Heading for the finish line!

Hello, everyone! In my last post, I promised you that there would be many changes. Well, here they are! Enjoy!

I changed the main font and added two more fonts, one for dialog and one for headlines.

Enemy projectiles now cast a “crosshair” visual effect on the player and deal twice as much damage. The player’s projectiles, on the other hand, deal 30% less damage.

Opening the pause menu now stops the music. When all the enemies in the location die, the battle music changes to peaceful music.

Grass and bushes now wave slightly as if affected by the wind. If the grass shakes a lot when the player walks by, the big bushes will shake just a little. I also added leaves that fall from the big trees in the forest location.

Enemies now flash and bleed more than earlier when damaged. Their projectile vanishes if the enemy dies while creating it. They die with a pretty shader effect now. I also changed their behavior slightly. They no longer interrupt casting animations, run in place, or freeze without an idle animation.

The main menu was slightly reworked. The vignette (black semi-transparent lines on the edges of the screen) is not so dim now, the clouds move at one speed regardless of the player’s FPS, and there are new, neat “starting” and “quitting” animations.

The main character now dashes and teleports with a nice visual effect and “magical” particles. The player’s camera now centers on the main character when they start a dialogue.

There is an erotic picture in the game, a drawing on a papyrus. You can now move your mouse to “examine” it. There is also an erotic scene at the end of the demo. Particles and the ability to “look around” have been added there, too.

The artist drew a bunch of dialogue avatars! There are 18 pictures for five characters. She also made a “promo pic” for the game.

Another artist drew something called a “fakeshot.” It’s a screenshot of the future project. It gives viewers a general idea of what to expect.

I hope the next update will be a demo release. There’s not much work left, so I expect it in two to three weeks. Stay tuned! [No more abandoned projects]


New character – Blackie!

Hello, everyone! The last two weeks were pretty mid, to say the least. There was a lot of planning, and a few days were wasted due to my illness.

I assigned the artists many tasks for the next four weeks. The concept for a new character – Blackie, the black wolf kid – is ready. The next goal is to animate him. Started to work on: “fake” screenshots of the future project, a few welcoming pictures for Patreon/SubscribeStar, and dialogue avatars for characters.

While planning with the artists and an animator, I also did some coding! The loading screen now waits for input after finishing all pre-loads. I also changed the player’s UI a little bit. Added a background for it and improved the health bar. Added a dash bar! Oh, and the ranged attack now shows the reload time, too.

The enemy received a few fixes as well. Its behavior is still not good enough, but at least now its hitbox gets disabled when it dies, and the player’s projectile can’t fly through its head on a headshot. The player’s projectile now emits “blood” particles when it hits an enemy and “cut” particles when it hits the ground. The enemy no longer chases the player after its death and following respawning.

The real demo is coming out soon. I’m excited, focused, and a little nervous. I think the next update will be huge because we have dozens of small tasks to complete. See you there, in two weeks! [No more abandoned projects]


Aesthetics, vibes, particles!

Hello, everyone! Last two weeks I was finishing code refactoring and working on game’s overall prettiness~ You know, like ambient light and cool particles.

First things first, I finished tinkering with the code. It’s now more logically correct and can serve as a stable foundation for future improvements. More importantly, I can now look at it without shedding tears! I also created a real pre-loader that works when changing locations and a good save system.

Then, I started working on the aesthetics! Oh, what a good week! The game looks like a game now. I added shadows, lighting, and a tiny bit of global bloom to both locations. I added ambient particles as well. I added light and particles, as well as more animations, to both the player’s and the enemy’s projectiles and teleport.

Camera! Now, the camera can shake with parameters! When the player takes damage, the camera shakes to the opposite side with a strength and duration based on the amount of damage. The player’s skin now flashes white when they take damage, and the flash is brighter if the damage is high. I also added a knockback.

I finally created a cool vignette (black, semi-transparent edges around the screen). It “breathes” while idle, creates an animated effect when entering or leaving a location, and turns red and pulses if the player’s health is low. I love it!

The beauty stuff is finished for now. Tomorrow will be a new day with new tasks. Like animations, state machines, and art. I need to get in touch with the artists again. See you in two weeks! [No more abandoned projects]


Code refactoring (we need stable base)

Hello, everyone! Time flies, right? I’ll be brief this time because, after a week of rest, I started fulfilling my little dream – refactoring the whole ass project! It’s a big task, but now is the perfect time. Perfect time is when the project is big, but not massive.

