XaiJu
slaen

slaen

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Progress Update

The updated Goblin girl animations are ready to go.  There's a few things to setup in engine with them left to do but the bulk of the work is done.  

I also had some extra time to put into the world overhead map.  In game pressing 'tab' or 'i' will bring up the character screen and then selecting the button on top that says "map".  From there the mouse wheel will zoom in and out on the player's current position.  I still need to add functionality to drag the map...

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Good News and Bad News

So the bad news is that my computer got fried earlier this week and I lost a ton of stuff.  The good news is that I had backups and the main working drive managed to survive.  So nothing vital to Feign was actually lost.  I guess the big takeaway, at least for me, is to always have non-local backups and to make those backups more frequently.  

I haven't been in the engine very much this week, since I'm still waiting on a new graphics card.  But I've been outlini...

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Goblin animations and props

Mostly animating this week to finish up the cycles for the goblins.  In between that I've been working on hooking up the props to the placement/decoration system.  The plan right now is to have these for sale at the general goods store or else a dedicated furniture store in the future.  

Wow, the response to the succubus seems to have been really positive.  Once I get this next build released I'll get back to working on her.  I do plan on adding a futa version o...

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Succubus WIP

Took a little bit of time to work on the early game succubus.  She still needs a proper detail pass but I think most of the larger shapes and overall feel of the character is coming together. 

I also ran into some navmesh issues working on the new map. The map is too big to build a static navmesh so I ended up switching over to the navmesh invoker system in UE4.  If anyone else is running into similar issues let me know and I can at least try to point you in the right dir...

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Human NPC customization!!!

(Sorry I was trying to figure out some images or a video that would show this off and couldn't come up with anything that demonstrated it clearly enough so it's a plain text post)

I got NPC customization working for human town NPCs!  I'm really excited about this one.  So if the player likes a specific body type, or outfit they can now customize the NPCs in town to have that body type or outfit.  Would you like everyone to be a bodybuilder?  or maybe you just really ...

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Open fields and lore brainstorming

Environment work continues.  A lot of the landscape stuff is roughed in.  Started bringing over the interior sections from the old map.  

Did another pass on the NPC spawn system especially for the town inhabitants.  Now when an NPC is spawned it will check the time of day then assign where that NPC should spawn, and what tasks they should be doing.  I think this is the way I'll handle NPC schedules for day/night routines.  ...

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Starter Tier Weapons

Almost all of the starting weapons have models and textures done and are in game.  I still want to make a 2 handed sword I'll see if I can squeeze that in with everything else this month.  I haven't had time to make specific animations for each different weapon class yet either, so pretty much everything uses the sword swing animation.  The bow and arrow needs the most work out of anything.  I need to write a system for characters to be able to equip a quiver of arrows and...

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More environment work

Still a lot of temporary / placeholder stuff but the map updates are coming along well.  The first shot is the new approach to town and the second shot is of a new procedural foliage forest set I'm putting together.  I started using a lot more of UE4's built in tools for things like the procedural foliage, the roads and a lot of other props are using spline meshes, that combined with switching the map over to using the world composition tools seems to have sped up the overall workfl...

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Town gates and memory management

The starting town will finally have some proper gates.  The gates will be closing at sunset and won't open again until dawn.  Anyone wanting to enter or exit the town will need to find some other alternative or wait until the sun comes up.  

The current gameplay direction I want to test out is making the nights outside of town a bit more dangerous to the player.  At first this will mean stronger and more frequent hostile encounters at night.  If things go well a...

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Fitting everything together

Public Build 1.8 

Previous Build for all Patrons  1.9 

No new build this month.  Pretty much everything is in pieces with the game right now and it would take me a solid week or two to put things back together enough for a build and then I'd just have to t...

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Behavior Tree work

I started really digging into the AI this week and at first I was just going to do a quick pass, fix up some things, and call it good.  But the more I started looking at things the more I realized it would be very difficult to scale and didn't easily support a lot of the things I have planned for the future.  So I pulled the entire thing apart, made it modular, and more heavily reliant on the behavior tree instead of custom blueprints.  

Almost all of the basic functional...

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Testing some new stuff and story touchstones

Testing out more of the environment systems that I want to start using.  Mostly all the fancy procedural foliage, splines, and world composition stuff that I haven't worked with much in the past.  The procedural foliage seems really promising so far and I'll most likely use it similar to how I've heard it was used with games like Skyrim.  Where a large area is procedurally generated and then an artist goes in and tweaks, polishes, and refines those areas where it's needed. &nbs...

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Crystals, archery testing, new skies, and a bit of lore

Worked on a few things this week.  The new sky and atmosphere stuff I started implementing and tweaking.  I'm going to need to rework most of the old sky system to fit or else just scrap it and start fresh but right now I think it looks really cool.  That was one of the big things that I wanted to use from the 4.25 engine update.  I think they're also working on a new cloud system but that won't be out until 4.26.  

I put a test bow and ...

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Build 1.9

Public Build 

Previous Build for all Patrons 

$10 Build 

2020-05-22 17:46:51 +0000 UTC View Post

Version 1.9

Download Version 1.9 

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Props, props, props

Super quick and dirty video this week but I wanted to show off the systems that I just got working.  Also the UI and everything will eventually get an update to actually look better.

