Re: The Fairy, the Succubus, and the Abyss. V1B12P1 (Updated June 20th, 2015)
There are some assets used in FSA that do not belong to me. These include, but aren't limited to, assets from Violated Heroine, art by Miyama Kannon,
clips from a Moe Moe flash game, as well as sound bits from various flash games (including Zone-Archive's flash games and Super DeepThroat).
If anyone knows about the permissions regarding these assets then please let me know. If necessary I can remove or replace them.
FSA started out as an experimental survival project, so I basically felt free to grab and use anything I could find because it was easier than drawing it myself.
I am no artist and I freely admit that.
Even the fairy sprites were originally by Ookie Panda.
I have changed them so much that it no longer looks like the original.
I doubt even one pixel being in the same place. xP
I will still be giving credit in the final release though.
Without the original by Ookie then FSA wouldn't be where it's at now.
Normally use of these assets would not be a problem because FSA is freely available but it has come to the point that I need to determine if game development can actually support me.
FSA is and always will be freely available but I am now using Patreon to support my hobby.
Again, if anyone knows about the permissions regarding these assets then please let me know if I need to remove/replace them, give credit immediately, or if use in patreon supported projects is OK with the artist.
Dev Update (Nov 8th, 2015 at 11:05 AM):
I just finished tweaking the sleeping event and optional events for the 12th and 13th days. Not sure if it will function properly. Needs testing.
Hopefully I can finish up with those days and up to day 15. After that point the events that take place in the new area should be less forced.
You'll have your run of the place and when you get around to figuring out how to leave is up to you. A certain NPC will likely give out hints.
Dev Update (Nov 9th, 2015 at 1:19 PM):
I've got the events for the new area pretty much finished up to day 15 now. There are a couple events that I need to tweak but it shouldn't
be a problem. I will basically be laying down the bare bones for this section and will go back later and spice it up. Feedback will help a lot.
I had intended to add some mandatory bosses here but that might need to wait.
I might want to hurry things along so I can get a functioning, bare-bones update out.
Aside from that, I have started to catalogue all the resources I'm using for FSA. This will help me out a lot when I replace non-licensed
materials that I don't have permission to use. Unfortunately some of the scripts might fall under this category. It would suck if I have
to remove/replace those, but we'll see.
Dev Update (Nov 10th, 2015 at 9:01 AM):
No work done on the game itself today. I have been busy seeking scripts permissions and I did get permission to use any of
Modern Algebra's scripts in any project (commercial or not). So that is very good news.
Dev Update (Nov 10th, 2015 at 12:12 PM):
I browsed the sounds at
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but didn't really accomplish much.
It's difficult to find sounds close to what I'm using in FSA at the moment (that were taken from various flash games).
I might have to email Zone and ask for permission.. I doubt getting it, but you never know. xP
I also worked on FSA a bit, fixing up some later events in the new area. Everything is coming together nicely.
I do need to add a boss fight, save points, and some other stuff. I should probably also add more optional things to do.
Eh.. time will tell. Playtesting will also help a lot.
Dev Update (Nov 11th, 2015 at 10:24 AM):
Started working on the final sections of the new area. It will play out a bit like a stealth minigame.
If you get caught then you are thrown out. There are no serious repercussions for now but I
might change that later on. I need to add some easy TB fights for that section (some rooms will
be guarded by enemies that you must defeat to enter).
Dev Update (Nov 11th, 2015 at 7:00 PM):
Working on a new boss fight. It'll take some time.
Dev Update (Nov 13th, 2015 at 9:58 AM):
I just finished work on the new boss fight. I think it's pretty much complete now.
It's so much fun that I decided the boss should be hit 12 times.

(yes, I know some people will hate me for this.. lol)
(but honestly it's nowhere near as difficult as Zaffre or Ivory [the bat and skeleton bosses])
I forgot to add that I have added a new mechanic for some bosses.
You will see lit torches at the edges of the map. Every time you
hit a boss a torch will go out. This is to indicate that you're
doing something right. In the past some players were confused
as to whether they were actually damaging some bosses.
This should fix that.
Dev Update (Nov 13th, 2015 at 8:50 PM):
Completed the enemy encounters for the new area (just one type of enemy, but still necessary).
This section of the new area is almost complete now. Mostly needs playtesting adjustments.
Dev Update (Nov 14th, 2015 at 5:08 PM):
I've been working on another boss fight today. It's coming along nicely.
