October, 16, 2018 Update


Update Overview

  • Tech Upgrades
    • Tech
    • Justice
    • Known Issues

Known Issues / Misc

  • Added Volume control in Settings on top right.
  • Sticky Selection: Units will not deselect themselves causing the player to click on a city or other tiles they may not want the unit to move to.
  • City Category and Utility Category Construction does not work. (Scheduled for October Hotfixes)
  • When attacking and defeating a unit, the attacking unit will inherit the space of the unit being defended. (At the same time this made me realize that if a city unit attacks they’ll swap places too, oops. Scheduled for October Hotfixes)
  • There may be issues with the map legend as that was not thoroughly tested.

Ministry of Justice

Ministry of Justice enables you to put out lucrative policies that will help fuel your conquest.

Ministry of Technology

Ministry of Technology upgrades and expands your current facilities to bolster morale and strengthen your troops.

October 3, 2018 Update


Update Overview

  • Tech Upgrades
  • Combat UI Update
  • Theme Update
  • Known Issues / Misc

 


sowgen

“It’s your duty, to stick it to that booty.”

Tech Upgrades

Military_Button_Highlight
Military_Tech
Military_Tech2

Military Tech Panel is now open for the War Upgrades (Units). It can be accessed on the bottom left of the world view window.

Note: Tech Template now completed.

  •  War Category will be complete in Completed in Second October Hotfix
  •  Social and Diplomacy Update will be introduced in November’s Update once the Ministry system is flushed out.

Theme Update

dominion_panel
prime_panel
temp_icon

Top Resource and City Overview panel now matches the color palette and theme. 

Temporary Icons were added to replace the X, Y, A, B images.

Combat UI Update


Unit upgrades are reflected on the unit focus window. They are not added to the base value however represented in green text of what the changes are. In the future negative values will be reflected with red text.

Known Issues / Misc

  • Added Volume control in Settings on top right.
  • Sticky Selection: Units will not deselect themselves causing the player to click on a city or other tiles they may not want the unit to move to.
  • City Category and Utility Category Construction does not work. (Scheduled for October Hotfix)
  • When attacking and defeating a unit, the attacking unit will inherit the space of the unit being defended. (At the same time this made me realize that if a city unit attacks they’ll swap places too, oops. Scheduled for October Hotfix)
  • There may be issues with the map legend as that was not thoroughly tested.

September 15, 2018 Update



Update Overview

  • User Interface Redesign
  • Combat Updates
  • Reintegrating Unit Construction
  • Misc
  • Known Issues

 

Combat Updates

New Resource Overlay

The Game Interface was updated to clean up screen space and attempt to convey game information faster to the player with less clutter.

Proper Faction Colors

With being the third pass on the combat prototype. We’ve slowly shaping out how the combat units should looks like. For this pass we put the Dominion and the Primevan forces as their proper faction colors.

When the player selects a unit, an outer ring glows around the unit, and when the unit is in range to attack, a red ring appears on potential targets.

Unit Status will now appear on a selected unit and the cursor hovering over a unit. Currently it only displays the status, it will do more in the future.

 

User Interface Redesigns

Main Menu

From the original Spoils of War, here is an updated Main Menu for the sequel.

 Game Introduction

It would figure that the players would get bored just reading dialogue so in the demo scenario we added a little instructions on what to do in this demo with some kind of story.

Reintegrating Unit Construction

New City Overviews

city_overview_prime1
city_overview_prime2
city_overview_prime3

Primevan City Interface shows the city type on the top left as well as resources generated to the right.

Units are now enabled again to be placed back onto the map. 

However, a unit cannot be on top of the tile and the player must have enough resources to purchase the unit.

Currently only the options under the “Units” category can be created. “City” and “Utility” are not yet fully functional.

Enemy City Overview has also been update, however it still gives the same choices as before. In future implementations there will be more options.

Misc.

