up over how last week went! Any improvement is worthwhile, so I'm choosing to be proud of it instead of wishing I did better; I'll just make sure this next week is even better than that. We've also succeeded in ordering out a bit less and cooking at home a bit more, which is another good step forward; exercise is only one piece of the getting-healthy puzzle, after all. One more piece of good news, too - our household started the Covid vaccination process this week! We all got our first shots yesterday afternoon, and our second doses are scheduled for a month from now. I'm looking forward to being at least a little more protected; things won't change too much, we'll still be masking up when outside, and spending our time at home and avoiding crowds, but the extra peace of mind helps a lot.

And that's it for this week! Thank you so much for reading everybody, and for continuing to support the development of Crisis Point! We'll see you next week!
 
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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 there, everyone! Got a jam-packed weekly update for you this week, so let's get into it!



First off, the gif up above. While working on the recolored enemy variants this week, I realized just how sad and lame the Tentacles looked, so I decided to take the opportunity to update their animation! Now, instead of just sinking into the ground, they have a proper digging and attacking animation. There's still a few tweaks I want to make to keep it visually interesting (like making each tentacle dig at slightly different times), but it already looks way better!



I also worked on recolored enemy AI this week, and giving them new/altered behavior for higher-tier versions of enemies. So far, the Warped Soldier, Slime, and Tentacle are all complete! The higher-tier Warped Soldiers now aim directly at Alicia instead of only in a straight line (which you can see in the gif above), Slimes move much faster along walls and have less downtime when jumping and landing, and Tentacles not only dig faster, but higher tiers will dig a few times in a row before resting. I'm really excited for these changes; it should help the lategame combat stay exciting and challenging, even once Alicia's toolkit has expanded!


Next up, Orexius started working on the Slime BE H-scene this week - but before he started work on that, we decided to touch up the Slime sprite, which hasn't been changed since development started. It was pretty ugly before, if you ask me, and this new coat of paint brings it in line with the rest of the game's visual quality standards!

And as far as the Slime BE H-scene itself, goes...



One last thing before this update ends, about our streaming schedule - I've been doing some thinking about why it is that we seem to miss at least 1 stream every week, and the conclusion I've come to is that a dedicated stream schedule just doesn't work well for me, creatively. I was diagnosed with ADD as a child, and it's shaped me creatively in a lot of ways, and I get the feeling that hard schedules just don't really benefit me, and instead cause a lot of stress and anxiety.
To try and fix it, I'm going to be changing the way our streams work: instead of a stream Mon/Wed/Fri at 3 pm EST, I'm instead just going to be aiming for at least 3 streams a week, whenever it feels right! Ideally, the amount we stream won't change (and might even go up!), they'll just be unscheduled. If it doesn't work out that way, I'll figure something else out in the future, but that's what I'm going to be trying for now!

And that's all for this update! The rest of this post will be a personal health update, so you can stop here if you just want to read about CPE. Thanks for reading and for supporting our work!

Health was a mixed bag this week. The fitness part didn't go so great, I only worked out a few times - however, one big change this week was in the food department. I've been terrible about ordering out a lot and barely cooking this year (and since way before then, if we're being honest), but this week I managed to go the entire week without ordering out once, and cooked more than I have in the past month. That may not sound like a lot for most people, but for me it's a pretty big deal as it's something I've always struggled with. I've also been managing to eat a bit less, and my weight is finally starting to move downward ever so slightly, so despite the workout failure, I'm calling this week a win - and next week will be even better!

Alright, that'll be it for this update! Thanks so much for reading, we'll see you in the next weekly update!
 
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Anon42

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


(Doodled by our animator, Orexius!)

