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And we've arrived at the final Tuesday for this year!
So no progress to report for this one, I'm afraid.
But that'll change for the first update in 2024, Happy New Year everyone!
And we've arrived at the final Tuesday for this year!
As mentioned last week, here comes the beta announcement for this christmas!
And the release date for that one will be sometime tomorrow on the 20th of December!
I have some finishing touches and playtesting to do, but everything else is done.
The new location in Famine Wasteland is completed and the sidestory spanning across that whole region can be progressed to the point where you need to enter a certain tower, although it sadly ends there for the time being as the assets beyond that point hasn't been made yet.
To summorize what some of the new beta content will include -
While I can't give a precise release today, the next beta will be out around the 20th so it might be next Tuesday or at the very least get announced by then!
Ho ho hoes! Only a few more weeks before Christmas!
Apart from doing a bit of fixing here and there, the main event I've been working on since last Tuesday is adding a church dedicated to the Goddess Primoria I've had in the backlog for a while.
Originally I was looking for a good place to make it a secret location, but due to the lack of mentioning of her in the main story up until later parts, I decided to instead change the chapel in Illusian Forest. (The place where you rescue a certain damsel in distress and meet Naacia)
You'll also be able to visit Illusian Forest in the...alternative...world, yeah.
I think that's all I had for today, so I'll see you next week!
While there has been some touching up here and there, the main focus during this last week has been on the support role characters and giving them the unique skills you get while they're active.
Some more useful than others, but chances are you'll be running with the babe you want to see the most by your side, rather than who is the most effective in a combat scenario.
There will be four of them (at least) in the next beta being released sometime before christmas.
Plenty additional ones will come at a later date too!
Each one will have two "outfits" with one being dressed and the other...nude, naturally!
Maybe more later on since I overcame a pretty big hurdle when I realized who you have with you has to affect changes made to your usual outfits if you decided to change into something else.
Which, uhh, is surprisingly difficult to explain, but it would've been a nightmare to implement if I hadn't thankfully solved that in a much more graceful way than wall-o-text-coding.
And that's it for today, see you next week!
Pretty much back in business!
Since there isn't a coding MacGuffin that magically correct everything for you with the press of a button, I've painstakingly and manually gone over every single Ruby Chest, Dream Chest, Master Hen'Tai location, shop purchase marker, locked spot, weak wall, poster and etc. to have them all be updated with how the menus are meant to look now.
It might seem like a minor detail, but consistancy is an important way to correctly convey information to the player of what an action does from the visuals alone.
Such as whenever the protagonist is given a choice, words you speak are written like normal, text within (these) indicate a thought while [this] points to an action/command being taken.
It's probably common sense for most people, but you never know when it might end up useful!
I also clarified a bit more on what posters do in-game and allows you to revert them back to their original state if you wish to do so, along with highlighting the required item you're about to use when interracting with locked stuff or about to blow something up.
That'll be the wrap-up for today, so onward to next Tuesday!
Oih, what a week...!
Keep your enthusiasm to a minimum for this one, because I'm afraid I haven't really been able to accomplish much besides finishing touching up on the in-game menus.
It's just been a series of unfortunate events that accumulated to me getting food poisoning yesterday, fun stuff, but at least the worst should be over and I'm slowly getting it back together.
So there is totally no need to worry about me since normally it wouldn't even had been worth mentioning, but as it interfered with work, I had to explain the why and whatnot!
Let's hope for more productive results for next Tueday instead!
Good mooooorning, Tuesday!
I spoke too soon about the menu thing being all done as I decided to give it a second pass to further change and tidy up some things, but it's also good that I did because I found several things I obviously overlooked during my first run through.
And while I feel far more confident about it now, I'm still keeping an older build as a permanent back-up in case I've accidently removed something from any interraction.
I've also added three new cutscenes related to the atelier that is tiggered by doing a photoshoot with a specific character, each one unlocking a duo photoshoot opportunity between the two females who appear in the cutscene before it.
Happy Halloween!
The menu overhaul is thankfully done at last.
Getting through the camp ones slowed it down severely since I couldn't risk copy/pasting stuff around in fear of overwriting unique parts to each different camp setting, like the side-quest finding a Jumbo Lewd Latcher which can only be concluded at camp in Northern Fields.
