Eromancer
Monday, March 28, 2016
New Print Design!
Hey everyone!
I just finished the latest print design for the upcoming Patreon release in May.
For this release I've been working a lot on stepping up the artwork quality by incorporating more environmental lighting (when necessary) and improved shading/ambient shadows while still maintaining the art style we've established for the game. This latest print shows that off a bit (you can compare it to the earlier version I posted here back in January and see what I mean).
Also, in case you haven't been checking out the Tumblr page recently, I've posted a couple of gifs showing off some artwork from V0.04! Check them out here and here!
Wednesday, March 16, 2016
V0.04 Announcement and Progress Update
Hey everyone!
The next release of Malise and the Machine will be on May 1! Pledges should be made on Patreon before April 29 to guarantee that your pledge is processed and that you receive your rewards.
The release will include but not be limited to the following features and content updates:
- A continuation of the main story featuring a new area and the addition of Malise to the party.
- New story H content
- A new enemy that is fully H-compatible with both characters
- A new boss encounter
- Enemy armor damage
- Animated battle backgrounds
- Side-scrolling maps
It's been a little while, so I'm sure you all are interested to hear what we've been up to and what's in store, so get ready for one of those lovely wall of text posts!
What's new?
So, the public demo was a pretty huge success in that we received a lot of attention as well as an influx of new patrons. So much attention in fact that it completely paralyzed us for a couple of weeks while we responded to emails and addressed comments, requests, bugs, and so on. By the end of February we were back to full steam ahead on V0.04 and have been since.
Amidst the dozens of bug fixes, database improvements, and random tasks to accommodate my goofy artwork ambitions, AltairPL completed his overhaul of the menu interface system for the public demo and has since begun preparations for the map overhaul. We expect to see really significant performance improvements with this overhaul, but unfortunately it won't be ready until V0.05 at the earliest.
Since I finished work on the story at the end of December I had been multitasking on artwork for both the public demo as well as for V0.04. Around that time it became difficult to convey everything we'd been working on in terms of content since we didn't want to mix up expectations for the public demo with content for V0.04. Now that we're past the public demo I can go into more detail on the things we've had cooking for V0.04.
With the map improvements first shown in V0.03 in became apparent to me that if we stretched our ambition a bit more we could pull off some other cool things with the map system. With that in mind, we set out and successfully managed to get multi layer side-scrolling maps functioning. While the maps mainly exist for flashiness in V0.04, they are fully functional and allow for interaction with objects/doors/etc. in the foreground and background.
Both of the new enemies in V0.04 break the mold from what's been seen in the past. As such, we've had to find solutions for a lot of issues to fully realize what we were going for with them. Luckily, the solutions to these issues will thoroughly improve the possibilities for future enemies and H-attacks as well. I think you'll find these new ones to be really dynamic, and will especially enjoy the fact that one of them is the first female enemy we've added to the game. And yep, there is indeed a correlation between that fact and the "Enemy armor damage" bullet in the list of features above.
TK Joins the Team Full Time
Well, technically he joins full time beginning in May when we officially start on V0.05.
For the uninitiated, TK is our extremely part time secondary artist who helps me with certain 3D related stuff. Up till now, TK has had a full time job and has only been able to help out in his free time. Thanks to your guys' contributions I dropped the hammer and convinced him to abandon his responsibilities as an adult and come on full time starting in May.
When Were Patrons Charged Last?
A loooong time ago. November, actually. I wanted to address this for a few reasons.
Firstly, some patrons pledged as far back as December and haven't been charged, thus they haven't seen rewards yet. I definitely want to apologize to these guys and say that we're making a real effort to reduce the cycle time between paid releases.
It's kind of funny that as of late I've been defending the reasons why we haven't taken funds, but ultimately it's because we want to make sure patrons receive a solid content update each time they're charged. We've come a long way since V0.03, but it's sort of like an iceberg in that what you see is just the tip (insert dick jokes). There are a whole lot of accomplishments in the background that just don't constitute an update. Between the responsibilities of writing the (quite lengthy) story and overseeing the public demo release it's been difficult for me (the only full time artist) to knock out the art content needed for a solid paid release. That's of course why it hurts all the more to have to release V0.04 in May instead of April, which I know some of you were hoping for. Admittedly, it was a really narrow margin, and I held off as long as I could before making the call.
