XaiJu
Insektum
Insektum

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Version 0.4.1 Release

Hey everyone, here's the latest build: https://pixeldrain.com/u/THTaznZL

The most obvious changes are the new map, traversal mechanics, and some clothing improvements.

Regarding the new map, there's still a lot I want to change but I think this will work as a good template to build from. Currently there's still some obvious issues such as water in weird spots but I'm sure I'll eventually solve all of the water plugin bugs...Anyways though, in order to make traversing more interesting I've started to add in some simple mechanics. Currently double jumping is available by simply hitting "space" again while in the air. There's also a sort of glide effect if you hold down right mouse button while in the air. By using these two simple mechanics you can move around the map pretty effectively once you get used to them. Let me know how they feel and if there's any other traversal mechanics you'd like to see.

As for the clothing changes, boots have been added to Kyra's default outfit and she now has some updated panties. Additionally I've changed her breast bones so I think her boob jiggle looks a bit better now. Removing her bra also has a slight effect on how they jiggle and unequiping her boots alters how her feet are posed.

Something I've also been tinkering with are ways to keep a decent framerate and keeping the project's file size reasonable. This will be something I continue to work on as I don't want performance issues get out of hand as I know Unreal Engine games in particular have a tendency to run poorly/be unnecessarily large in file size.

Beyond some other small changes, I've also added a new Kokku Roach anal sex animation that triggers if Kyra is an aroused state (has recently masturbated or push "p" to cheat). I didn't get to spend as much time as I would like on it so I'll likely go back at some point and improve it a bit. Speaking of sex animations...something I've been ruminating on is how I want them to be triggered. The main issue with how things work currently is that typically animations don't occur on flat ground and therefore things look awkward as the actors partially float in the air. I was hoping I could improve how things look with Inverse Kinematics however that seems to be far too complex of a solution given my limited programming abilities. Instead I'll have to find a new solution which will require some further experimenting. Additionally I still have to complete work on the inventory and crafting system...

Admittedly I've found myself increasingly spread thin with all that needs attention but I feel like I'm at least able to make some progress even if its not going quite as smooth as I hoped. Anyways, expect an update in about 2 weeks as I should to have a better idea by then as to what to expect in the next update.

Thank you

Version 0.4.1 Release

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