  • In Game Clock was Added
  • Options Setting on top right has a return to main menu and exit to desktop option.
  • Floating damage text is planned for combat.
  • Display and Audio Settings are planned for next update.
  • When attacking and defeating a unit, the attacking unit will inherit the space of the unit being defended. (At the same time this made me realize that if a city unit attacks they’ll swap places too, oops. Will do a hotfix)

Known Issues

  • Sticky Selection: Units will not deselect themselves causing the player to click on a city or other tiles they may not want the unit to move to.
  • City Category and Utility Category Construction does not work: That will be implemented next update.
  • The ABXY buttons on the top left are other panels that are under development. The button icons themselves are merely placeholders.
  • Help, the programmer is lazy and slow: I can assure you this is very true.
  • When attacking and defeating a unit, the attacking unit will inherit the space of the unit being defended. (At the same time this made me realize that if a city unit attacks they’ll swap places too, oops. Will do a hotfix)
  • There may be issues with the map legend as that was not thoroughly tested.

Hey guys, we’re going to try and keep regular with updates on The Couch here, at least announcing development updates even though we’re not releasing public builds yet until things are more stable.

But if you want to play early builds and preview new features please support us through patreon, a mere 1$ gives you acess to builds!

This announcement was a couple weeks ago so some of this may be stated in an out of date manner as it’s already been done (like hiring a writer). You can find the original update post on Patreon too!

Whats in this update?

  • Leg positions added! You can now use “Legs Up” and “Legs Together“! At the moment they transition instantly, if this transition becomes an animation depends on future plans but I consider that polish thing for now. Handling that would be a complicated solution and I would rather bring more features instead.
  • Mouth animations are fully dynamic! This is in preparation to implementing “Arousal Levels” and voice acting. While it might seem mouth animations have been toned down (they’re also using new sprites) it’s only that for now you’re stuck at arousal level zero. In the next update either through interaction or a testing button you’ll be able to increase Naomi’s arousal and change how she responds to your actions, and even how she looks! 
  • FRECKLE ENHANCEMENT! Some people actually thought I removed Naomi’s freckles, this was unacceptable so they’ve been enhanced >:O.
  • Dialogue system revamp! Right now the dialogue system as been virtually rewritten to support new features (multiple conditions, greater than less than, etc), but you won’t see them in this update, unfortunately dialogue won’t display for now as things need to be finalized. Sorry for this but expect it to comeback with avengeance in a future update.
  • Possible performance improvements! I fixed some things i disabled in previous builds, performance might be better now, but this mostly matters for when we return to web and mobile builds. But if you have a low end PC let us know if things are better!
  • Graphics settings added (previously only in web and android builds), if you’re on a low end PC and the post processing gives you issues, they can now be turned off in the settings! This was originally only released for Web builds and the lowkey android release you can find on itch.io (which is buggy as fuck but people asked for it).

Whats next?

  • As mentioned before there’s a major UI update coming which makes interaction and dialogue perpetually visible. Along with adding some new icons I think you’ll enjoy! Here’s another small preview of that…

  • Arousal level implementation, everything is ready for arousal levels. Once implemented depending on what you do to Naomi her arousal will rise causing her expressions, appearance, and dialogue to change. This will display some dormant and new assets i’ve been dying to show you guys!
  • New ending scene. I’ll be working double time to bring you guys a whole new scene but I need dialogue completed along side it. As i work to hire someone i’ll be trying to balance my time effectively.
  • Dialogue revamp, in a future update dialogue triggers will be more clear and consistent and also more varied.  The revamp is done, implementation is required by MiNT…But if you’ve been following our discord, I need to watch Konosuba first. :<
  • Project overhaul, MiNT has learned some new tricks thanks to his client work and wants to clean up our project file (it’s got a lot of bloat from experimenting honestly) and bring the project to Unity 2018.2. Given we need writing and some new scenes done we’ll be getting this done asap while that other stuff happens. This is also aimed at improving our dialogue system, touch input, camera control and general UI navigation further. 

Spoils of War2: Primeval Twilight 8/11 Update

Developer: SelectaCorp

Patreon: https://www.patreon.com/SelectaCorp
Website: https://www.selectacorp.com

Changes

  • Demo Scenario
  • New Combat System
  • Music
  • Disabled Content
  • Known Issues

Demo Scenario

You’ve landed on the Jernberg island and the forces are awaiting orders on the shore ready for full scale invasion!

This update will focus on the new combat system.

New Combat System

Units now appear on screen and are interactive on the world map!

Assaulting: Previously the Combat System entailed just clicking on the city and allocating the number of units desired to attack. Now the it’s determined by the unit selected to attack the city.

