Invasion D - Dark Fantasy H Game

Friday, June 28, 2013

Status and Teasers

Work is going well.
About halfway through with the story continuation, parts are already translated.

I'm having quite a bit fun with the work recently, mostly because the last versions were only bug fixes and not much new story, so it's nice to write again, although I'm not looking forward to the boring part, i.e. translating. That's why I try to shove some translation work between the scripting and CG work.

So,
yeah, doing good.

Here's some pictures. (obligatory Spoiler Warning!)





Thursday, June 20, 2013

Feeling dirty... AGAIN!!!

Working steadily on the completion of chapter 5 and again I had to tweak a bit on the script.

Threw some ideas out of the window and added new ideas. This is happens a lot though.
Many things look look good on paper but once you begin to put the things together in VXA and it becomes visual, new ideas pop out of your head and other don't seems so good anymore.

Like, let's say, there a cells with inmates, but you are here for the high priestess, but what about the inmates? Can't just leave them there. Or can I? Ever wondered what happened to all the other prisoners in FFVIII (the corkscrew prison). Guess they are still rotting in the sand...

From here might be spoilers:



I had an essential part where a certain character has to get it on with a female inmate, but it felt kinda forced. So I replaced her with another character in a way that felt more natural with the story progression. And I  I kinda like that character very much, maybe not because for what she did in the game so far, but for what role I want her to play later.
And now I feel really bad for what I have done to her. Weird, isn't it?

No teaser pics this time.

OK...
maybe one.


Wednesday, June 12, 2013

Update 0.4.1.3c + updated walk through

Another Update, mostly bug fixes again and also some new stuff.
Also the Walkthrough has been updated.

Most importantly new:


The Evil Point System was completely redone. Until now every single bad decisions was counted and I simply divided by 2 to determine whether you get a certain event or not.

Now every blue/red decision is counted and from that an average value is calculated to determine your alignment. So now you can not only be good or evil but also walk a thin neutral ground.
This made is necessary to rework almost all events that depended on the old system, be it just snippets of dialogue, H-Scenes etc.

Also new is that you do not have to Santa anymore every time you want to know your alignment. . Don't worry, he'll sill tell you the number of bad decisions along with the overall decision count, but now you can just look at the character screen to see your current alignment. The gradually changing face of Jack has been replaced with an Aura. Jeff gets his own Aura, too.
This effect is activated after you decided what to do with Shooga in the wold in between. Until then you have the normal Character Portraits without an aura.

Good with blue aura - Bad Jeff with red aura
Evil with red aura - Good Jeff with blue aura
Neutral Jack with green aura - Good Jeff with blue aura

Rule of Thumb here is: A good decision for Jack makes Jeff more evil and vice versa.
Albeit, some decisions that were not colored can change Jeff in one or the other direction, so Jeff does not have to be the exact opposite of Jack.
Because it is not possible to calculate the alignment from old saves, you will be asked whether you want to use a default decision value (13).
It's recommended to do this.
It's a compromise, so you do ot have to play from start again.

Again: To import your unlocked scenes it is necessary to copy the file global.rvdata2 along with your regular save files to the new version.



I tried do approach the old Asrap Bug from a new perspective and added a way to get another costume for him, in case you did not get the first one. If you don't get any of them, he will still have to stay outside.

Another new thing: Dominated Characters are now marked with a small collar symbol. Should make it easier to keep track of that.

Shooga dominated

Also you can now travel the Fatienobel riverside by boar and I made Roha eat some spinach so she's also rowing faster now.


Other changes:

0.4.1.3c
-English version: Lanakwin castle booze quest, small change in dialogue.
-reworked evil level system, this will get confusing since a new variable is included that counts the total decisions you made and calculates your current alignment.
If you load an old save the game might not give you the right result since old decisions are not counted. so you might have been a good guy but the game will think you are evil as the decision count is zero.
for clearance: decision count is divided by 3.
if your evil level is equal or less than that value your are considered good
if your evil level is equal or greater than twice that value you are evil
if you are in the middle you are neutral.
to make a compromise all decisions up to chapter 5 are added so if you load a save after chapter 4 your decision count will be a default 13.
when you load the game a dialogue will pop up asking you whether you would like to set it to 13.
-dominated characters are now marked with a colar icon
-gamebreaker bug fixed. In some cases it can happen that you get game over when jeff talks to Lanakwin after the beginning of chapter 5. - should no longer happen.
-If you did not get the priestess garment for Asrap, there now another way to get him into places, another costume can be found in one of the Plinpe houses.
-Asrap message when he can not enter a place changed.
-Asrap can't enter event changed since it was really bothering me (and probably you). Separated the event into two events so it should work properly now.
-Additionaly Asrap can get another disguise if you did not get the first one. Along with another small H-Scene.
-some small changes to sprites.
-Evil Level indicators changed. Instead of gradually changing Jacks face, Jack and Jeff now have an red green or blue aura to indicate their alignment.
-Rule by thumb is: Jack does something good, Jeff becomes more evil and vice versa. Some choices, although not marked as good or bad can influence Jeffs development.
-adjusted most evil level dependent lines and conditions to new system
-Coockie recipe can no longer be delivered twice
-Alika side quest changed, Jeff gains a level and learns a new skill in any case.
-In Fatienobel you can now sail under bridges to travel quicker and so you do not have to sail around the coastline every time you want to go somewhere.
-Bombs and Grenades added
-The opening the bug chest in Rohas house will ow lock the door until it's killed.
-added healing fountains to the world in between maps.
-increased boat speed
-some untranslated lines and typos fixed.
-mystic mirror depowered
-changes to graphics, like the new dress for cocki and the map in dongards castle to make them more distinct.
-power up state does now vanish after battle 


Download Links:

Rapidgator:


Invasion D V0.4.1.3c english.part1
Invasion D V0.4.1.3c english.part2

Invasion D V0.4.1.3c german.part1
Invasion D V0.4.1.3c german.part2


Uploaded:

Invasion D V0.4.1.3c english.part1 
Invasion D V0.4.1.3c english.part2

Hotfile:

Invasion D V0.4.1.3c english.part1
Invasion D V0.4.1.3c english.part2



Invasion D V0.4.1.3c german.part1
Invasion D V0.4.1.3c german.part2


more links to follow

Thursday, June 6, 2013

Back to work

I took a small break from working but I'm back on it now.

The rough script rewrite for the second half of Chapter 5 is done so far.

I'll release another update soon, again mostly bug fixes (addressing especially that darn Asrap bug) and some changes here and there.

And It will have another H-Scene in it again to make up for the bugs. ^^

Preview below.