Inventory Item Display and Description:  Items in the player's inventory will now have a 3d preview of the item as well as a description and stats for that item.  This is roughly how Skyrim handled things.  Mouse over item buttons in inventory to examine.  I'll prob...

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Just a quick progress update this week

It's been a shorter week with the release being last Thursday.  I've mostly been unwinding, fixing bugs, and figuring out what to do this coming month.  The biggest stuff on my todo list is polishing the human on human scene animations, the human on goblin animations, and getting some progression into the game.  There's also a polish pass I want to do on combat and AI.  So much to do.  

Next week I'll try to have a bigger update and some sort of plan for this mo...

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Goblin Alchemist - Part 1

There's going to be a few rough edges with the 1.8 build but I think all the core stuff is working.  The goblin alchemist is in game!  Her basic intro questline to get her shop up and running is working.  The basic rundown is the player is helping her get her shop started by gathering potion ingredients.  The current functionality will have the player turn in each tier of ingredients until the end of the quest chain which culminates with the new narrative animation scene. ...

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Version 1.8

Download Version 1.8 

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Something I've learned about adult game dev...

When I'm working on animations my 1st monitor is taken up by the Maya viewport and is usually zoomed in on some character's thrusting crotch.  My 2nd monitor I have all of the reference videos that I'm working from pulled up, and either paused or running on a loop.  I'll do a few frames of animation and then go to the reference video and scrub back and forth multiple times to get a sense of the motion.  For me, since I'm still getting better at animation, this is a very intense...

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Chipping away at the alchemist's content and some bug fixes

Got a little sidetracked this week with bug fixes but the goblin alchemist is almost ready.  Her first narrative scene is written and storyboarded out.  I need to do all the associated animations and hook them up in game.  She'll be the first character to use the new narrative scene system.  Which essentially is branching dialogue paired with animations.  It also has triggers in place so that if Feign ends up being successful enough then voice overs can be added on to...

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Going to need a taller stool

Most of the stuff for the goblin alchemist's hut interior is ready to go.  I do need to do some material tweaks so that everything isn't the exact same shade of woodgrain.  Then there's also all of the potion bottles to do and a couple carpets to really tie the room together.  And of course a taller stool so that she can actually reach the top of the counter.  

The local witch has disappeared and this goblin alchemist has taken up residence in her shop (which is why ...

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Goblin Alchemist model updates

She's almost there.  There's still a polish pass to do on the model and textures.  Then it's onto rigging and putting her in game.  

Coming up this next week I'll be working on the interior of her hut, getting all of the basic potions put together, and putting together the initial ingredient gathering for healing, stamina, and mana potions.  

She still needs a name though, any suggestions?

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Alchemist's Hut

I've been mostly working on the exterior to the Goblin alchemist's hut this week.  It's in game and just needs a polish pass to finish up the textures and do a few more tweaks to the model.  Also had some time to work on the props for the interior and start on the low poly for the alchemist's outfit.  

The overall lore surrounding her and the goblin faction is also in the works.  So far the general idea for her story revolves around collecting specimens from the diff...

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Trying something a little different this month

Just a quick note: there's a lot of crazy stuff happening in the world right now and I don't want to diminish that but I also see games as a way of escaping and taking your mind off of things and I want to avoid giving people constant reminders of the real world.  So all I'll say is that I hope everyone is staying safe out there.  Alright, now back to regularly scheduled content.

I was watching a GDC talk about early access and how to handle constant updates.  The develop...

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1.7 Changelist and 1.6 access to all Patrons

Link to the 1.7 version open to Patron Tier and above is here 

Link to the 1.7 Behind the Scenes version, open to  Connoisseur Tier and above is here 

1.7 Changelist: View Post

Version 1.7 Early Access Version

Download Version 1.7 Early Access Version 

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Odds and Ends

I was playing Dragon's Dogma and realized that there's nothing to smash in Feign.  Well, there will be now.  Some stuff will now be smashable in game and will possibly drop random loot items.  I'm still messing with the sounds, fx, and the overall look but the functionality is ready.  

Other than that, the minotaur has enough animations to be fully functional now.  I just finished up his loss scene.  His battle axe needs to be textured if I can find time be...

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Armor Low Poly and Texturing

Working on finishing this armor set.  There's still some cleanup and another detail pass that I want to do but I think I finally settled on a color scheme.  Need to make the different shapes for the body types next and then paint some weights and put it in game.  

Did some cleanup on the melee weapon systems and some of the minotaur's files.  

I was also messing around with a new shader for the slime girl trying to give her a bit more depth look on her "skin". ...

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Starting on some long overdue FX work

(I'm not sure how nsfw I can be on Patreon with this type of content. So just in case I changed up the coloration and location of where the fx would be emitted from)

Began tackling some fx work that I've put off for too long.  I've never really worked with fx much at all in the past so this is all new territory but I wanted to go with a more stylized and chunky look.  I'm going to keep iterating on it as time goes on but for now it will just me nice to have some fx at the end ...

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