Anyways, part of our plan to ensure a development cycle doesn't go this long again is to clear the bottleneck in the art department. This is the reason I've hired TK on full time. We now number three full time members, and while growing the team has been part of the plan all along this is the first time I've felt we have the funding potential to handle it. We will likely need even more help, so it's imperative that you know how much we appreciate our patrons' pledges and how important they are to helping us finish the project in a timely manner.
This leads me to my final point. There's been an increasing amount of comments on various boards and messages I've received that lead me to believe the misconception exists that we're making a lot of money (and subsequently that we don't need new pledges). I can guarantee this is largely because of that huge number at the top of the Patreon page, and also because the vast majority of Patreon campaigns now charge on a monthly basis.
The fact of the matter is that this is far from the truth, and for the sake of transparency I'd like to dispel that myth by sharing some of our financial figures I had to compile for taxes. Note these figures are for 2015, and comprise almost completely the funding we've received for the game:
Gross Funding: $29,630
Expenses: $10,525
Net Income: $19,105
Note we've only had a full time programmer since June, so most of those expenses were accumulated in the latter part of the year. Considering the average game developer salary (for a single developer) in the US in 2013 was $83,060 (according to Gamasutra), it's safe to say that we can still really, really use the help! Especially if we have a shot at growing the team further.
Got it, nudez plz!
Expect to see some artwork from V0.04 soon! I apologize for not posting any sooner, but as mentioned above there was some method to the madness.
As always, thanks for all your support! Also, thank you for a great public demo release and for all help you offered in nailing bugs and making the game better in general. Carry on!
Thursday, February 18, 2016
Public Demo Hotfix (V0.0352) Release
Hey guys!
AltairPL has put together a hotfix for some of the issues that you've helped us find with the public demo!
You can download the standalone files for the patch here: https://mega.nz/#!uJd3yAjA!SWRrgIRKRG70vRNayAJiPUI-MpHArwATfkvVrq8_7UE
To install the hotfix, simply place the files into the game's 'Patch' folder in the main directory.
To download the full public demo with the hotfix pre-installed, refer to the public demo release post and follow the download instructions: http://www.patreon.com/posts/4412674
The changelog for the patch is as follows:
- Fixed rare crash on the Tetra menu screen
- Fixed rare crash when holding enemy is killed during auto-struggle
- Fixed rare ATB glitch related to breaking hold with auto-struggle
- Fixed a glitch where the guard + damage character portrait would be displayed inappropriately
- Reorganized Options screen to improve readability
Sunday, February 14, 2016
Malise and the Machine - Public Demo Release
We're proud to present the first public demo for Malise and the Machine!
You can download the demo at the following address: https://mega.nz/#!TZkBkDxL!jTmJD0kWaptB0yGH69CPM_plEqnJrGJo0rnZckQ6jzE
NOTE: The above link has been updated to the V0.0352 hotfixed version released on February 18, 2016.
Remember, this demo is meant to be shared! Share it, post it, seed it, stream it, whatever!
System Requirements
Malise and the Machine utilizes the RPG Maker VX Ace engine. To play, you must install the RPG Maker VX Ace RTP (run time package), which you can download and install for free from http://www.rpgmakerweb.com/download/additional/run-time-packages (click the blue button at the bottom of the page to download).
It's highly recommended that the first time you start the game you make a critical adjustment to the RPG Maker VX Ace settings to vastly improve performance of the game. To do this, press F1 after launching the game, then in the window that appears uncheck 'Reduce Screen Flickering', and then select OK.
Additional tips for improving performance if you find the game runs slow for you:
Play in windowed mode! RPG Maker's fullscreen mode is very inefficient, and we plan on eventually writing an improved version.
Well, the above is about it for this release. We had ways to toggle off some effects that can affect performance, however we've removed them so that they can be consolidated into a universal 'Performance Mode' which will be available in future versions.
Here are the recommended hardware specs for the game to be able to achieve a consistent 30 FPS:
Intel Core2Duo @ 2.4 GHz
4 GB RAM
512 MB Video RAM
Patch Notes
MENU OVERHAUL
AltairPL has completely rewritten and overhauled the menu and title screen. We've designed it to improve functionality, performance, and to facilitate future system mechanics. The following are some of the changes made:
- Rewrote the various menu scenes and related code to improve transitions and performance.
- Replaced the 'Skills' menu with the 'Tetra' menu. You can inspect skills and items that are equipped to your characters' various Tetra panels (the command panels shown in battle) from this menu. While using an ARIS unit, you can equip new skills and items as well as change their positions on the Tetra panels. Note that skills can no longer be used outside of battle.
