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DraconicSyntax

DraconicSyntax

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DraconicSyntax posts

Beta Build v0.8.5x4 - tweaks and bug fixes

Thanks to everyone for their fast reporting - got a lot of critical bug fixes in this build here! Turns out that new build format I tried for the last update was a problem as well - caused all manner of issues that I couldn't even begin to explain...

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Beta Build v0.8.5x3 - Companion!

FINALLY here! So sorry this one took so long - I'd originally been hoping on getting it out before the holidays, but that was a bit of an ambitious goal, and I severely underestimated the time I'd take getting new sound effects into the game (what...

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Quick status update

Hey all! Sorry things have been quiet here, I've been hard at work on a new major feature for the game in the form of the companion character. I was hoping it would be done before the holidays, but being that its not an enemy or the player themsel...

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Quick life/development update

Hey all, just a quick personal update - unfortunately I've had a family member pass away quite recently. I'll be taking a little time off to deal with it, so release schedule will be pushed back slightly (but not too much). I'll still be around to...

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Beta build v0.8.5x2 - Level 3 and more

FINALLY some new level content after way too long of only having 2 levels. Intractable doors have been added which has allowed me to take advantage of game space in a new way and add subsections to levels, so I've also gone and expanded levels 1 a...

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Beta Build v0.8.5x1

Next beta build for supporters! I'd been trying to crank out enough work that I could actually get some of the new level content I have planned into this build, but I got caught up in a litany of bug fixes and other improvements that needed to hap...

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Beta Build v0.8.0x4 - Executives

Executives are in, along with a boatload of new code to govern their bodyguards! I have not slept in 22 hours and I just found out the water for my apartment is off today while they do repairs so I'm keeping this short as possible so I can pass ou...

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Beta Build v0.8.0x3

(Ignore the post I made right before this, I completely forgot to include the download link!)

A solid coding induced migraine later, and scientists are finally in and functional!

I'm so sorry this build has taken absolutely forever - ...

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Couple hiccups, but about ready

Another brief update as I don't want to leave followers in the dark on what's going on - where animation almost always takes longer than anticipated, coding tends to bounce between going MUCH faster or taking MUCH longer than anticipated. This tim...

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Development update (Jan 2025)

Happy 2025 to all!

Wanted to post a quick development update to keep everyone in the loop as to what's going on. This month has unfortunately been rather slow for development - as I'm technically a business owner, I had to complete a bunch ...

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More vore animations

New levels and enemies have won the poll votes for the next update! Volt Jolt has been hard at work creating animations for a couple different enemies - first up being the scientists, passive enemies who are mostly just going to want to flee for t...

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Poll (tier 4 second vote) - Blind drake, story beginnings, and new levels

Second poll for tier 4 members to cast their second vote!

Option 1: Blind drake rework - the blind drake was always meant to be more of a miniboss status enemy, and I've long had the blueprints in mind to make it a much more threatening pred...

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Poll - Blind drake, story beginnings, or new levels

Back for another poll, now that the previous one has been completed with the latest build! I ended up not putting any new vore mechanics/powerups in the latest build as it was mostly going to be a few small features that mostly required some new a...

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Beta build v0.8.0x2 - ledge grabbing, 8 directional aiming, and resprited enemies

Though the general ideas of ledge climbing and aiming a gun are fairly simple ones, both on the front of animation and coding these ideas were fairly complex to execute. 8 Directional aiming required over 300 new frames of animation and several hu...

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So many frames (directional shooting)

Another 100 frames completed over the last couple weeks - although technically it's 300 frames due to the alternate versions of frames that have to be made for the varying belly sizes :')

These will allow for shooting in 8 directions though ...

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Beta build v0.8.0x1

Next build ready for you all! This one would have been ready a little sooner, but it seems my neverending summer of busyness continues as I lost a couple weeks of work to moving into an apartment. HOPEFULLY this will translate into more time I hav...

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Update v0.8.0 plus beta room

Now that the public update is finally out, here's the v0.8.0 changes plus beta room access for patrons!! Now that the public and Patreon versions are finally caught up, I'm going to take a short break from work to try and recover from 9 months of ...

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Poll: What comes next??

Whew, been a long time since I've been able to make one of these! This will determine the next steps in development for GLUTT. For tier 4 members, there will be a second post for you to cast your second votes! These polls will remain open for 2 we...

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Polish and adding missing bits (Beta build v0.7.1x5)

I think I will never again be able to accurately predict how long animating takes - fortunately, as of 20 minutes ago, I was able to finish up all the missing animations this week as well as go over and polish some of the existing ones a bit more ...

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ANIMATION UPDATE (Beta build v0.7.1x4)

I was pretty honestly terrified I that I'd have to make yet another post about the update being delayed another day, but it's finally together!! ...mostly, anyway....

Turns out I am indeed the BIGGEST idiot because I still managed to forget ...

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I tempted fate

It wouldn't be game development without delays up until the very last second I suppose - thanks to an 18 hour long power outtage over the weekend as well as my own hubris for underestimating how long a consistency pass over 3,000+ frames of animat...

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Animation complete - update nearly ready!

Very short post just to let everyone know that the final animation, manual digest, clocking in at 148 frames long with 13 seperate layers and 3 layer groups, has been completed!! Tomorrow I'll be redoing the title art (nothing too crazy, I plan to...

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FINAL PUSH

Between moving residences and random spring sicknesses, life seems to conspire against me in finishing this update. I really hate when updates are delayed, especially repeatedly like this, as it makes things feel like progress is slowing down. Rea...

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Development update (March '24)

Hey all! Wanted to get another announcement about development posted here since I know not everyone follows the Discord - things are going well all in all, and I'm getting down to the last few animations needed for this update. Out of the player's...

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Development update

Happy holidays everyone!! :D Here's another mostly completed animation for ya all I for

Just wanted to take a moment to give a quick general update on progress towards the next update - currently it's looking like I'm around halfway done ov...

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Beta build v0.7.1x3

EDIT: Left one dumb bug in that caused a crash when getting hit by a rocket, just fixed it and reuploaded the file!

Thanks to everyone who reported bugs!! I've been able to patch every reported bug so far, as well as develop a new lightweig...

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Beta Build v0.7.1x2

Next build is good to go, finally featuring the new alien serpent enemy as well as a dynamic lighting system! A note about the lighting system though - dynamic lighting is INTENSE on system performance, and once I actually got all of the lights in...

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Poll - reworked blind drake or something else

Back with another poll! Before getting into that, quick development update to keep you all in the loop - I've been finally able to work on the first new enemy the game has gotten since the addition of the minimech pilots, being the alien serpent! ...

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Beta Build v0.7.1x1

Finally ready!! This one took quite a good minute to complete, as it included me completely rewriting the code for every single enemy (minus the blind drake, as that's going to require a full in depth rework). But now the new detection systems are...

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Poll - advanced pathfinding or sooner beta build release (tier 4 second vote))

Tier 4 members, cast your second vote here!

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