SamuZai
Artificially Dead

Artificially Dead

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Artificially Dead posts

Development Poll #1

Hey there. Including a short update in this too. As we all know it's the start of the holiday season this month so I've been busier than usual and haven't been able to do much yet, but I wanted to gauge some opinions on what people think should be worked on next. Now I've already decided to work on the Lesser Succubus immediately, but after she's done there's a few options on where people want ...

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CrescentSoul MainBuild 0.2.2

Sorry this one took so long. Here's the MainBuild.

Compared to the previous main build there's a few new things here but it's mostly in regards to the back-end systems. This includes a save system, an inventory system, keys that open doors, coins that drop on the floor, health pickups from enemies, a main menu, a teleport system, and a small part of the new area: the dungeon. Also the new...

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CrescentSoul PublicBuild 0.2.1

Sorry this one took so long. Here's the PublicBuild. The only difference between this and the MainBuild is that the MainBuild has the new large-type enemy, the Dragon Guard. Otherwise it's the same.

Compared to the previous public build there's a few new things here but it's mostly in regards to the back-end systems. This includes a save system, an inventory system, keys that open doors, ...

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General Update #21

Hello again.

This month has mostly been a challenge in getting all the new changes I want with the latest enemy, the Dragon Guard, done. There's been a lot of trial and error with her, a lot of treading new ground, on top of just the extra animation work she needs. All her animations and such are done, it's mostly just systems I've been working on. For example I've made a few passes at a ...

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Prisoner

Let's start the month off with the final preview of the new enemies.

Once more I'm using the player character to show the scale here since it can be hard to see when it's just the enemy itself. The prisoner's arms are bound behind her back which makes her less of a threat than other denizens of the dungeon, but her drive is also a lot higher. While her attacks may be weak she will be one ...

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General Update #20

Hey there, time for another General Update.

So as mentioned last time I had a few more foundational systems to finish off, that being inventory/key/door system which now works as intended, opening up the path for progression through certain areas of the castle.

A lot of work this month went into creating the new enemies, of which there are around 9, one of those being more of an are...

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Purple Slime Girl

Here's the second slime girl you'll encounter in the dungeon. She resembles a typical human less than the blue variant and could perhaps be considered to be more 'feral' in that regard. But since this is a slime girl I decided to keep trying to experiment with animation and bounce, since it's pretty much the perfect opportunity. As much as I'd like to be able to say animating similar enemies li...

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Blue Slime Girl

There are two slime girls in the dungeon, the Blue is the first that'll be encountered. The slime girls are classed as medium sized enemies so they are larger than the Player. I'm currently undecided wherever slime girls will be active moving enemies or instead environmental hazards or traps that might be encountered within the dungeon. I intend for the slime girls to have a slight transparent ...

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Greater Succubus B

And of course here's the B variant of the Greater Succubus. She has much larger breasts than the A variant and will mainly use those against the Player in scenes. She's a little more active than the B variant too, so her attacks will have more effort put into them.

All the Succubi in the dungeon share the same skin and hair tones, but future Succubi will differ depending on the area they'...

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Greater Succubus A

One of the two Greater Succubi in the dungeon. I wanted to try some different idle poses with this one and in general I had some difficulty with it. Mainly I'm struggling with animating the tail and the wings as you can probably tell. I'll keep practicing with more varied idle animations in the future to try and improve at them, and may revisit some of them in time.

The Greater Succubi A ...

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Lesser Succubus

Would've had more previews sooner but I unfortunately got hit with an illness this month that slowed my work a bit. I'm still recovering but getting back to work regardless.

The Lesser Succubus is currently the smallest succubus, putting her at the general same size as the Player character. There are two larger Greater Succubi that I'll be putting previews up for soon. Succubi will vary a...

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Dragon Guard

The Dragon Guard is currently, as of its creation, the largest enemy available in the game. The Dragon Guard is proficient with its chosen weapon, the halberd, and will utilize a variety of attacks to prevent the player from easily passing by it. As the current largest character most of its H scenes will involve actions intended to overwhelm the much smaller player character with its large size...

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Dungeon Warden

It's time to start uploading some new enemies again. This is the Dungeon Warden. She patrols the dungeon and keeps the prisoners in line. She wields a baton and swings it in swift arcing swings. She is also one of the medium-sized enemies, meaning she's quite a bit larger than the player character.

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General Update #19

So this month ended up being all about systems and design, so lets try and get through it all.

The Dungeon: All shadow boundaries have been set including an elevator system that includes gates you can open to call it to whatever floor you're on. The elevator is a little weird as it slows you down while riding it, but that's just something inherent to Unity I'm told. Still, you may be abl...

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Dungeon Area Preview

Hey there, just a bit of a mid-month update to show what some of the new dungeon area looks like. As you can see it's very green, that's mostly due to the lighting. The dungeon has tighter spaces than previous areas of the castle, and also more branching paths for exploration. Hidden rooms in the dungeon are going to be harder to find than previously due do its more complex design. You might al...

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General Update #18

Time for another General Update.