Actually there's a mini-boss before this one. That one's done too.
Dev Update (Nov 15th, 2015 at 9:40 AM):
Tweaked the last boss a bit. There were a few glitchy spots.
There was also a possible issue where the boss could, potentially, never be vulnerable to an attack.
You would have to be extremely unlucky for this to occur. In every instance of this I just had to be a little patient.
I decided to remedy this anyway. It's more fun when there's a possible target rather than having to wait around for it.
Dev Update (Nov 15th, 2015 at 6:10 PM):
Finished tweaking the previously mentioned boss a bit more. Added necessary eventing after the fight.
I now need to implement a time lapse of some sort. I guess I'll work on that next. But first..
I need a nap. xP
Dev Update (Nov 16th, 2015 at 12:10 PM):
Everything seems like a jumble. I've started playing through, but didn't get far before realizing I needed to fix/change
a few things. The bleeding, etc.. notifications will no longer pop up UNLESS you have depleted all stamina.
At this point your more serious stats will start to deplete, and the warning will be warranted.
I may need to alter the warnings such that only one will display at a time. I have a solution in mind and will do so if it becomes an issue.
(Note to self: Turn switch on if picture is displayed. Add condition to display picture: Switch is off.)
I also changed some of the warnings because you don't actually lose health. It does deplete several stats which can lead to health loss, but not directly.
I also added a bit of an epilogue for the end of the new section. Several years will pass so I figured it needed a little epilogue.
I may add black and white photos in the background as the epilogue is displayed.
I should also add a small cutscene right after the epilogue. I'll make a note to do so.
I also need to add an NPC to the Abyss hub area. Probably have him just roam around. Should probably give him a bed too.
Dev Update (Nov 17th, 2015 at 7:43 AM):
There's a whole bunch of things that I need to tweak, fix, etc.. but I am slowly playing through the game and fixing
bugs and other issues as they come up. I STILL need to balance some enemy fights, add exp, etc.. but I just don't
feel like doing that right now. Well I will focus on stuff I do feel like fixing and come back to that later.
Dev Update (Nov 18th, 2015 at 8:25 AM):
Remember those enemies I didn't want to update? Yeah.. well I've started on that now. >.>;
I'm currently at roughly 12/100. (although about 35 to 50 won't need updating)
Dev Update (Nov 19th, 2015 at 7:10 PM):
Now at 35/100 on updating the enemies. It's going pretty well.
Dev Update (Nov 20th, 2015 at 2:38 PM):
Now at 38/100 on updating the enemies. Today's been a bit slow.
I was lazy about getting up this morning so I lost a couple hours. >.<
I just finished adjusting the ghosts' exp and their stances. I may need to add some exp to them if they seem too difficult.
I'm not sure how it will work out, but it's possible that they might have an occasional 2nd attack. Same with the plants from The Vinery.
Dev Update (Nov 21st, 2015 at 8:45 AM):
Finished updating the enemies. A few were not a priority as they don't come into play yet, so I marked them for possible future improvement, re-purposing, or deletion.
I'm thinking of re-purposing The Collector and changing the dungeons there quite a bit. A lot of players don't like grinding so I'm not sure if anything good can come of it, at least not as it is.
It might be more interesting to change it into something where you could replay boss fights. I'm not sure though.. at any rate, I'll need to keep playing through the game and balancing stuff.
My next agenda should really be to fix up the childrens' rooms, add some cut scenes, etc..
I ALSO need to update monster encounter events (namely the rape/sex sequences). It's just really tedious (and hard to find where I stopped) so I've been avoiding it. >.>;
Hmm.. so much to do. xP
Dev Update (Nov 23rd, 2015 at 4:51 AM):
I just spent over 3 hours working on updating the children's rooms. I'm surprised at how time consuming it is. >.>;
I almost have the sprite sheet done. I just need to add unique furniture items for one more child.
I may also move their unique furniture sprites to another file since I may need to add more to the Small Resources file later on.
Better to be safe than sorry.. but for now.. goodnight. Guess I'll be sleeping late this morning. >.>;
Dev Update (Nov 23rd, 2015 at 3:21 PM):
I finished the children's furniture sprite sheet and transferred it to a new file. The Small Resources file is now free for other stuff.
After that I decided to go ahead and place all the new stuff in Nadie, Vallerie, and Charlene's rooms. They're looking good so far.