And to everyone's delight, drum rolls please...
I can also share I've updated the International Edition with two more CG Scenes covered!
But that's pretty much all I have to share for this Tuesday.
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Let's begin with the least interesting part first, shall we?
I've been on a crusade to frame menu options in a way where they have more consistency.
As I did, I noticed it's been a bit all over the place and probably arranged according to how I felt that day, referring to the choices you do with the in-game menu, not the more visually ones.
It's a small thing, but that's no excuse to leave it unattended.
On the flip side, remember the power fantasy thing I mentioned last week?
Yeah, that blossomed into something far larger than originally intended in every possible way!
Initially I were merely going to let players obtain an item that lets you take Laquadia into battle with you, with her taking up a party slot as a useless combatant who's just there as eye candy.
Then I thought, is there no other way to do it without using up party space?
And that lead me to introducing support roles that share space with the protagonist and expands the position to additional characters than just Laquadia alone.
No unlocks required, support roles is available the moment you have the first character who can fill out that role, which is Lady Farah, but you can also assign it to Queen Opala, Stella etc.
When they are active, they'll also show up in camp but won't participate in story events.
While only one can be activate at the time, they each bring their own support skill to the table when accompanying you and allows for the "Submit" skill to be performed on yourself to affect whoever is currently in the supportive role.
And we're well into Spooctober!
There are a few things I've been doing this week, for sure.
One was working on a mechanic for the "Touch of Dominance" skill to be used outside of battle, and while I originally wanted it to be a bit more involved like safe cracking with some player input, the system I had in mind just didn't work out and I pulled the plug on the attempt before I had wasted too much time...but that's just game development for you, not every idea pays off!
The feature itself will still be in the game, just not with a mini-game associated to it.
It only took 8 years or something, but blacksmiths now finally has an accessory tab so you can make use of all those crystals, etc. to craft gear protecting against negative states and such too.
And finally, I may be working on a little treat related to bringing a certain character with you into battle, although she is useless in a fight, the option will simply there for the power fantasy faction and having some additional eye candy to keep you company.
With the latest beta having dropped, you might know what that means...
Not much to report on the front line this very early morning! (Unless you live in the far east)
The time leading up to the Friday release was spent on finishing adding what was left and playtesting the new portions so the cutscenes could be stringed together properly, along with correcting any quirks that showed up in-between.
Since then, I've been listening to fans and corrected any mistakes they might've found.
It always surprises me how few issues there usually are with each release, as I expect the worst and feel certain there is something I forgot, missed or simply overlooked.
And that's it for today, I'll be seeing you again next week!
This week has been really hard to the core, hardcore even!
90% across all various timelapse scenarios of Colussia has either been corrected, edited or rewritten entirely to take the overall lore of the entire game into consideration, as some of the older dialogues was severely outdated or just plain wrong for this point in game development.
And we're talking about every single NPC here, so no small undertaking!
A small example is the seven tombstones outside the Grand Cathedral now being seven monoliths devoted to the gods/goddesses who descended upon the world and survived the Divine War, an event that took place ages ago following the one between the Lunasterians and the Dragons of the Nine.
Apart from that, I've included some additional ambiance and streamlined searching through looting spots so the main character no longer states he found something each time you do, and instead just gives you the ding-darn loot already!
Drawers, desks, cabinets etc. also makes a small sound appropriate to how it would sound to open them, but at a lower volume than usual, to add some more immersion than just hearing the music track.
That should be all for today, see you again next week!
Even more storymode content has been worked on, this would be the third cutscene and the most tricky one that'll likely take some time to land right as I'm still considering if there should be a branching path in there or if it'll make more sense to have it be strictly straight-forward.
But I've also been working on a "Hunter Board" to make finding legendary monsters easier.
You can find a preview below of how it currently looks without the active/selected transparency.
Hollow contracts with the questionmark signals you haven't unlocked that legendary yet, and selecting that will let you know what kind of common monster you need to defeat to have it spawn while also listing your current progression to that endeavour.
Open contract showing the legendary mean it can now be found somewhere in the world, and selecting that will both list it's name, along with the specific location of where it has appeared.
