XaiJu
slaen

slaen

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slaen posts

Things are starting to take shape

Finally got everything together and working for the 1.6 version release.  I kept running into unexpected issues during the build and then uploading process which set me a little behind schedule.  BUT! the download links have been sent out to the early access tiers.  Everyone in the $5 and $1 tier will be getting early access to this build next month before it goes out to the public.

I made a few changes to the Patreon, the tiers and to the charging scheme.  I moved t...

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Version 1.6 Early Access Version

Download version 1.6  

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Minotaur is rigged!

He's in the game and sort of running around.  There's a few issues with the placeholder animations and the retargeting to non-human legs.  I also need to actually finish the model and textures too but this guy has been a lot more work than some of the other NPCs I've put in so far.  If people are ok with him being in a super rough state I can put him in this next build.  He won't have any sex scenes or interactions and his animations will be sort of broken but let me know ...

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Transformation system

Worked on the transformation systems a bit this week.  Currently there's just a test potion item that I'm using that can be picked up in the world.  When the player clicks on it in their inventory it will consume the potion and trigger a specific set of transformations.  In the screenshots I'm using the rough Imp assets to test the systems and get a feel for how and where everything should go.  

So far the system will support horns, wings, tails, genitals, and almost...

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Iteration

Quick before and after of one of the areas outside of town.  Trying to get more localized scene details in rather than the blank wide open spaces.  Lots to do, like finishing those trees, and a ton of polish for the environment assets and models themselves.  

I also had a chance to fix a handful of bugs.  The bug when an npc gets knocked down but they still face the player I think I finally fixed, I hope.  Same with the character editor bugs of the body sliders ...

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Minotaur textures WIP

Quick update this week I had time to finish the low poly, the bakes, and then get some rough base textures on the minotaur.  I'll keep updating the textures as I go and while I'm working on the rig.  

Most of the week was eaten up moving to a new place. Now I'm just waiting on my stuff to be delivered so I can put my computer back on a proper desk and get it off the kitchen counter.  

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New armor set wip

Working on creating the early game clothing sets.  This one is sort of a blend between Legend (the movie from 1985) and the Legend of Zelda.  At some point I want to make the scale mail from the end of Legend as well.  I'm also still trying to find the best body shape for sculpting so that the outfits will fit all of the different body shape combinations.  So far it seems like this middle half bulky body shape works the best but showing off the sculpts doesn't look as impr...

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Happy New Year!

The game has come a long way since I started posting publicly back in February.  So far the focus has just been on creating the core of the game.  Now it's time to switch gears to polishing those core elements, writing a story, adding quests,  and making the project financially viable.  

In an attempt to try and make the game pay the bills and allow me to continue working on it fulltime I'm going to revamp the Patreon tiers a bit.  The $1 tier is getting retired...

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Happy Holidays Everyone!

Just wanted to drop a quick update.  

I was able to find some time for bug fixes this week.  Did a few AI sanity checks so they stop breaking things as much.  They should be a bit more reliable when choosing when and how to attack and they also shouldn't leave the scenes menu open after defeat anymore.  

I think fixed the worst of the camera clipping through walls.  That offset over the characters shoulder would make it clip through walls that were on the ...

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Feign - Proof of Concept Build 1.5

Download Feign Proof of Concept Build 1.5 

Finished a lot of groundwork in this build.  The systems for non-combat encounters are all in place.  NPCs can now trigger dialogue barks, animations, stun the player, and grapple with the player.  The player can also now trigger sex scenes through dialogue alone.  

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Minotaur WIP 01

Found a little bit of time to do some sculpting.  This guy still needs a lot of love like some actual hair and a loincloth that isn't just a placeholder.  I threw a rough version of him into the game to get an idea of how he would relate to the other characters.  He's a full head taller than the human characters and I think he'll be properly intimidating when he's done.  

Most of the week was spent working on the slime girl assets.  I almost have all of her scen...

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Sounds, AI, and Animations

The slime girl almost has a full set of animations.  She still needs 2 more scenes to cover all of her basic animations and then it's just a matter of setting things up in game.  I've also been working on some test animations with her for the grappling system and the non-violent systems.  Those animations will probably be placeholder at first until I get the systems sorted out but I'm hoping to have at least some of that stuff working in the next build.  The animations als...

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Updating the tavern

I was working on making the tavern not feel quite so empty.  I roughed out a bunch of different props to get an idea of the level of "clutter" around the place.  Still a lot more to do but one step at a time. 

Dialogue now has the ability to initiate sex scenes.  Limited functionality but part of the larger "non-violent" features I'm working on.  

Testing out time controls in the game as well.  Hotkeys for speeding up time (insert), slowing down time ...

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Just a quick progress update this week.

The first half of the week was getting the 1.4 build together and roughly tested.  

I've also been working on the slime girl's animations.  I have her different idle cycles and her ranged attacks done. I'm also testing out the non-violent systems with her and have some rough animations for those as well.  Still need to do her win/loss scene animations for different genders but I think she's coming along really well.   

Lastly I've been doing some bug fixin...