- Added armor damage icons to the menu and Status menu. Sections of these icons transition from white to orange as a character takes damage. Once a section of the armor is orange, it can be broken by certain enemy skills if the character's lust is high enough. Broken armor sections are shown in red.
- Gear can now be changed in the Equip menu. Note that the Body slot can only be accessed while using an ARIS unit.
- Redesigned and activated ARIS unit menu.
- Added a new entry to the Options screen to change the layout of the menu between 'Side' and 'Centered' layouts.
- Improved menu scene transition animations.
- Menu elements are now mirrored and symmetrical between the two characters.
- Added color coded icons for equipment and items.
- Redesigned list windows to use "tiles" that show an object's icon, name, and additional parameters based on the object type.
- Improved equipment list display conditions.
- Added icons to denote if a character has a certain piece of gear equipped.
- Added dynamic control notes to the bottom of various menu scenes.
- Added scrollbar functionality to list windows.
- Improved the layout and design of every menu scene.
- Added various confirmation prompts for Save/Load/Options scenes.
- Improved wallpaper background to remove banding and fix visibility issues for elements on the lower portion of the screen.
- Improved particle effect behavior and performance.
The following are some examples of performance improvements since V0.03 using AltairPL's PC as a test rig. Note that the FPS cap has been increased to 120 for these tests:
Main Menu: 90 FPS -> 120 FPS
Load Screen: 77 FPS -> 82 FPS
Save Screen: 88 FPS -> 98 FPS
Item Screen: 85 FPS -> 120 FPS
Status Screen: 60 FPS -> 105 FPS
OTHER MODIFICATIONS
- Malise has been added to the Access Tunnels content for the Public Demo. She doesn't affect the story/dialog, but is compatible with all enemies' H attacks.
- Rebalanced enemies for a party of two characters.
- Chest rewards have changed for the public demo.
- Significantly improved battle performance. A comparison test on AltairPL's rig shows an improvement of ~20 FPS from V0.03 (~70 FPS up to ~90 FPS).
- Added pause graphics for both the battle and map scenes.
- Enemy skills that summon spawns/appendages now have a unique skill name (for the Fleshfather, the 'Constrict' skill has been renamed to 'Tentacle') to differentiate it from the initial H skill that the spawn or appendage itself uses.
- Improved various mechanics related to enemy spawns/appendages.
- Added ARIS unit graphics for Malise.
- Controllers are supported once again.
- Pressing the Up arrow key while selecting a target will now confirm the action usage.
- Pause can now be assigned to a controller button.
- Changed 'Swap Character' key from 'C' to 'S' (for changing character graphics during the map scene).
- Added a 'Quick Swap' feature for quickly trading turns in battle. Pressing the 'S' key will cancel out of any process and immediately trade turns with the opposite character, under the condition that her turn is ready.
- Item names are now highlighted in dialog and in loot messages.
- Removed content from V0.02 and prior. No worries, this content will make a reappearance later in an improved form.
- Added various system and script related mechanics to facilitate future features.
BUG FIXES
- Fixed a bug where pausing during dialog scenes would cause some abnormal behavior.
- Fixed a bug where enemy spawns/appendages would sometimes initialize incorrectly, causing them to lose a turn.
- Fixed a glitch that could result in the wrong pose being displayed for a character during the battle victory scene.
- Fixed a discrepancy between displayed HP and HP recovered during character revival.
Monday, February 1, 2016
Public Demo Coming Valentine's Day!
I just wanted to stop in and announce that we'll be releasing the first public demo on Valentine's Day (February 14)! WAIFUS FOR ALL!
You'll be able to find the demo right here on this blog, so check for a post on February 14.
As mentioned previously, the public demo will feature the Access Tunnels content from V0.03, but with both characters in the party. All enemies with H skills will be H-compatible with Malise. In addition, AltairPL's menu overhaul will also be in the demo.
In other news, we've been working nonstop (quite literally, 13-19 hour days) on getting content ready for V0.04 to be able to release it as soon as possible. My apologies for not squeezing in time to make regular update posts these past few weeks, but we do have a lot to show off. Expect some bigger posts in the coming weeks!
- Eromancer
Saturday, January 2, 2016
Artwork
Hey all!
I'm just stopping in for a second to say I've posted some new artwork on Tumblr!
