Tuesday, July 30, 2024

Vivid Dead v0.3 Demo Update

This is a pretty large update overall, but in terms of the main story it covers about the same amount as previous demos. There is however many new features that can mostly be found after completing the older stages.

Major changes from v0.2.1:


  • Kotone walks by default now instead of always running. To run tap the directional key/button twice, or just use an analog stick controller.
  • The default weapon is now a regular knife rather than kodachi.
  • Grabs can be escaped instantly using the knife by pressing the attack button, although Kotone will still take damage.
  • Clothing is destroyed faster and if Kotone is at 0HP when grabbed she will be stripped and violated if nudity is on.
  • The mountain stage from v0.2 extended has been removed and parts of it merged with a different stage.
  • Treasure Dungeon minigame is not in this version, there is a different minigame instead.



これは全体的にかなり大きな更新ですが、主なストーリーについて以前の体験版とほぼ同量を扱っています。
しかし、旧ステージを完成したの後にはたくさん新機能を見つけることができます。

v0.2.1から主な変更点:

  • 琴音はいつも走っているのではなく、既定で歩くようになりました。 走るには矢印キ―を倍タップするか、ただのアナログコントローラーを使います。
  • 既定武器が小太刀から通常なナイフになりました。 
  • 攻撃キーで直ぐにグラブ攻撃を逃げることができます、 でも琴音まだダメージを受けます。
  • 服が破壊されやすくなる、また裸体設定がオンと0HPと捕まったら、琴音が裸にされと暴行されます。
  • v0.2ext版山ステージは削除され、様々な部分が別のステージに追加されました。
  • 宝のダンジョンミニゲームはこの体験版にはない、 他のミニゲームがあります。

Public version: https://kosmic91.itch.io/vivid-dead-demo

Extended version: https://www.patreon.com/posts/vivid-dead-demo-109133617

Sunday, February 4, 2024

Skye artwork plus other news

I was going to post an update before February but I had a lot to deal with last few weeks, including not having electricity for a couple days, but everything is back in order now. I manged to complete one stage in January and mostly finished planning the one remaining though there are a couple old stages I think need some heavy improvement that I've been doing this week.
At this point, 90% of the game is fully mapped out it's mostly a matter of just going through and drawing the assets+building everything. I should note again the game still has much development left to go however because I haven't made many new enemies or animations in a long time trying to get this part out of the way. When I started the game(as Nocturne) I had initially wanted to keep it short, shorter than MR at least and maybe only take around 4-5 hours or so to finish. I can pretty much confirm though the game will take most people much longer than that to play through, probably in the neighborhood of 10-15 hours without trying to find everything. Even though I cut down on the stage count over time, many of the existing ones are now twice as large and require backtracking to 100% and to make progress sometimes. There are a lot of key items now as well so I'm thinking I'm going to make a separate menu instead of just showing them on the bottom of the pause screen. 
 


Anyway, the character here is Skye Chione, a harpy who lives in a castle hanging above the mountains near the city. The castle only appeared recently when the city of Shingetsu became overrun with demons, and Skye was a just a regular citizen beforehand, though she is a foreigner not fond of human society and it's laws, having grown up in the wilderness. She doesn't care about the current turmoil but finds amusement watching Kotone's struggle to deal with the situation, sometimes putting more obstacles in her path.
 
私は二月の前に更新を投稿する欲しいでしたでもここ数週間にたくさんことに対処しなければならないでした、二日には電気がないことも含めて。 でも今は正常に戻っています。一月に一ステージをすんで残り一が大半に企画を済んでした。けどまだ数のステージを練習に戻ってしないと感じはもあります。この時点で、ゲームの地図が90%企画されており、あとはアセットを描き、すべてを構築するだけです。しかし、私は長い時間には新し敵とかアニメをしなかった、だからこのゲームにはまだ多くの開発が残されている。開発のときは(Nocturneとして)当初は短くまとめたかった、せめてMRろりも。完成するには4とか5時間くらいたぶん。でも今はたいていの人はそれよりもずっと長い時間がかかるだろう私は確認できる。すべてを探そうとしなくたら、おそらく10-15時間くらいはかかるだろう。時間をかけてステージ数を減らしたとはいえ、既存のステージの多くは2倍の大きさになり、100%にするためにはバックトラックをしなければならず、前進できないこともある。今は多くの鍵アイテッムもある、だからポ―ズの画面の下の表示するよりも別のメニューを作って考えっている。