Raid: Currently raiding a city have a 50/50 chance of being successful. Upon success the player will be allocated resources into their resource pool however if failed the player will be ambushed and sustain damage from the defending unit.

Music

Background music was added to the game. Volume can be adjusted in the settings options in the Game Overworld.

Disabled Content

The following windows are currently disabled due to the changes in the system. The will be reinstated once the adjustments are finished.

  • Ministers
  • Priority
  • Detention
  • Seraglio
  • Provincial
  • Status
  • Political
  • War
  • Foreign Affairs
  • Social
  • Technology
  • Justice
  • Propaganda
  • Interior

War Room Unit Purchasing: This will be re-enabled when we balance the unit cost and stats to match the current combat system.

Raid: Currently raiding a city have a 50/50 chance of being successful.

map3
map2
map4

Known Issues/Bugs

  • When dragging while a unit is selected, the unit may move if dragging on a valid move tile
  • After destroying a unit on a city. Player will automatically claim the city without the unit moving on the city.
  • Due to balancing of the game and no valid spawn points. Unit purchases is currently disabled.
  • After victory, the units are still interactable through the victory window.
  • The game starts at Turn 0. (Will fix next update)

Partners

 visual-novel.info (German)
https://visual-novel.info
Discord 

Visual-Novel.info is the biggest website for every kind of visual novels in germany. They post articles, patches, news and everything related to visual novels in due time. They also host a thriving community of visual novel enthusiasts on discord. Check them out.

*Yawn…* still waking up from the weekend.

  • Quick Update
  • Website Related
  • Game Development
  • Tools Development
  • Documentation

Quick Update

  • French Localization for Tower of Five Hearts is under testing at Eroges.com! Look forward to it!
  • The Couch Update for Android Scheduled for this week
  • The Little Black Bestiary: “A Dragon’s Treasure” update is available now on itch.io!

Web-site related

So a majority of the formatting was discussed on how the game pages should look and feel (thanks to Sommelier from Venus Noire). The backgrounds on the pages for mobile have been modified to use repeat-y to ensure that mobile users get a background while scrolling through these pages.

Game Development

This week like the weeks before are going to be hectic. Will need to finish and conclude work for Dystopian Project on Claire’s Quest, and due to me not being able to concentrate very long on a single thing, I’m probably going to have to draw out the inventory then walk through and see how RPG Maker MV will handle it (usually it doesn’t and I end up brute forcing the damn thing anyways).

Jessika’s Curse is looking forward to a Town, Inventory and Equipment update by the end of this month. As of today it is past the middle of the month and the deadline is looming, sometimes I wonder who’s going to die of exhaustion first, me or Sommy. Anywho, look forward to the next video as last update was the Lust system and due to Seeds of Chaos updates I was reluctant to post on an adult streaming site since it required me to make a SFW version for Youtube and an uncensored version to cover that update.

The first combat prototype for SelectaCorp just came out last Friday. You can download a copy here if you’re a backer for their game. Currently the combat is “Risk”-like but will soon be updated to join the fray of mainstream 4x games with lewd content.

Lastly for external development, Yulia’s Saga is underway using Game Maker Studio 2. This is a SFW production so it’ll probably make some headway in the SFW production side of MMIS. At the time, this is the most comprehensive indie project that we’re undertaking due to planning, paperwork, and the staff members involved to work on this project. Look forward to it!

Tools Development

There’s not much to say so here’s a breakdown (forgive the abbrev.):

  • Entity Manager C++, C#, and GML. Will be usable in Unity3D and Gamemaker Studio 2 (not tested for GMS).
  • Data Import/Export for GMS2.
  • Dungeon Biome creator for JC (Unity) and YS (GMS2)
  • Tile based combat system for 4x (SaC).

Documentation

There are several documentation from clients that we’ll be reviewing in order to break down and make easier to read for production. We’re taking some great time and lengths in order to transcribe these documentation from text documents into diagrams, tables, mockups, and task lists.

So I just came off of a near 40 hour marathon session in working and completing. Have a headache, sore throat, and some cold symptoms. Then I realized that I needed to clean up the office after such a long task, sure it was “ok” at best.

Later I get on a phone call with Skyninja to attempt to finalize the web-version of the site, not necessarily the mobile version as of yet. There’s still some kinks to the site but I guess some of these issues will be fleshed out over time.