Work on the story has wrapped up for this cycle, and all things V0.04 are now moving full steam ahead!
- Eromancer
Tuesday, December 15, 2015
Progress Update!
Hey everyone!
Apologies for not stopping in sooner, but I figured I'd wait until there was something visually worthwhile to show off. There are approximately four topics I'd like to cover in this post, so prepare thine asses for a really long post.
I figure I'll touch on this one first since there are a bunch of pretty screenshots to check out.
This has been AltairPL's main focus so far for this release cycle. He's done a kickass job with implementing our design and the screenshots are the result of his efforts. Everything except the popup window in Neon's Equipment screenshot (see below) is already in the game and being tested currently (I threw the equipment details popup in there to show you a bit of what to expect later on). Here's some of the key information:
Menu - This is an alternate, symmetrical layout design for the front menu page. The original version with the side menu will return as well, and you will be able to toggle between the two layouts in the Options menu. Something of note on this screen is the new widget for displaying armor damage. We're still working on the details of its functionality, but expect it to be in the next version.
Items - The items menu features a new list window comprised of what we are calling "tiles". These tiles contain an icon and basic data on an object, and the list windows throughout the other menus will follow this same pattern. Depending on the type of object, different information will be displayed in the parameter row below the name of the object. The actor selection screen for when a consumable item is used has also changed, and now shows the item type, its description, and the quantity remaining.
Tetra - This is a new menu that will allow you to view and change out skills and items for battle. You'll also be able to change the placement of these on their respective tetrad panels. You must be using an ARIS unit to be able to actually change a character's loadout. You'll also notice here that any screen for which it is necessary now has control notes at the bottom of the screen. If you're curious about that 'Weapon Swap' key, I'll be talking about it in the Equipment section.
Equipment - The Equipment menu now also boasts a tile-centric list window, and in one of the screenshots you can see that such windows now have scrollbar support. One of the features of this menu hinted at for future releases is the detail popup window for gear. As you can see, gear will have some level of complexity similar to modern RPGs, and can even be upgraded (we're still working the details out on the mechanics of this system). The color of the icon of the gear indicates its general quality (also an idea lifted from modern RPGs), while the image in the icon indicates its type. Characters now have two weapon slots -- one for each of their weapon types. A character's currently equipped weapon type will influence what skills they can use in battle as well as their general battle role, and can be toggled in real time using the W key (more details on that another time... for now know that it can be done in battle, and will be a valuable tactic).
I think that covers most of what you're seeing in the screenshots! You can expect all of this to be in the next version of the game save for weapon swapping and equipment detail popups.
This is a short one. Controllers were supported in V0.01, and then I broke it, and now AltairPL fixed it!
This may or may not be what you wanted to hear (and isn't exactly what I was planning for this release cycle), but the majority of my time for the past month has gone into story. It's been shaping up over the past couple releases (at least in my mind) that the story for this project is going to, like pretty much everything else, extend beyond the scope of the usual H-game. In short, it was getting to a point where my notes and ever-evolving ideas weren't cutting it, and it was becoming obvious to me that I could both be more efficient and produce better results if I took time out and treated the story with the same attention I've given the rest of the game.
So, what I did was boil down the 50 or so pages of generally unorganized story related notes that had accumulated since I started even thinking about this project into about 20 pages of pseudo-relevant sludge. While even most of this would be eventually thrown out, my strategy was to use this as a launching point to create from scratch an overarching wiki-esque format type document for the game world and its characters. It was pretty evident that writing a large scale story in a linear fashion wasn't going to work, so instead I let the background and personalities of the characters and the details of the game world that I felt I wanted to include create the story for me. After a whole bunch of growing and trimming and gutting and filling, the culmination of this effort is a nice little 30 page living document that contains everything related to the story of the game. Of course, by everything, I mean it's still heavily under construction and will be edited throughout the project, but the fact that it's solid is a pretty big weight off my back. I'm really satisfied to say though that as of just a few days ago I've bridged all of the central plot elements of the main story from beginning to end, and in the process of doing so have laid the groundwork for a host of new characters, situations for H content, and so on. What I've landed on is I hope a solid mix of serious, completely ridiculous, and generally entertaining with characters that have some semblance of dimension to their personalities.
I'm sure you're wondering, and yes, this definitely has impacted the timeline for this release cycle, but it will be overwhelmingly worth it in the long run.