Sealed contract means the legendary has been defeated and will specify which one if you select it.
And finally, special monsters that have different requirements are in gold!
Thus, I'll see you again next Tuesday!
Storymode content streak is resuming!
But to avoid spoiling what happens step by the step, I'll have to withhold the specifics and just say another cutscene is about done that required me to also make a bunch of additional assets for a new location one of those upcoming "Meanwhile..." segments take place at.
Hollow Gorge has been altered as well to sync up better with Tseneria Isle from a lore/technology perspective with some different dialogues playing out and small map changes.
Another productive week knocked into the balls!
Story content has been worked on this time too, although I wasn't fully satisfied with the previous cutscene and went back to rewrite it while giving every person in Queen's Landing you can ask for a ship unique dialogue for just that one brief sequence.
There is also a fundimental change I've been experimenting with regarding textboxes, but further testing is needed before I decide if that is something I want to stick with and show off a preview, essentially it would allow for larger portraits while also trying not to cover too much of the screen.
Finally, I remade all of the buildings in Odidania with new textures, and did the same for the Grand Cathedral in Colussia since that is such an important location, being the very first thing players are able to see and explore when they gain control over the main character.
If you like, you can check below for a screenshot and cross-check it with the previous look from a month or two back to get a better sense of what is different this time around!
I hope you're sitting down, because today it's all about chairs!
Nah, I'm just pulling your leg and possibly a finger, what I've actually been doing this week is continuing my work on updating the dice graphics and doing a bit of added detail to Colussia.
But perhaps what people are most looking forward to, I've finished the next dialogue sequence of the main storyline which leaves only one cutscene left before you leave the Frozen Continent.
A short and very much to-the-point weekly update, I'd say!
Expect a nothing burger, extra all!
Yeah, almost like tradition every second month when a new beta is released, I don't really have any information to share other than most of the time up to that point being spent on preparing for it.
There has been a few minor things like icons for elemental weapoms getting new graphics and the custom dice being updated to show a different expression for each number, but that's about all!
Just another short, boring one for this week.
The next beta will be out on Thursday, which means most of this time has been spent on polishing the new content, smoothing out some rough edges and finalizing the cutscenes being included.
Some of the things to look forward to in this release is the five additional bad endings and the improved way they are triggered, slightly restructured story in the first hour and, of course, The Judicator along with the introduction of Admiral Gallus.
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With a new beta looming around the corner, this week has mostly been spent on connecting the dots on the new story segments in the early game and populating The Judicator with NPC's.
I've also corrected some graphical issues that probably wasn't even noticeable unless you knew where to look, but present nevertheless. (Like the exterior of the city hall in Caimridge)
So a very short update for this week, unfortunately!
But there is always next Tuesday, take care 'till then!
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Nothing about doors, I promise!
While it took far longer to solve than I'd like to admit, the improved method of handing out the various Bad Endings have now been fully implemented and will randomly pick one character from your active party when you lose, so the fewer you have with you into battle, the more likely it'll be the character you wish to see.
And while there is an intentionally low percentage it'll pick the main protagonist instead, you can easily boost that to a 100% success rate by leaving everyone else behind at camp.
In short, previously bad endings kind of clumsily worked depending on which characters you had already recruited, now it's entirely based on the partymembers you've selected for battle.
I've also tweaked some of the bad endings, both those mentioned from last week and older ones.
So the next beta should be coming out later this month with those included!
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How about we make this entire post about windows, yeah!?
W-Woah! Easy with the pitchforks and torches, I was only joking!
This week I got a lot of Bad Endings done that I've been meaning to include for quite some time since every party member is meant to get one before everything is eventually wrapped up.
Not just one, two...or even three! I actually managed to to make a grand total of five new ones!
These will cover Beatrix, Bal'Rana, Kythie, Naz'Raala (Steel Demoness) and Ra'Tiki/Mhu'Tiki.
I'm also intending to change how to trigger a character's bad ending, making it so it's done by merely having them in the active party, rather than being available altogether, as this in turn causes it to be far easier to trigger the main protagonist's bad ending by simply removing everyone else.
Which, of course, makes it easier to get each individual one too.
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Doors, a closed one is meant to be opened...or...something, whatever.