Hey everyone, welcome to the weekly update! We had a nice productive week, so let's get into it!

https://soundcloud.com/anon-42-498945869%2Fcrisis-point-extinction-boss-3-theme-preview
First off, our musician finished up the boss fight track for Boss 3, and you can listen to a preview of it up above! I love how it came out, so hopefully you'll be excited to hear the full thing once the update releases! I wasn't sure if I wanted to give each boss a unique theme at first, but our composer does such amazing work every time that any excuse to get more music from them is a good excuse in my book!



Next up, Puffernutter started work on a brand new tileset for a new area, an offshoot of the Summit, this week! Absolutely EVERYTHING in this image is subject to change, as most of the assets are either placeholders or are still in a very rough state at the moment, but we were so happy with how it was turning out that we wanted to show off a preview now!



Next, on top of some other stuff (like increasing the speed of Boss 3 so the fight's not so easy), I worked on a system this week to allow for player choices during dialogue! This likely won't be used super often in CPE - we're not going to have a branching storyline or anything - but it will be very useful for chatting with folks back at camp. I hope to use it to help flesh out their personalities by giving everyone optional dialogue here and there.

Also, to help out anyone struggling to make their way through the game, I'll be giving Rodriguez an "advice" option (as you can see in the image above) that has him point you in the right direction on where you should explore next, so hopefully getting lost won't be as common in the future. I like this implementation a lot, both because it's organic within the world (as compared to a waypoint marker or something like that), and it's also completely optional for the player; if you prefer figuring it out for yourself and don't want to be told where to go, just don't ask him for advice!



Lastly, Orexius finished the animation a while ago, but I don't believe we ever showed off the Tentacle BE H-scene, so here's an in-game preview of that!

And that's it for this week! We didn't end up holding any Picarto streams this week, sorry about that, but we DID go ahead and set up a second, more casual form of streaming on our Discord server! Unlike Picarto, our Discord streams aren't archived (and don't have audio), so I plan to use them for shorter casual dev streams rather than the usual 4+ hour streams we do on Picarto. I'm hoping it'll help fill the gaps when we're not feeling up to a lengthy stream, to allow us to still engage with people while we're working on a smaller scale. At the moment, anyone can watch the Discord streams by being in the server, but only Patrons are allowed to use voice chat, so hopefully the streams won't get too crazy!

The rest of this post will be a personal health/life update, so feel free to skip it if you want. Thanks for reading, and we'll see you next week!


Fitness took another dip this week, and I didn't do any real exercise, unfortunately - BUT, we've been sticking strong to eating better! We've fallen into a rhythm of only eating out once a week, ordering less when we do eat out that one time per week, and cooking a LOT more (and with healthier, fresher foods) at home, so I'm still feeling pretty good about it all things considered! Once I finish posting this update I'm gonna head to our exercise room and get back on that exercise train immediately, so next week will already be off to a better start than this one was.

And that's it for this week! Thank you so much for continuing to follow and support us, everyone, it really means the world to our team! We wouldn't be here without you!
 

Lolstarrrr

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Hello.
Sorry, could someone help me find the weighted boots? I feel like I’ve looked everywhere in the map and still can’t find them. I saw that they’re close to the third boss but I haven’t found this boss.
 
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Anon42

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Hello.
Sorry, could someone help me find the weighted boots? I feel like I’ve looked everywhere in the map and still can’t find them. I saw that they’re close to the third boss but I haven’t found this boss.
Head to the Deep Soil and explore in the bottom left section. I won't tell you exactly what to do unless you really need it, but it has something to do with water



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

Hey everybody! This week's update is a bit smaller, we only have one real visual to show ya, since I've been working on mostly non-visual stuff this week, like writing the Azulisk CG scene. That being said, let's get into it!



First off is the one major visual from this week, showing off new functionality for the Warped Scientist's red vial. As you likely know already, the Warped Scientist has 3 vial colors - red (damage), blue (BE status effect), and white (immobilizing status effect).