They look much better and more personalized than before. They still don't have unique beds but I don't think that's important.
One nice extra positive from this is that I won't need linhtendo's crib sprites anymore. I think those were only intended for non-commercial use.
(I'm still not convinced that Patreon supported (but otherwise free) games are commercial, but it is what it is.
I'll just have to deal with it one resource at a time.)
Dev Update (Nov 24th, 2015 at 2:16 AM):
I've finished placing the furniture in all the children's rooms. Still needs some tweaking but it'll do for now.
I'm not sure what to work on next. All this still needs tweaking, but I may come back to it.
I need to consider scrapping the crafting system (furniture, clothes, etc..). I kinda like all the clutter and how it's set up.. but
I think it really needs to go. It was only intended as a time, resource, etc.. sink. I can take care of that in other ways.
I may also choose to work on the monster rape. There's some things there that need fixing like Sienna's ability to evade rape
if she has a certain trait. That involves some copy/paste and remembering where I left off (mostly remembering where I left off.. eek).
Eh. I'll decide which thing to work on in the morning.
Dev Update (Nov 25th, 2015 at 11:03 AM):
Wow Thanksgiving is almost here. I hope everyone has a nice holiday and enjoys stuffing themselves.

Oh, back on topic.. Well I have been playing through the game to test things and I quickly discovered that waiting
around in the new area can be quite boring.

Soooo.. I have decided to add some much needed time sinks
and time adjustment for that area. Time will now pass 10x faster during the early game.
Surprisingly, this isn't as fast as you might think, so time sinks are still needed.
There will be some chores you can do that will pass 10 minutes per action.
It functions more like a mini-game with a chance for random goodies so hopefully players will want to partake in
these activities more out of fun than just to pass the time. These new chore minigames will likely carry over into the later parts
of the game where a time sink isn't as necessary. I might even redo the alchemy system to use this. It's much more fun than using the selection menu.
Not only that, BUT it is also much easier to implement. Probably 100x easier. I really wish I had thought of it before. xP
Dev Update (Nov 25th, 2015 at 3:50 PM):
I got a couple minigames working very nicely. Future minigames will probably include chances to obtain rare items.
I won't have anything like that in this area since there will be a "point of no return" at some point.
Dev Update (Nov 26th, 2015 at 1:48 AM):
Happy Thanksgiving! Well I added a cooking mini-game. Well the minigames aren't much of a minigame because
you basically just activate a spot, wait for the animation to finish, and then repeat.. Maybe I can make more
interesting minigames later on, but for now.. eh, it'll do.
I do need to add a condition to the minigames such that it will prevent you from working further if
there is an item currently up for grabs. As it is, you can continue to work but it's a waste of time.
I still need to take care of a few things at the new area before it's good enough for release.
If I can get it fully ready and also fix up the rest of the game enough that Sienna's children can all
age into adults then I'll feel like the game is ready to release the next update. I'm hoping I can
have it ready by Christmas but we'll see.
Dev Update (Nov 27th, 2015 at 10:05 AM):
I wish I could continue working non-stop on FSA but I have so many time constraints. >.<
Anyway I have been testing and fixing a lot of glitches and buggy stuff in the new area.
Some of them have been difficult to figure out but I'm squashing them one at a time.
The most annoying ones that seem the most impossible to figure out always seem to have the simplest solutions. xP
Well at least every day I work on this is a learning process. I am constantly learning new things and changing the way I approach stuff.
It seems like there is always an easier way to get something done.
You just need to take a step back, look at the core problem, and then make small concessions in order to squash it.
Dev Update (Dec 1st, 2015 at 4:40 AM):
I've been sick today but I felt better tonight so I finished making a new boss.
Making the new boss went surprisingly smooth. There were only a couple hiccups/bugs.
One problem I'm having is that too many animated sprites can cause a LOT of lag.
I just need to remember to keep those to a minimum.
Besides, it's better to bring attention to the fireball that's headed your way instead of the torch on the wall.
I would like to have some lanterns on hooks for some areas so I might change some of the candelabras in the future.
Dev Update (Dec 6th, 2015 at 6:30 AM):
Sorry about the lack of an update. I have been churning my brain trying to think of the best way to approach the
next boss fight. I'm still not happy with part of my idea for it. I think I will separate part of it and use that
sequence for a different boss fight.