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jessikascurse
jessikascurse

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First Post

Hello all, and welcome to the Patreon for Jessika's Curse.

First, I'd like to thank you all for being early adopters. I know it takes a lot of faith to back a game that has no demo yet, so I really appreciate the support that you are giving us. I hope I have built up some good will with a lot of you over the past two years, and I have no intentions of losing that. Building a game from scratch in Unity, especially one with full animation, is a challenge, but we have a great programmer, and a fantastic artist, so I am looking forward to facing it head on.

I thought it would be a good idea today to give you an account of what is needed to reach the first milestone, the combat prototype, and how work is progressing so far. 

- MiNT is currently working on building the base for the combat system in Unity.

- As you can see above, Erek is currently working on animation for the first two combatants, and has finished rigging the goblin. The goblin now just needs his basic animations (idle, KO, etc.) and his skills (check out the roughs here). Jessika has already been rigged (as you may have already seen, if not, you can here), and her basic animations have been done, but she needs a few extra skills as well (see here) before she's combat ready.

We already have a background, and the combat user interface done (it just needs implementing), so we are well on track for the first release. Once it is done, it will provide a solid foundation for the next combat prototype, and, eventually, the full demo.

- Lord A.

First Post

Comments

So while I am intrigued by this game enough to pledge and see where it goes I want to make some suggestions that might get worked into the game or not. You said it is inspired by Darkest Dungeons. However in Darkest Dungeon the heros are expendable as in they can die and suffer permadeath. Now there seems to be main characters. While that seems interesting maybe you should consider having disposable characters, possibly pallet swaps so as not to drain assests or too many resources. Then a gameplay mechanic that could be added is the heroes could be captured by the enemy and missions could be created to rescue them and if you wait to long it could have long term effects on their mental condition as they get corrupted, impregnated, start to enjoy captivity, even eventually become an enemy unit you have to fight, that sort of thing. If you did this with main characters it might be a little tricky. However using archetype characters might make it more plausible to experience the GoR you were talking about. That is just my suggestion.

itzaguy


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