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Weekly Update! 5-31-2020 (NSFW Poison Alraune H-scene preview, background work, new Hoverjets upgrade)


(The following is (mostly) a copy-paste from our weekly public update post on Patreon! If you like what you see, consider supporting us!)


Hey everyone! Sorry for skipping last week's update; we posted on Patreon, but there wasn't much worth talking about or showing off, it was a bit of a weird week. This week, though, we've got a great update, so let's get into it without preamble!



First off, in the gif above, you can see the work we've done on the Subaquatic Caverns above-water background. I'm a huge fan of it personally, and I think it looks even better with the lighting engine enabled - unfortunately I can't record quality .gifs with the lighting on, since .gifs have very limited colors, but I did take a screenshot of the area with lighting on which you can see here:

I really like the way the lighting works off of the background pillars, especially. We still have a bit of work to do with this above-water background, but it's getting close to complete now!


Next up, here's a shot of the new upgrade we're adding in v0.40 - the hoverjets! With the hoverjets upgrade, you can hold Jump in midair to majorly slow your descent and allow you to jump much farther than before. You can also hold the Action button to continue dashing indefinitely, but that only works when you start a dash from the ground - air dashes are still a limited distance only. You'll have to pay attention to the environment and find clever ways to cross large gaps using this upgrade, but proper usage will give you tremendous exploration potential!


Lastly, the Poison Alraune H-scene preview! It's still a work in progress, so parts of it are incomplete and/or will be improved, but I hope you enjoy the preview nonetheless!


That's it for visual stuff this week! I did a lot of other work too; the level design for v0.40 is nearly complete already, the Torguis CG is basically done (just has some final artwork tweaks left to do) and is fully implemented in the game, I started implementing a handful more cutscenes and environment conversations in the Subaquatic Caverns, I'm still working on that secret tileset I mentioned last time, I fixed up some bugs, planned out a bunch of enemy H-scenes that weren't planned yet.. it's been a very busy and productive week for CPE! And starting tomorrow, Orexius will finally be done at his dayjob, and will be starting full time work on Crisis Point! Like I said before, don't expect things to change dramatically right away; there will definitely be an adjustment period and we have a lot of real-life stuff to prepare for, but even despite that, I fully expect our productivity to be much higher than it was before even while we're in the process of moving. Our full-time team is about to literally double, after all. Hope you're looking forward to it as much as I am!

Thank you all so much for supporting us, and getting us to the point where this is a reality. It's a literal dream come true for both me and Orexius, and I can't wait to see where we go from here. We'll see you in next week's update!
 

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