On another note, Sacb0y is over at the office to work today. I did offer Cypress that I would punch him so he can’t leave and get his work done. That cat refused and Sacb0y somehow sorta/kinda fixed the dev blog section. After we have it down I’ll probably make more posts about the daily misadventures of avoiding work and responsibilities.

Or play on Newgrounds!

(this is a repost from Patreon)

Sorry this took so long, I’ve been working tirelessly to get this build in a state I found acceptable for public use. Unfortunately, I didn’t meet all my goals mainly in relation to dialogue, but I’m still doing FAR more than i originally intended at the start of last month.

I’m sorry but android builds will have to wait, there’s a ton of issues like performance and some broken functions. I simply can’t release it as is, but I will be releasing test builds to patrons until things work properly.

So I hope you guys enjoy this, and look forward to future updates, cause at this point, it’s mostly just refining a few features, and expanding on content. But considering I just spent 3-4 days working on this to get the game to it’s current state, I feel like I may slow down a bit this monthjust to make sure I’m caught up on other work cause I’m expected to do a lot this month, and I have family stuff. But they’re things you guys will be able to play and get access to soon. And I’ll post those here.

So that said, the request raffle will not be today, but the next weekend likely on the 13th, a Sunday. Sorry if you were looking forward to that but I’m completely unprepared at the moment, and I want to perform at my best. Do be sure to get your requests ready! The Patron request post will come soon.

Now back to whats in this build since v0.1.0, also you’ll notice a slight change to how I’ll be referring to builds from now on…

Change Log

  • In-game “choices” have been implemented and replaced the temporary “mood” menu, and also bringing back the boneration dialogue. In the future choice here for what to say to Naomi will affect your story route and ending. Right now all the choices are static, but they will be dynamic in the future based on what actions you take, or other choices.
  • Dynamic in-game dialogue has been implemented, but needs to be completed. Right now there’s 30+ dialogue lines that play on a variety of conditions, but the way the dialogue updates seems inconsistent. So it might not be clear what actions triggered certain dialogue. This feature was not supposed to be in this build, so these issues are expected. It’s only a beginning. Also the display of this dialogue will be changed in the future to look more like a log you can scroll through.
  • Cum counter is functional but doesn’t impact anything. in the future this will separate “Main story” and “Free mode”, but right now the modes aren’t any different, free mode only skips the intro. In the future in the main story cumming twice will end the game giving you an ending and not allowing further action. Clicking “finish” now will only give you some information and thanks.
  • Expanded intro with cleaned up sketch art in the interest of making things a nicer quality and getting to do more Naomi art, I cleaned up the images for the intro more. These are still temporary s they are, but will be there for a good while until more story elements get done. And for people who haven’t played previous builds, the story has been expanded a lot to flesh out the current relationship between you and Naomi.
  • Residual Cum now shows on the dick! I figured this was a nice touch…
  • “Early Patron” credits added! Thanks for all your support! I’ve removed people who voted “No” on the previous poll, but if you’d like to be removed from this permanent place on the Credits, or if i missed you, please let me know! This is for all Patrons who have supported before the first public release.
  • In-game change log added! Even includes the full history as far as version updates are concerned. Now everyone can easily see how far we’ve come!
  • “Coming soon” added, clicking “finish” will now show a quick slideshow and credits. Along with including the original voice line seen in the demo. This will be here until endings are added.
  • Minor audio implementation of sex sounds, not ideal.
  • Other bug fixes…

Whats Next?

  • Proper audio implementation, at the moment it’s really simple, and honestly probably not timed right. This will be a bigger focus in future builds, along with adding moans and such.
  • Further dialogue system improvements part of the issue is there’s not proper support for multiple conditions, nor do conditions affect choices. Plus, we need a better timing solution for checking for conditions in an optimized way.
  • Ending scene 1 it’s time to get to content! The next sex scenes will be simpler to make than the main one, and I want to get to making those asap!
  • More poses for main gameplay i’m projecting this to be kind of easy to do, just not sure where it lies on the priority list.

In other news we’re considering some options to accelerate development, we’ll update on those later, how that goes depends on a variety of factors.

Thanks for all your support! This is a awesome milestone, and we couldn’t have gotten here so fast without your support!

~sacb0y

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