So things are going mostly as planned. I got hit with Covid during the month so that robbed about a week's worth of time rom me which was pretty annoying. The new dungeon area is just about entirely done, it needs just a couple more rooms (the most important being the boss room) and also I need to set some camera boundaries, put in a few more shadows, and ...

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General Update #17

Another month, another General Update.

So first off I just wanted to note the increase in Patrons and firstly thank everyone for their support, as always I really appreciate the fact that interest is gathering for this project (albeit it's slightly concerning having more eyes on my work now). With that in mind I'll briefly touch on who I am and the goals for the project itself.

I'm ...

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CrescentSoul MainBuild 0.2

Here's the next MainBuild. The player starts off in the hub area, from which the lower left exit leads to the entrance hall filled with zombiegirls, and the upper left exit leads to the servant quarters filled with maid-types. Currently the newest attack, the backflip, does not function but is visually represented.

If you encounter an enemy that flashes blue then it means that you can onl...

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CrescentSoul PublicBuild 0.1.5

Here's the next PublicBuild. The player starts off in the hub area, from which the lower left exit leads to the entrance hall filled with zombiegirls, and the upper left exit leads to the servant quarters filled with maid-types. Currently the newest attack, the backflip, does not function but is visually represented.

If you encounter an enemy that flashes blue then it means that you can o...

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Blue-Haired Maid

And here's the final melee-focused maid, the Blue-Haired maid. She's in the current Development Build but I wanted to post her in line with the other maids.

The Blue-Haired maid is a stationary enemy that'll wait for the Player to approach within a certain distance. When within range she'll dash towards the player and deliver a stamina-draining kick which leaves the Player vulnerable. She...

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Blonde-Haired Maid

The Blonde Maid carries around a broomstick at all times but she mainly uses it as her weapon of choice. While not as damaging as the green-haired maid's steel chair attack, the broomstick has just as large of a swinging arc. It is recommended to use the Scythe's reach to its full potential when dealing with the Blonde Maid.

For her H-scenes she will mainly use her broom to restrain the ...

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Green-Haired Maid

Next up for a preview is the Green-Haired Maid. Out of the maids she has the most brutal attack with her steel chair. When she sees the Player she will approach and prepare to swing. Her sprite will flash red briefly to warn the player of her incoming attack and that it can't be parried and it would be preferable to avoid it entirely. She's a very dominating maid and so her H-scenes will be wit...

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Red-Haired Maid

One of the new maid enemies for the Servant Quarter. The Red-Haired maid is the least aggressive of the maid enemy group, but unintentionally continues to harm the Player like all the others. When she spots the player she will approach and try to greet them with a bow, but the bow itself is a fast and unintended attack that'll strike the player.

Considering her politeness her H-scenes wil...

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General Update #16

Time for another monthly update as I briefly try to recollect what was said in the last one...

So first off the blue-haired maid enemy is completely done now. She has all her animations and H-scenes and interacts (mostly) as expected with the player. (if there's two of them they both try to charge at the same time and shenanigans can occur).

The parry system is now also working en...

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Martial Maid H Anim 1

Been a little while since I posted an animation huh? Here's a preview of who I'm calling the Martial Maid's first H scene. I was intending to have her more ride and rub against the player character but she ended up more... bouncing on her face instead, which I think is still fine and works more in line with the enemy, since she's more about humiliating the player for potentially failing to parr...

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General Update #15

Hello again, time for another monthly update!

So this month had a couple of bumps IRL but otherwise things are fine. I've been mostly working on the parry system and the new enemy. The parry system is kind of working now but has some quirks I need to take care of which may or may not result in me having to restructure that part of the code a bit to get it working properly and as intended,...

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General Update #14

So as was mentioned in General Update #13 some circumstances changed for me that allowed me to spend more time working on the game. As a result this month felt very long for me, which was good, because I was able to get a lot done. I've been looking forward to compiling all the work for this update and while normally I'd spend some time talking about the individual changes I've made I feel this...

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CrescentSoul 0.1 Public Build

Controls:
W - Jump
A - Left
D - Right
S - Crouch/Escape
J - Attack
L - Backdash
R - Pause Menu

Enemy Types:
Zombie Girl - Three H animations
Maid Girl Ranged - Three H animations

Notes:
Only the Entrance Hall is currently populated with enemies. These enemies will respawn once defeated by re-entering the room. Only some parts of the castle are closed ...

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Concerning demo builds.

This won't be a full update listing everything I've gotten done so far this month (it's a lot) but I did want to just drop a small announcement regarding the progress towards the first demo.

I've been very productive. I could release the demo today and it'd be playable with a decent display of what the game is going to be like.

But... I have a small few bugs that don't really impa...

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General Update #13

Hello again. There's some good news this month regarding not only the progress of the game but my situation working on it, so let's get right into it.

I can't recall if I've ever really posted a video of the gameplay as it is right now, but if I haven't, there it is. Combat hasn't been thoroughly tested in regards to how it feels and it'll no doubt receive adjustments as time goes on in r...

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