とにかく、このキャラはスカイ・チオネー、新月都の近くの山の上で城に住んでいるハーピーです。その城は都市が化物と妖魔で氾濫したのとき最近現れただけ。その前にスカイは普通な市民だけでした、しかし荒野育ちでしで人間社会とその法律が好きではない外国人だ。現在の混迷を気になりないでも琴音の闘いを見ているで楽しみを見出す、時には道にもっと障害物を増やす。

 

Sunday, December 24, 2023

Onward

 


So 2024 is just around the corner, there's still a lot of things I want to finish before I show more gameplay. I feel like December was mostly a successful month of progress, 2 more stages of the 4 I had left are 90% complete minus enemies and some missing background elements. Although some of the earlier ones now I feel like I may need to go back again and improve slightly as I don't think the quality is quite on the same level as the more recent areas as a result of many refinements to the game over time. I added another type of magic that has a more unique ability compared to the other spells, there's one more left I have to make. That's all I really have to say for now, I feel before February I should have all the stages and areas in the game finished as long as there's no setbacks. So next year expect to start seeing some more substantial news once spring comes around.

Also I want to thank everyone who helped me reach 1K in pledges on Patreon, I can work more comfortably now than I have in the past not having to think about bills as much. With this though I'll have to work even harder to ensure VD gets finished and the final product delivers.

Friday, December 1, 2023

Last month of the year...


Another month already over, I know many want to know what's happening, and whether another demo is coming. Well good news is I feel like I made a lot of progress this month, more than I usually get done at least. I've added and polished multiple areas in the game, made some existing parts a little longer. I still have around 4 stages not finished, though 2 are in the early phase of development.  The world map overall has changed pretty dramatically since the last version but people probably won't notice much since the demo only covers a small portion. I say world map, what I mean is the hubs that connect between areas were initially just save points, sometimes you find the ghost merchant there. I made there areas more interconnected with more to find. The actual map screen that you see on the pause menu also looks different and more detailed.


Bad news is all of this work means I haven't been able focus on any other aspects of the game like the enemies, dialogue, abilities, music for a while and will likely be that way for a least a couple more months. So the game is still not very presentable past the early stages unfortunately and even making any gifs/videos doesn't feel right at this time now with how bare it is. So even though I said January might be a possibility for a new demo update, most likely that won't be happening...
Which honestly is hard for me to have to admit, as I feel like I've been working on this game forever, not to mention MR which can't focus on at all right now, and many are eager to see more. However Vivid Dead means everything to me, and I won't rest until it is completed and polished to highest quality I can make it.


Monday, September 25, 2023

Summit Hut

 


To add on to yesterday, I have another stage that is now mostly finished but needs more enemies and polish to the visuals. The snowy stage I posted yesterday is still around half way done and is probably the second or third largest one I will make. Hopefully I can have the rest of the parts to it finished within the week. I'm still however at 4 stages left not started at all, all of them are not part of the main path that leads to the end but mostly are still required to complete the game. Besides that I made some more items and weapon types I won't reveal yet, and the ability to increase the number of item/weapon slots is now there, though the ingame requirements to do so aren't finished yet. 
 
I'm considering making another demo, since I know many are constantly wondering about it. But there's honestly only one or two more areas that I think should be added to it, so I don't know what the time frame will be yet. Before January is possible but not super likely and I also have to think about where I'll be staying again soon.

Saturday, August 26, 2023

Forest Foes

 I've been moving around a lot lately and am no longer living where I have been the last 5 years, or even permanently settled where I am now, so it's been a little harder for me to focus on development than usual. But I've gotten back to a more steady pace for now at least.


Risa's animations are just about finished though still needs a lot of play testing, another major character Skye whose role I haven't touched on much still needs work but is about 2/3s done animation wise.

A lot of people are probably expecting to see more H content here but understand that VD has a limited amount of that and I don't want to show everything too early. The female characters Sayomi, Hano, along with Risa and a couple others can get grabbed by enemies as well, so I have to keep the amount just for Kotone at reasonable level.

Stages wise I haven't made much progress TBH since the late update, still around 4 left that need to be started. The one water stage I made a gif of before felt slightly bland and I ended up mostly redesigning. Also a few still need music which I'm trying to get to now. One thing I want to improve is the save areas in between the stages, I feel like some more secrets or sidequests added to them might help make the world feel a bit more alive, but that's still up in the air for now.