But what is refactoring? Imagine writing a fiction book. You can’t picture the whole story yet, but you have some ideas and decide to write a few chapters. As you write, you learn and develop ideas, changing the plot and characters along the way. After some time, a sizable part of the book is ready. But it’s ugly.

That’s when you decide to proofread it, already having the whole story in mind. You’re setting yourself up for a future book. That’s what I’m doing with my project now. And it turns out beautifully!

A frightening, but manageable task is the perfect way to start the new year! Yet, I hope you guys start slowly, with chill. See you in two weeks! [No more abandoned projects]


DEMOOO!!! (Technical demo)

Homelands (Windows x64) (142Mb)

Hello, everyone! I can’t believe that I’m saying this, but the Technical Demo is out. It is laggy, buggy, ugly, but I absolutely love it. Go check it out, fingers crossed it will run on your PC. The normal demo will be out in March of 2026, by the way.

The changelog of the last two weeks is absolutely massive, so I decided to not talk about it at all. I’ll just say that the last few days were hell on earth for me and I’m absolutely overworked. Anyway, I have to mention that I’ve found a new artist girl who draws porn art now! It’s kinda important.

So, let’s talk about this year! I started it with a text game Morning Coffee. Then found courage to ditch it and start a project I wanted to make all these years. It was hard, frightening, and I never expected to make it past very basic mechanics. Yet here we are! Homelands is ugly, but has goddamn potential. And after 9 months I still love working on it! And thank you all for support, of course. Really.

I need a week of extra-long Minecraft sessions with soda and chips. Then the work continues. For the first time I will be fixing, not adding. And oh boy some scripts need a complete overhaul!

Happy New 2026 Year in advance, folks! May the new year be merciful to us all. [No more abandoned projects]


Demo?! No, not demo :<

Hello, everyone! Sadly, there’s still no demo today. But these last two weeks were extremely productive! Next time, I plan to give you at least something, my good people. We need cutscenes, dialogue, some polishing, and lewd art. Sounds manageable! For now, let’s start reading!

Starting light with a bunch of small changes! I added a disclaimer and music to the main menu and two locations. Reworked the nature sounds a bit. The NPC and the teleportation stones now display small “interaction” icons when the player is near. NPC can now walk around and stop (and turn) when he has something to say (WIP) or when the player is near. I fixed respawning and added teleportation (both in and out). The main character now performs a dash with a running animation and slight incline.

The artist created neat assets and three layers of background for the second location, the Village, and drew pictures of the first NPC and the enemy. The animator finished polishing the main character’s animations and started working on the two new characters mentioned earlier. After a lot of work on state machines and the spine code animations work like a charm. They are much smoother now, at least..

I reworked the main character’s melee attack. Now, it deals damage once per sword swing, consists of two-combo attacks, and able to deal damage while actual animation plays. The character even steps forward a little when swinging the sword! So cute:3

I added a ranged attack with a pretty “cut” effect on hit. Press the right mouse button to freeze and slow time while preparing a “magic drop”. It’s super fast and precise, and it comes with a handy aim line! It can even headshot enemies! Yes, I added critical hit zones to the enemies. But beware: taking damage will interrupt the aim!

The new enemy is a deer mage that can cast slow magic orbs. An orb forms at the end of it’s staff and starts moving toward a player, literally following you, and slowly decreases in size. It explodes on contact or after expiring. If it hits you, you take damage based on the orb’s current size. You can also hit it with a melee attack!

As I said, I’ll try to give you something playable in two weeks. The work is progressing, but the amount of it is crazy! [No more abandoned projects]

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Making second location or smth

Hello, everyone! I must confess that the first week of the month was a disaster. I was completely overwhelmed by a very mid task: creating a “finite state machine” for the main character that would manage it’s animations. My mind simply was failing to process this task over and over again.

But after a week, I finally set up the “machine,” and now all of the main character’s animations are running smoothly! Hooray! I had to learn how to use another plugin for this.

I never mentioned this before, but I almost fucked up the whole project due to careless manual backups some time ago. I got very lucky that time, but I knew I had to do something about it. Now, I’m sleeping tight knowing that I have reliable daily backups with version management. Second hooray!

