This week I pretty much just spent finalizing the look of the village area and doing work on the insides of the houses and shops. Not much else besides that. Here's a look at the Tea House, I won't say too much about this spot, but the owner is very good at brewing things besides just tea. So long as you bring the right ingredients.
Monday, November 30, 2020
Monday, November 23, 2020
Naga's Bay
I'm now just about done with the collision map for the overworld, mostly all that remains with it is just polish and design tweaking, which I'll save for when I go through and play test each area. Every location is at least explorable and you can go from one corner to the other with no real issues. However this right now is by walking and swimming, which in the actual game you would need a boat like in the screenshot to get through some areas. Plus there are some paths connected by caves and dungeons I need to start working on soon. Not really much else to say at this point. In case anyone wants to know, I'm aiming to update the version 2 demo sometime before mid January with some more content, any further updates to that version will likely be bug fixes.
I've been posting devlogs every other week for a while now, but I'm going to try doing a normal weekly schedule again now that the map is pretty much out of the way.
Sunday, November 8, 2020
Sasha in a Bind
I got many things to report from the past couple weeks:
-The
collision bounds around the world map are about half way done, which
means about half the map is fully explorable without any serious issues,
though I still need to start making the methods of transportation for
getting around the ocean.
-I redesigned the Ship Graveyard/Shipwreck Grotto dungeon heavily, many of the rooms are the same but are connected differently and there are a lot of new rooms added. However the dungeon is overall more straight forward now, I thought it relied too much on finding keys and backtracking across the map which made it feel kind of a slog to complete.
-Reworked
the music for the overworld and Ship Graveyard and added more ambient
sound effects for the different environments in the overworld.
-The H scenes now regularly play as soon as you run out of SP. I went through and made a looping version of each one done so far, so when and enemy restrains Sasha, instead of the screen fading black it just goes straight to the H scene which plays for a set amount of seconds instead of depending on the HP left. There's also a little more...audio now for the H scenes. I'm sure the changes will make some people happy.
-To add to that I made a longer H scene(above) that's going to be hidden in the Ship Graveyard via a special scenario if you get unlucky, or lucky if that's how you interpret it. I want to have multiple similar situations like this scattered throughout the game.
That's about it I guess, I'm thinking about updating the demo with the new content and other changes at some point, but I don't have a solid time window yet. I want to get some more dungeons finished before I really focus on it because putting it together and making sure it's relatively bug free could take a couple weeks whenever I decide to do it.
Monday, October 26, 2020
Overworld Nearing Completion
I know it's been a while now since I did a proper update on Moon Rhapsody, but I'm nontheless making good progress. Graphically at least, the overworld map is now at around 90-95% complete, just a few more areas need some added details then I'm going to go through and make sure all the collision bounds and interactive objects work, which shouldn't take nearly as long as the designing part. It's funny to think how that I was planning on having the map done early in the year, but I ended up rescaling and redoing everything about a million times before settling on the current layout. As far as dungeons and other areas go, most probably won't be as big as the one in the most recent demo, but there will most likely be more than 12. Some parts of the overworld also function like a dungeon and just lead to a boss area.
Once I get the the overworld fully taken care of I'll try to post updates more frequently again as I'll be able to focus more on the gameplay and the more interesting stuff.Monday, October 12, 2020
Nocturne First Stage
I spent the last couple weeks pretty much doing nothing but work on the side project I'll just call Nocturne for now. I'm going to try and get some more done on Moon Rhapsody this week so I can have an update for it next time. Anyway, here's an image of what the first stage for Nocturne looks like so far...
Sunday, September 27, 2020
Side Project Update
Sorry to say I don't have an update on Moon Rhapsody this time, I've been working on a side project as I mentioned before, though I had a change of plans on what it should be. For this game I don't really want to into much detail about it until it's close to being finished, so don't expect to see any demos or gameplay gifs/videos for a while. But I do got some enemy sprites to show off so you can probably guess from looking that it does have a horror theme like Moon Rhapsody does in a way. However this game won't be survival based, or open world, and it won't have any RPG elements whatsoever. Instead I want to try making something short and simple, but still feeling high quality. As for erotic themes like MR has, it probably won't be on the same level though it will still have some softcore stuff, expect the tone to feel alot like the first demo of MR, just not as a survival game.
I don't know if I'll update on MR next week or not yet, because I would like to get at least decent amount of this game done by Halloween. Either way the stuff I'm doing in MR right now isn't all that worth discussing as I'm still mostly just building maps. Well, I hope people look forward to both this game and Moon Rhapsody, that's it for now.Monday, September 14, 2020
Shotgun Added
I took a break from finishing the overworld map to try implement some other stuff namely the shotgun and starting another dungeon area. The shotgun makes it much easier to handle groups of enemies but ammo for it is scarcer than the rifle, it is however very powerful even at a distance.
I previously said I would probably be making around 5 main dungeons and having various smaller ones scattered around, but as I'm getting closer to finishing the map I'm thinking I should probably make more larger ones afterall. I feel like the map, while I'm mostly satisfied with the layout, it isn't that great for fighting enemies in with the way the combat works, and since it's designed to be open ended, I feel like it ends up really only being good for getting the player from point A to B, and hiding secrets. So in it's current state while it's still pretty big, it's a little smaller and denser than what I had started with, but I think that's for the best. So I'm going to instead try and put more focus on the dungeons and similar areas from now on.
Also somebody had made a list of suggestions and asked for more minigames, I do have ideas for more and some of them are perverted, but that's all I can say for now.
I always neglect to update this blog, I always post on Itch, Gamejolt, and Discord in case there's people who've missed the previous posts.