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Feign - Proof of Concept Build 1.4

 Download Feign Proof of Concept Build 1.4 

A couple notes first:

I found out that the dynamic spawners are broken at the very last minute.  If the AI has gotten outside of their spawn bounds and then triggers a scene bad things end up happening.  Rather than put people through that I just disabled all the spawners and dropped in stati...

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Thinking about a non-violent playstyle

I was thinking, what if the player doesn't want to fight everything in sight?  What if they wanted to play a more peaceful role in the world?  What if they wanted to solve their problem with love instead of violence?  So I started putting together the mechanics for non-violent encounters.  This won't be ready this next build but maybe in a rough state in the December build.  It will allow the player to either attempt to talk their way out of an encounter or else just ...

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Character work and planning

Worked a bit on the blacksmith outfit.  It's crazy how many NPC clothing sets are needed to fill out the characters in town.  I also went back and looked at Skyrim's first town Riverwood.  If I counted correctly there's 14 different outfits in that one small town alone. So I sat down and worked out a quick list of the necessary NPC outfits I would like to have for Feign's starting town.  Tavern employees, blacksmith (sculpt shown above), general store owner, town sheriff, ...

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Progress

Worked on some new head presets for the character editor.  Still need to break them into the individual pieces and hook them into the engine but the hard part is done.  I figure I can keep updating the character editor over time as I start needing new faces for specific NPC characters.  But this will double the amount of base facial features that people can use for generating their characters in the next build.  

The slime girl has a full set of blendshapes for her h...

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Terrain optimization

Mostly doing technical cleanup this week.  I noticed the landscape was eating up a bunch of texture resources so I started digging in to solutions.  I ended up rebaking out the entire heightmap and stepping down the resolution so the space the landscape takes up is still the same it just has less geometry and should run better at the cost of a little bit of terrain fine detail.  I figure I can offset that detail loss with static terrain meshes and foliage and it won't be too no...

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Feign - Proof of Concept Build 1.3

 

Download Feign Proof of Concept Build 1.3 

The 15th came a little too early for me this month.  Most everything in this build should be working but there are pieces that I haven't tested and a lot of placeholder assets.  My focus for the month was getting the design and mechanics together to get the gameplay loop into the game.  ...

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Encounter design

This is the first time I've really worked with single player design and I wanted a starting point for the combat encounters so I've been really digging into Bethesda's titles.  There seems to be a clear evolution starting at Daggerfall and arriving at Skyrim and Fallout 4 in the way that the encounter design is handled.  I wouldn't be surprised if at Bethesda they even have a chart of different size levels of encounters.  

These seem to be the rules of thumb and have a lo...

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Male Goblins!

I was doodling on the imp a little bit and got carried away and he turned into a goblin.  He's a bit rough and still needs a polish pass but I think he's shaping up pretty well.  

Did a quick ui for resting / waiting.  The hotkey is hardcoded to T right now.  It's similar to the Skyrim system.  It will fully heal the player until I put in the rest of the logic.  

Started working on dynamic encounter spawners.  Essentially when the player gets clo...

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Imp WIP 2

Spent some time reworking the imp.  The sculpt is getting pretty close to what I want but I'll probably let it sit for a day or two and come back to it with fresh eyes.  I wanted him to look sort of demonic but not menacing and to fit with the rest of the character work in game.  

I also took some time and put together a rough hotkey editor in the options menu.  There's functionality testing to do and some commands in there that I need to hide but for this iteration ...

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Feign - Proof of Concept Build 1.2

Download Feign Proof of Concept Build 1.2 

 Version 1.2 Changelist: 

  • Placeholder footstep sounds.  They were free on the marketplace and I wanted to see what the process for hooking them up was.  
  • Slime girl.  First pa...

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AI perception work

AI can now hear things.  This is the start of putting stealth mechanics into the game.  For testing right now, human characters trigger a noise event when they run or walk.  AI will perceive this noise event and if they aren't already doing something they'll walk over to check out the noise.  AI will probably get confused if there are multiple sources of sound right now since I haven't put any logic in to differentiate targets and sound sources yet.  

The beginn...

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Bandit Armor WIP

Almost finished with texturing.  Using this armor set mostly to test out the dynamic cloth system in Unreal.  I also want to test a joint chain solution at some point.  

I also began implementing a system for lust into the game.  It's taking  inspiration from Corruption of Champions.  The player has a lust meter  (in pink) over their health bar.  When that bar is filled the player  will be stunned and unable to act until their lust is taken...

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Feign - Proof of Concept Build 1.1

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Version 1.1 Changelist:

  • Title screen added
  • Ranged weapons with windup time 
  • Player can block while a melee weapon is equipped (hold right mouse button)
  • 6 new hairstyles
  • 8 eyebrow optio...

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Proof of Concept 1.0 released

A few words of warning before you download:

This is a proof of concept.  There is very little actual content it's more a demonstration of the game systems.  It shows the systems that are currently in the game, running, and hopefully being stable. 

It's a build for 64 bit windows.  I have no idea the minimum system req's.  I'm running an i7 3.7 ghz 32 gb ram and a gtx 970 and I get pretty solid frame rates. 

The spawners will spawn hostile NPCs. ...

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