With the cutscene in Port Ronod introducing Admiral Gallus and Instructor Stella now becoming a manditory story sequence, the overall structure and nearly every cutscene in the game between waking up in your chamber to encountering Masquerade for the first time in the Imperial Castle, has been updated or even remade entirely.
Meeting up with Beatrix by the docks to saying farewell to your teacher before she is heading out for the Kingdom of Namaria in her next contract will be the other requirement to visting Cecily at the Homestead before reporting back to Crayden, which you can do in either order.
I've also changed so the Traveling Scholar will always be available in Port Ronod, no matter time of day, as it was too easy to overlook him and miss out on the useful teleportation unlock he offers.
Finally, there was an issue with the Sewing Kit item not working properly with Farah that was brought to my attention and has now been corrected.
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Alright, you don't want to hear me go on about having created 50+ more doors. (But I did do that!)
You're here for the meat on the steak, the gravy in the navy, the stuff that makes you feel ruff!
The Beldorian Armada's flagship has been renamed from "The Majestic Prime" to "The Judicator", making it sound a little more era appropriate and less alike The Magna Gerulus, with the flagship now essentially finished and fully explorable with the only thing missing being NPC's and lights.
I'm considering making the cutscene in Port Ronod mandatory for new playthroughs as missing out on Stella and Gallus introductions might make later encounters a bit weird, and it would likely take place before heading to Caimridge on the investigation, although accepting the offer to visit aboard The Judicator will remain optional.
I feel like there was something else...but since I can't recall what, that'll round up today's post!
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Let me just quickly get it out of the way so you don't have to hear it again.
I've made even more. God. DAMN. ASSETS!!!
But hear me out, these ones have been really worth it to make the worldmap better represent up-close locations, such as the ports now looking more like ports, Arlon appearing like a farmland and the Grand Cathedral being visible in Colussia from the overworld.
I'm also in the process of creating the Beldorian Armada's flagship, The Majestic Prime, easily the biggest vessel I've created so far that'll come with a new Naval Officer class and a character named Admiral Gallus, who'll play a larger role once you unlock your own ship.
She and Stella are both introduced together in a new cutscene taking place in Port Ronod I've been meaning to add for quite a while, near the beginning when you are still a Crusader.
Once you've seen that cutscene, you are invited to explore the Majestic Prime, although it's time sensitive and becomes unaccessable once you've progressed far enough in the story.
(Since the ship leaves for the Kingdom of Namaria)
Even though it won't make any sense, I'll still allow players who've already reached the end of the latest beta to trigger this cutscene and be able to explore the flagship without any negative effects, since otherwise you'd have to restart the story to experience it.
Just remember it'll be something that is supposed to take place before you even meet Gabrielle.
And that about does it, see you next week!
Support production of the LoQO games at - Patreon
Support production of the LoQO games at - Patreon
Support production of the LoQO games at - Patreon
Not gonna lie, so let me just come out and say it...it's Tuesday!
The next beta should be released over the weekend and I'll probably keep on fiddling with the various map tilesets up to that point, I am also thinking of creating a new location called "Church of Primoria" to add some lore context while letting the name have some more presence rather than just being dropped at you out of nowhere towards the end of where the story as of right now is on pause.
That might have to take a backseat until I'm done with the current assets update phase, although if I do manage to find the time to add it before the end of the week, then great success!
A bit of a short one today, but there is always next Tuesday!
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Last Tuesday's statement shows how much I know!
The second pass over each location only presented more opportunities to improve on things, so while thinking it'd only take a week was severely underestimating the work required, I'll still be able to finish the overhaul before the next beta releases by the end of this month.
Not all the improved assets are ending up large and obvious, some will be tiny things easily overlooked, but should offer a more varied and detailed locations with everything combined.
From new wallpapers to stores having a more appropriate look to them, like clothing stores with mannequins and blacksmiths displaying different armor sets, down to more "pointless" features like teacups coming with an empty variation, some cargo in ships being secured with rope, people using the steering wheel actually holding it, etc.
A feature that won't be finished before the next beta, however, is how every female monster in the game is also getting a remake to line up better with the playable character battleposes, while giving all of them a "downed" pose as well.
With that, today is brought to a close with the last screenshot for the time being!