For recolored, higher-tier Scientists, I decided to handle the damage and status effect vials differently; for the red damage vial, as you can see in the gif above, it now creates a lingering flame effect that will cause damage to Alicia if she runs into it. The flame doesn't last forever, but it means that you'll have to be more aware of your positioning when fighting Warped Scientists.

I don't have a gif for blue and white vials, but instead of changing the effect of the vial itself for those ones, I decided to make the scientist throw 3 vials in quick succession. When he does this, all 3 vials will be of the same type as the first one, so you won't need to keep track of what types he's throwing and you can focus on avoiding them. I decided to go that route with the scientist because I realized the biggest issue with enemies in Crisis Point is that it's too easy to simply dodge one attack, then kill them before they pose much of a threat, due to their cooldown period between attacks. These enemy recolor AI changes will hopefully lead to enemies either having more difficult to avoid attacks, or having longer "attack phases", meaning the player has to dodge properly for a longer period before getting the opportunity to kill. It'll be exciting to see how all of this changes the later parts of the game, in any case!


Aside from that, Orexius finished up the Duo Slime BE H-scene (it's much like the non-BE scene, with a second slime jumping on Alicia's face), and also started working on some general cutscene animations, like this one:

Up until now, the majority of Crisis Point's cutscene animations have been bespoke animations made for a specific moment in a specific cutscene (i.e. Rodriguez putting his hands up when Alicia draws her gun during their first meeting). These animations are great, but the characters in cutscenes don't do a lot of animating outside of those rare bespoke animations, so the goal is to give each character a small library of reusable animations unique to them and fitting to their character (i.e. Alicia crossing her arms, Birch flipping through his book), and then adding those to existing cutscenes whenever they feel fitting, to give each character some more life and movement without every animation needing to be unique.

Last thing I wanted to mention for this week is a small one, but I implemented right analog stick aiming for gamepads this week! This system does NOT change the way aiming in Crisis Point works - you're still limited to 8-directional aiming, and when running you still can't aim behind you or anything. All of the existing limitations are still in place, but I figured some players would be more comfortable, for example, using the right stick to aim and R1 to shoot. If it makes even 1 person more comfortable playing the game then I'm glad to have added it!

Oh, one more final note about streams - sorry to anyone who's waiting for Picarto streams again, I decided not to do any this week because Picarto had some website changes and they were causing issues for a number of people, so I figured it would be better to wait it out a bit. We did a few Discord streams instead, and hopefully Picarto has smoothed out the issues well enough now for me to start streaming there again this week.


And that's it for this week! Sorry it's not as exciting as the last two weeks; Orex can only work on H-scenes so much before other animations need to be done :p Thank you so much for supporting and reading! The rest of the update will be a personal one, so feel free to stop reading here if you want, and we'll see you next week!

As far as personal stuff goes this week, it was pretty alright! Exercise was still a bit of a bust (but not completely, I did exercise a few times which is better than last week!), and more importantly the house talked about why exercise has fallen off for all of us. We've realized that it's because our exercise room is on the smaller side and can only really comfortably hold one person, so exercise has become a "wait your turn" thing rather than a group event like it used to be when it was in our living room. The lack of community and encouragement between the three of us, for lack of a better term, resulted in a lot less pressure to keep it up, and we all gradually fell off the wagon. We're not entirely sure what we're going to do about it yet, but now that we know what the problem is we can work on fixing it! I'm happy to report we're also continuing to do well in regards to eating better and cooking more, so all in all I'd call it a pretty great week in terms of personal health and improvement.

And with that, the update is done! Thank you so much for reading everybody; I hope everything is going great for all of you, too! We'll see you in the next update!
 
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Anon42

Anon42

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

Hey everybody! So, just to preface this weekly update, you might be expecting a really big one since we skipped last week's update due to the covid vaccine shots (we're all doing fine now, so no worries), but this update is going to be pretty normal sized. I've been struggling pretty hard this week with mental issues, which is something I've dealt with for years but it's been especially bad this week. I don't really know why, but I'm planning on seeking some mental help soon, now that our household is fully vaccinated.



