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Mid-month Helixftw Check-in

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So, it's been a couple weeks since Helixftw's demo was released! I do hope y'all have enjoyed it a lot.

I do want to address something real quick: Since the game's release, I have seen the rise of the all-too-familiar "You should x" comments. I want to state that, beyond bug reports, these are not terribly helpful and I would prefer it if y'all would abstain. We also do not want to put furry OC characters in the game.

We're also not planning on the game being modable at this time, though this might be figured out later down the line.

Trying to keep up with things, I want to at least have a little progress report mid-month. So far, not much has been added beyond the quality of life improvements in the last released build- we're currently working on adding a bit more to Wolfo before calling him complete and moving onto the next enemy.

In turn, we've just about doubled how many animations Wolfo has! We're planning for him to have an extra restraint, a second belly state, additions to the game over state (such as being able to go into and out of it in the event his aggression is low!), and a few other goodies here and there.

But, since this is a heavy learning experience for both Serk and (especially) I, there have been more than a few dumb complications that have come up- involving mostly how the armature for Helix and Wolfo are set up, how Unity expects things to come out of Blender, and the end result has been a week-long effort to make sure that the animations work. It's been a pain.

But, hopefully all that remains now is getting all the new animations set up and functional, and then we can move on to the next character. I've already got a good idea of who it'll be, where they'll be located, and a whole buttload of avoidable mistakes under our belt- so hopefully that goes a little more smoothly, haha!

That's all for now!

Thank you all again for your continued support!

Alsnapz PATREON 560 favs
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POSTEDOct 16, 2024
ARCHIVEDJun 10, 2026