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JoSilver
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Joshua E Silver @JoSilver

Age 32, Male

Game Dev

Brooklyn College

Joined on 9/21/07

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Work And Play. (NSFW)

Posted by JoSilver - August 29th, 2021


Edit: Didn't mean to make this a front page post... Opps. Better add a NSFW Tag.


As always, I'll be making a post every two weeks on what I'm up to and other arcane secrets, HERE, on Newgrounds, So be sure to check in for all the forbidden dark arts.


So this is Life now.


So I'm writing this a little earlier than usual this week because I still have a lot to do today and tomorrow. So on top of starting classes this week, (it's only one class but still plenty of work) I also started a new job last week.


My Old boss called me and asked me if I could come work for her, With the Scourge and other things, she was in desperate need of an extra hand. We met we negotiated terms and at most until the end of October she's needs me everyday, Open till close. She's been good to me as an employer so, I was willing to make a small sacrifice to help her out in her time of need.


She needed the big guns, I and I was the big guns.


So needless to say I have a lot of things to do besides just work on Project Honey lately. That doesn't mean I've stopped working on it, it's just that things are moving very slowly right now.


But that doesn't mean a I have nothing new to show. So I wanted to give you guys another breakdown of Progress so far.


The Breakdown.


In my estimates this is the breakdown of Project Honeys Progress so far.


  • Main Game Systems 90% Complete
  • Level Design 80% Complete
  • Scenario and Script 15% Complete
  • Character Art 75% Complete
  • Environment Art 0% Complete
  • Sound and Music 15% Complete
  • Animations 45% Complete
  • Visual Effects 45% Complete.


Main Game Systems


Largely the nuts and bolts of Project Honey are all sorted out. Now I'm more or less in a Bug Squashing/Refinement phase of systems work. There are occasionally holes in the design that I need to patch up be largely project honey plays like the final game, just a handfull of missing gameplay features. There is still plenty to do as far as extra mechanical things here and there but that will be easy to implement Since core systems are pretty rock solid now.


Level Design


The layout of the world is largely properly mapped out. I'm still debating on whether or not do go bigger or smaller, but given my current schedule smaller is probably the way to go. What's really left is play testing.... Lot's of play testing. Adjusting enemy placements. Pick up locations, layout tweaks. as I've said before I want project honey to be a fun game and balanced game. I don't want things to feel haphazardly placed around the world, Largely they currently are but I'm tweaking and adjusting and adding things. Moving this over here, adding a pick up where the player might need one there. testing different enemies in different formations that are unique and fun to deal with.


iu_403786_2133929.png


iu_403788_2133929.png


There is still a lot to do, But most of the layout and planning work is done. Things still feel empty, but once I start adding props, it should all come togather.


Scenario and Script


I really haven't worked on this aspect yet, but I'm almost at a place where I can say I need to. I want to have a game first, then I'll figure all that out. But with that said, I have a solid idea of the core story now and game scenario, Things will diffidently change over time but I know more then ever how it will play out.


Character Art


This is a part of development that has taken a large portion of my time as of late. I'm in the process of bulking up the variety of enemies in Project Honey. My schedual was always pretty tight and I'm just one dude, palette swaps were always inevitable. However one thing I didn't want to do was just have a palette swap with little variation, I still want them to be visually unique.


iu_403787_2133929.png

Bee


iu_403789_2133929.png

Angry Bee


Now these two designs aren't radically different but isn't exactly just a recolor of the other. I'm confident there will be plenty of variety in the final game. That said a lot of the work ahead is refining and really nailing the looks of each of Project Honey's lovely ladies.


Environment Art


This is a part of development, I simply have done no work on. As I've stated before I want to know exactly what assets I will need before I start that work. Really it will be quick and easy work when I get to it.


Animations


I've recently done a lot of gameplay animations for project honey. There are still a lot left to do but a good number of important ones are currently in place. Development was coming to a point where I needed to know how certain animations would work on a technical level, Things like jumping and swimming and taking damage were so elementary to getting the game working they were the first things I had worked. But I wanted enemies to taunt the player or laugh at something, or get angry or happy. or shocked. So I took the time to really figure these things out on systems level.


iu_403794_2133929.gif

They are not happy with you


So far things are going great. Each Character will have unique abilities and moves so I whipped up some animations here and there. That said, there is still a lot of work to be done.


iu_403792_2133929.gif

Pointy!


Unfortunately I haven't done any sexy animations yet, But They are not super important to have in place yet. When I start working on them I probably will want a VA or two on hand to aid in the process.


Visual Effects


While I haven't done any sexy animations, I have done quite a bit of work on that when it comes to visual effects.


iu_403790_2133929.gif

She came so hard she passed out!


There were a surprisingly large number of things to take into account trying to get the animation above alone working. For one I need to get ragdolls working in the game, a part of unreal that is a real pain in the ass. I wanted the balls and penis to dangle properly other wise they might just jiggle but not fall over and sway naturally. At the moment the game won't have ragdolls, but dangly bits work. Then I wanted characters to be dirty with cum. The solution I came up with works quite well really. I still need to flush it out more but it seems to be working with out to much issue.


Then I realized character should be able to wash off in water, and then I though... What does a cumshot look like underwater... So I had to figure out how to do that effect. It still needs some work but it seems convincing enough.


iu_403795_2133929.gif

Doin' it, fishstyle!


There are still a large number effects I need to complete, I don't have any attack effect yet and there are a large number of them I need to work on.


Summary


Things are unfortunately going to slow down for Project Honey. But things are not going to stop. I'm still making progress and the next time you see Project Honey, there will be far more to show.


And with that, I'm out of news to share but,

See ya'll again soon.


Tags:

9

Comments

Looks very promissing!

I certainly hope so. Thanks.

It looks like its gonna be awesome. I honestly can't wait for the drop

You and me both. Thanks.