First up in the update is something from last week. In the video up above (which is playing in slow motion to make the effect easier to see), you can see a comparison shot of the game's screen transition fade effect - before, the fade was as simple as drawing a transparent black box on top of the screen, which makes for a perfectly workable transition, but it looks kinda muddy and flat. I decided to rewrite it using a very simple shader that adds a flat amount of color to each pixel instead, and the result is an effect that fades the darker colors very quickly, while the brighter colors stay visible for longer. You can see the effect most clearly by looking at the lights and windows, or the metal bits of the room transition doors. It's a simple and subtle change, and I'm not sure how much anyone but me will care or even notice lol, but the effect is much nicer if you ask me.

For this week, I spent most of my work time refactoring our H-scene code, which was an absolute spaghetti mess and made it so adding new H-scenes into the game required hours of work, even after the animation was done. Refactoring it took a lot longer than I thought it would, but I decided to rework it now because of how many new H-scenes were added this update, which made it very clear how inefficient (and frankly annoying to work with) the old code was. The refactoring is pretty much done now, thankfully, and should make implementation of future scenes much quicker.

My work may have been a struggle, but Orexius has been cranking out work like crazy - here's some of the cutscene animations he did for Birch and Alicia this week.



We also have the finished version of that 3D model I mentioned a few updates ago, and he's here to say hi!

This guy won't be in the next update just yet, unfortunately; we don't have the time to give him proper animations, so he'll be making his ingame debut in v0.45 instead.

Lastly, Orexius also updated Alicia's.. "solo" H-scene, which you can see a preview of right here. It now includes a second variation of the animation, as well as an "outro" of sorts.

And that's it for this weekly update. We're going to try and wrap up development of v0.44 as soon as possible, but it might end up being released somewhat late in the month, or having some intended features delayed until next update. My apologies ahead of time if either of those end up happening; we're going to try to get it done on time, but I can't make any promises as there's still quite a bit to do to wrap it up. If it does get delayed longer than you'd like, don't forget that you can unpledge and you'll still receive the update when it comes out. In the meantime, though, thank you so much for continuing to support us!
 
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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 start with the post proper, I apologize for not posting outside of Patreon for the past few weeks - if you want to know why in detail, you can read the post about it here:

If you don't want to read it, suffice it to say the past few weeks have been rough for us for a few reasons, and things were moving very slowly. That being said..

(NSFW trailer available here: )

Despite running the timer down to the absolute wire, Crisis Point: Extinction v0.44 is now complete! I told ya I'd release it by the end of the month, didn't I? ..well, it's still April in my timezone, at least.

Anyway, you can watch the trailer up above for a few highlights, and here's a quick list of the major things we did this update cycle.

v0.44 MAJOR CHANGES AND FEATURES
-Added in cutscenes before and after Boss 3, along with new boss fight music, to finish up the Boss 3 rework
-Continued work on new Golem enemy, which will be added in officially in v0.44
-Added several new H-scenes
-Added a handful of new animations to various cutscenes throughout the game, to give them more spice
-Started work on Boss 4 (will be kept secret)
-Gave many recolored enemies altered behaviors/attack patterns, to freshen up the late-game combat and exploration
-Fixed more bugs and glitches (full list at the bottom of the post)

A good few of the things that were intended to be in v0.44 didn't end up making it in, including a few things I teased in weekly updates, and I'm sorry about that. The last few months have been rough and I let some things fall through the cracks; that's not an excuse though, and I'll do my best to avoid this happening again in the future.

v0.44 doesn't offer much in terms of brand new content, but it DOES offer many much-needed changes to the game so far; the recolored enemy behaviors make playing through the game much more exciting, and the new cutscenes before and after Boss 3 are my personal favorite scenes in the game so far! I highly recommend playing through the game on a fresh save file to really see the most of what this update has to offer.

