Weekly Roundup - Week 37 - Cute Kobold Villagers (GONE SEXUAL!?)


Original post: https://www.patreon.com/posts/41594972

Hi everyone!

So here's the stuff we've been working on!

New Encounter Ideas!

I brainstormed and sketched some future enemy ideas. Let me know what you think!

I posted the rest of the sketches in the Sneak Peek, since some of them feature nudity.

Lewd Kobolds!

For obvious reasons, to see this stuff, hop over to the Sneak Peek. And the complete set of sketches can be found in the sketch pack!

I'm currently animating the ones we chose to include in the game, so stay tuned for new sexy animations! ^w^

Water Shader

At the moment water is just a simple colored surface. Null has been working on a shader to make the water a bit prettier:

It needs some additional layers and effects like bubbles and splashes to make it come to life, but this is a pretty good base I think! ^w^

Until next week!
Cookie

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Comments

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Deleted 32 days ago
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Heya! Thank you for your suggestions! Happy to say that a lot of the things you'd like to see are already planned. Water and bubbles for air are already implemented in a test level called "Glitchcaid" and will be used for a water maze world, for instance. ^^

Deleted 32 days ago

Cheers! ^^

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Pheromones for attacks maybe? also, any chance of exotic kinks being a thing?

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We wanted to do flower pollen, but unfortunately that kind of stuff is banned by Patreon. -_-~*

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whaaaattt? Patreons so backwards sometimes 

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Yep they consider it drugs/mood alteration. ^^;

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That's so stupid! D:

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Super awesome update ideas! I like all the enemy designs! Though my favorites are the Croc and the slender Chameleon. Dodging some magic wielders would be awesome, the Cat design 😁.

Can I throw an idea to you two? Crouched attacks for enemies

Might need two raycast per enemy for detection? One detecting the top of the character. The other detecting either a ducked player and/or a player that is on a slope. Then moving the hit spawn point depending on the raycast detection. 

It would depend on how they attack of course.

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I don't want to make basic enemies *too* smart or give them too many attack patterns. Tougher enemies later on definitely might be able to do something like this. ^^