I also spent a couple of days fixing the particles that the main character would emit while running and jumping, as well as the camera. Both had some.. jitter. Now they don’t jitter.

I’m currently in the middle of setting up the second and final location, Village. The sky with clouds is set up, the ground is ready, and the nature assets are almost finished. The artist is working on the background and an NPC for that location. I’m adding a behavior tree so the NPC can walk and talk.

Sorry again for this one-week disaster. I’m back and working. [No more abandoned projects]

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First location! Looks good so far

Hello, everyone! Last time, I bragged about the idle pose of the main character. Now, I’m ready to show you the very first location

The artist created a complex background with six (!) layers for the forest fight location, including the ground and nature assets like bushes and trees. Oh, there are also ground inclusions like bones and stones! I added all of these elements to the game, set a nice parallax effect, make grass shake when the player passes by. And the clouds and moving, too. Damn, I had great time putting everything together~

The animator is working on the last animation of main character these days, and while he does that, I’m trying to make the main character use Spine instead of the placeholder animations I created months ago. It’s not a fast process…

Oh, and I added a dash! The main character can use it now, it’s pretty cool.

How about some quality-of-life changes? Now, when the game loses focus, it pauses automatically! The “breathing” effect has also been improved, the camera moves up and down smoothly now.

I also created a document with ideas for future NPCs and quests. I won’t use it anytime soon, but it’s nice to be able to write down good ideas as they come to me. Work is progressing! I’m absolutely sure that I won’t be able to show a demo in two weeks, but a month sounds pretty solid. P.S.: I hope you had a good Halloween~ [No more abandoned projects]

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New goal: Demo in 1 month! (i hope)

Hello, everyone! The last two weeks were quite rough. The real work starts now! As it starts, we’re experiencing some minor problems with.. everything. After all, we are a team of three now. And we’re learning to work together.

First of all, I found a pretty good Spine animator. He and I think alike, he has a lot of experience, and the prices are good. After a week, I already have five or six animations of the main character (we need twice as many). I should also mention that I started learning a few things about Spine, but it’s really difficult for me for some reason.

Before we began, however, I had to create a proper design document and write down all the tasks for the animator and artist for a month. It took me four or five days to complete it, but after that, the future game started to take shape! I think the first demo will be ready in a month or a month and a half.

What about my good old artist friend? She’s been working nonstop the last week because there are a lot of tasks ready for her. She drew the main character from different angles for the animations and started working on locations.

Slowly but surely, we are getting there. As I said before, some time was wasted on fixing work processes. But I have to say something. The previous attempt at making Homelands (the previous 2D game) finished at this very step. Nothing worked, and the development was jammed for good. This time, everything is working like a charm and I’m super happy about this!  [No more abandoned projects]

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Building a dream team!

Hello, everyone! I’m happy to report that we’ve started to work on the game’s art side! I also learned the very basics of shaders.

After publishing the previous post, the first thing I did was write a little design document for the game’s visuals. Then I contacted good fellow (and very talented) artist girl and asked her to help with the game design. She agreed and sent me some good artwork shortly after. I’ve attached one of her pics. It’s just a concept, but I already love it! The next task is to create the main character, which is currently in progress.

Not so long ago, I also started looking for animators to bring the game to life. I’m still rummaging through resumes and collecting candidates. It’s looking really good, I already found a few skilled people. I hope we’ll find a new team member (the third one) in just a few days. I’m going to keep the team small, without sound designers and concept artists. Not like I did a year ago. Let’s try this new approach.

Before I started looking for animators, I had some “free time” while waiting for our artist to decide on the future style. I added a version number and a changelog to the main menu. Then I moved the buttons around in the pause menu and added a quit button. Now, a “press again to exit” window pops up in both the pause and main menus.

What’s next? Shaders! I wanted to learn the basics of this gamedev magic. And I learned a thing or two. After several days of severe headaches and studying spatial and temporal trigonometry, I can perform basic tricks. For example, I can make the main character flash white when it takes damage! Or add a vignette to the borders of the screen. I also tried playing around with the enemy’s projectile, but it already looked pretty cool, so I just fixed a few bugs without changing it’s appearance.

I can’t wait to create a demo with art and animations, but for that, I must find a really good animator… [No more abandoned projects]

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