The next event on the horizon is a public demo. Note that this is not the V0.04 release, and patrons on Patreon won't be charged for it. I'll definitely post about it here before it goes live, so keep an eye out.
Basically, I'd like for the public demo to be spread like wildfire. Share it with everyone you know. Give it to your grandmother as a late Christmas present. Seed it like crazy. Teach your dog how to play it and make a completely inappropriate viral video about it. Just be aware if you do something really crazy I'll say I don't know you and it'll be really awkward.
Until next time!
- Eromancer
Apologies for not stopping in sooner, but I figured I'd wait until there was something visually worthwhile to show off. There are approximately four topics I'd like to cover in this post, so prepare thine asses for a really long post.
Menu Interface Overhaul
This has been AltairPL's main focus so far for this release cycle. He's done a kickass job with implementing our design and the screenshots are the result of his efforts. Everything except the popup window in Neon's Equipment screenshot (see below) is already in the game and being tested currently (I threw the equipment details popup in there to show you a bit of what to expect later on). Here's some of the key information:
Menu - This is an alternate, symmetrical layout design for the front menu page. The original version with the side menu will return as well, and you will be able to toggle between the two layouts in the Options menu. Something of note on this screen is the new widget for displaying armor damage. We're still working on the details of its functionality, but expect it to be in the next version.
Items - The items menu features a new list window comprised of what we are calling "tiles". These tiles contain an icon and basic data on an object, and the list windows throughout the other menus will follow this same pattern. Depending on the type of object, different information will be displayed in the parameter row below the name of the object. The actor selection screen for when a consumable item is used has also changed, and now shows the item type, its description, and the quantity remaining.
Tetra - This is a new menu that will allow you to view and change out skills and items for battle. You'll also be able to change the placement of these on their respective tetrad panels. You must be using an ARIS unit to be able to actually change a character's loadout. You'll also notice here that any screen for which it is necessary now has control notes at the bottom of the screen. If you're curious about that 'Weapon Swap' key, I'll be talking about it in the Equipment section.
Equipment - The Equipment menu now also boasts a tile-centric list window, and in one of the screenshots you can see that such windows now have scrollbar support. One of the features of this menu hinted at for future releases is the detail popup window for gear. As you can see, gear will have some level of complexity similar to modern RPGs, and can even be upgraded (we're still working the details out on the mechanics of this system). The color of the icon of the gear indicates its general quality (also an idea lifted from modern RPGs), while the image in the icon indicates its type. Characters now have two weapon slots -- one for each of their weapon types. A character's currently equipped weapon type will influence what skills they can use in battle as well as their general battle role, and can be toggled in real time using the W key (more details on that another time... for now know that it can be done in battle, and will be a valuable tactic).
I think that covers most of what you're seeing in the screenshots! You can expect all of this to be in the next version of the game save for weapon swapping and equipment detail popups.
Controller Support
Story
So, what I did was boil down the 50 or so pages of generally unorganized story related notes that had accumulated since I started even thinking about this project into about 20 pages of pseudo-relevant sludge. While even most of this would be eventually thrown out, my strategy was to use this as a launching point to create from scratch an overarching wiki-esque format type document for the game world and its characters. It was pretty evident that writing a large scale story in a linear fashion wasn't going to work, so instead I let the background and personalities of the characters and the details of the game world that I felt I wanted to include create the story for me. After a whole bunch of growing and trimming and gutting and filling, the culmination of this effort is a nice little 30 page living document that contains everything related to the story of the game. Of course, by everything, I mean it's still heavily under construction and will be edited throughout the project, but the fact that it's solid is a pretty big weight off my back. I'm really satisfied to say though that as of just a few days ago I've bridged all of the central plot elements of the main story from beginning to end, and in the process of doing so have laid the groundwork for a host of new characters, situations for H content, and so on. What I've landed on is I hope a solid mix of serious, completely ridiculous, and generally entertaining with characters that have some semblance of dimension to their personalities.
I'm sure you're wondering, and yes, this definitely has impacted the timeline for this release cycle, but it will be overwhelmingly worth it in the long run.
Public Demo
Basically, I'd like for the public demo to be spread like wildfire. Share it with everyone you know. Give it to your grandmother as a late Christmas present. Seed it like crazy. Teach your dog how to play it and make a completely inappropriate viral video about it. Just be aware if you do something really crazy I'll say I don't know you and it'll be really awkward.
Until next time!
- Eromancer
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