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As previously mentioned, I’ve finished creating the final main adventurer for the game Vinthal (handsome fellow on the right), and his ‘assistant/quartermaster’ Gull (the cute boy on the left). There will be artwork[/url] scenes of these two engaging in Yaoi action, specifically if the player character does not choose to romance either by a certain stage in the main storyline.
Also, The foundation of the new tilemap based dungeon system has been implemented into the game, (as well as the new combat UI from last month). The dungeon code randomly generates a map with branching paths and rooms, and includes a basic ‘vision/fog of war’.
There are invisible ‘event tiles’ which will trigger a scene, similar to the old linear dungeon system. Over time I plan to add new features such as lever locked doors, roaming enemies (although enemies can still attack you through events) and other gimmicks to make things more interesting.
Additionally, several new dungeon scenes were created this month by a new external writer, Gyro (thanks again Gyro)
Final note, just mentioning that as my art style improves over time, my coding practices do also. This results in me recoding several old systems of the game to be easier to handle and in hopes to prevent bugs (I found myself fixing A LOT of bugs this month, with the new systems and old).
I updated the framework to the latest version and set the target Java version to 8, so please let me know if this has helped with the crash issues, and launch issues (for those who have Java 8)
As previously mentioned, I’ve finished creating the final main adventurer for the game Vinthal (handsome fellow on the right), and his ‘assistant/quartermaster’ Gull (the cute boy on the left). There will be artwork[/url] scenes of these two engaging in Yaoi action, specifically if the player character does not choose to romance either by a certain stage in the main storyline.
Also, The foundation of the new tilemap based dungeon system has been implemented into the game, (as well as the new combat UI from last month). The dungeon code randomly generates a map with branching paths and rooms, and includes a basic ‘vision/fog of war’.
There are invisible ‘event tiles’ which will trigger a scene, similar to the old linear dungeon system. Over time I plan to add new features such as lever locked doors, roaming enemies (although enemies can still attack you through events) and other gimmicks to make things more interesting.
Additionally, several new dungeon scenes were created this month by a new external writer, Gyro (thanks again Gyro)
Final note, just mentioning that as my art style improves over time, my coding practices do also. This results in me recoding several old systems of the game to be easier to handle and in hopes to prevent bugs (I found myself fixing A LOT of bugs this month, with the new systems and old).
I updated the framework to the latest version and set the target Java version to 8, so please let me know if this has helped with the crash issues, and launch issues (for those who have Java 8)