As far as our v0.45 plans are concerned..

v0.45 GOALS AND PLANS
-Implement new Golem enemies
-Add more new and updated H-scenes
-Add more cutscene animations to be used in cutscenes throughout the game
-Implement new mobility upgrade
-Implement Azulisk (Crystal Dragon) CG, and hopefully redo Edovex CG
-Add further story cutscenes and a new small "biome"
-Continue adding altered behaviors/attack patterns to enemy recolors
-Finish implementing dialogue choice system
-Fix more bugs and glitches

v0.45 will be focused more on pushing forward with new content, since v0.44 revitalized and finished up existing parts of the game. Many of the things in v0.45 have already been started; Orexius has already finished roughing out almost all of the Golem's animations, Red is already hard at work on the Azulisk CG, etc. I have confidence it'll be a great update, especially with things finally calming down and returning to normal around here.

Oh, one last thing before the post ends, regarding the $5 tier Gallery and $2 tier Gifsets - I will be updating these as soon as I can, but I'll need a few days first. I've been crunching hard the past few days and I need a small break, and the Gallery update in particular is going to be more time consuming than usual to do, both because of the large amount of new H-scenes to add and because of the reworked H-scene code. The gallery is basically going to have to be remade from scratch, so I ask for your patience - I'll have their updates out asap.

Alright, that's it for this update! An endless amount of thank yous to all of our incredible Patrons for their support during this update cycle, especially these amazing and gorgeous people here:
SeraphStarliege
Katsune Teku
Benjamin Arnold
Leon Kiske
Pedro Fraga
TCTheorist
Joshua Woodward
Skrabyzarc
koldkanadian
7mod Al-rby3
Marumatsu
HOELS
Lukas Binder
Dezren

Thank you so very much for reading, and to our $10 patrons, I hope you enjoy v0.44! See you in the next one!
-A42



v0.44 MINOR CHANGES AND BUG FIXES
-Fixed an issue where the fade-to-black effect at the end of the demo might not cover the entire screen, in some situations
-Fixed a missing background graphic and a misplaced Edovex nest in a late-game Summit room
-Fixed bug where Warped Soldier bullets were not properly recolored to match the color of Soldier they came from
-Fixed bug where Hoverjets Hover sound effect would continue looping if the player grabbed a ledge while using it
-Fixed bug where Hoverjets Dash sound effect would continue looping if the player was hit during an extended dash
-Fixed an issue where Warped Soldier bullets would go through walls
-Fixed a room just before the Deep Soil being improperly labeled as a save room on the map
-Fixed a potential bug where Birch wouldn't show up during the camp cutscene where he upgrades your blaster
-Fixed a bug where Warped Sentries would always stand up to block Force Shots that explode in front of them, even if the Sentry was stunned
-Altered the lighting used throughout the game slightly
-Fixed issue where some background pillars in Subaquatic Caverns clipped through into the underwater section very slightly
-Updated screen transition fade effect; the new effect is similar (fade to black), but now uses a shader for a more colorful, visually interesting fade
-Fixed a minor longstanding camera issue where, if the player didn't move for a while, the camera would appear to come to a rest, but then suddenly move 1 more pixel before stopping
-Updated Screen Shake code to look nicer
-Fixed an issue where Power Orbs didn't scale burning damage on enemies
-Fixed an issue causing Alicia's H-scene voice clips to not change sometimes, when entering a duo scene
-Fixed a slight positioning issue with Tentacle H-scenes
-Increased Boss 3's HP and the speed of all her attacks, to make the fight more difficult
-Made the burnable vines next to the Kilogrip in Deep Soil less annoying to hit
-Added sound effects to Crystal Shot bullet chip, and Crystal Dragon enemy
 

Outcast1776

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so i downloaded another demo version cause i thought it was updated. they wernt. save no longer works now tho and was wondering if i could get a tutoriel to fix that
 
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