XaiJu
slaen

slaen

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slaen posts

Build Notes 1.15.11

Link to download post of 1.15.11

And 1.15.10 is still open to all Patreon supporters

What's new in this build?

  • Dive bar interior

  • Abandoned house redtree interior

  • Imp cave interior + lighting

  • North road watchtower interior + lightin...

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Version 1.15.11

Build notes are here

Download Link 

Gofile mirror (once the upload finishes)

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The unglamorous parts...

A lot of the build updates reach this point in development. The cool to look at, easy to screenshot and easy to post about things are done and I'm neck deep in blueprint work.

Just to give a quick rundown of the screenshots.

There's the test level where I add all the necessary pieces to test out a quest. This way I don't have to run across the map, go through buildings, or spend time finding quest objects. Everything is right there in front of me so it...

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News from the scripting mines!

So putting the imp cave quest lines together and I started running into snags. What if the player goes scorched earth on this quest and starts beating everyone up? How do I keep track of that? Or what if the player decides to corrupt everyone instead? Or seduce everyone? I started making triggers for when those events occur and added a section to each quest to keep track of new flags. The flags are simple counters for now and can be added, or cleared as needed. I think th...

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Quest scripting + odds and ends

Bow and arrow stuff!  I need to start working on combat encounter design stuff and currently all of the NPC units only have a few choices for how they interact in combat and ranged combat isn't really an option... yet! So I started putting together what is required for ranged weapons like a bow and arrow. The animation, model, textures are all placeholder right now while I get the functionality in. So far the quiver will attach to the player and will disappear wh...

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Quest scripting!

Still chipping away at the imp cave quest scripting. I have enough of it together now that I'm going to start testing once I finish writing this post. We'll see what kinds of bugs I run into!

I also did a pickup mesh for the slime hood from last week... and it got me thinking... so I added a tongue and threw a super quick expression on it. What does everybody think? Is it too goofy? or...? I was kind of thinking something like Morte from Planescape Torment? So the player could hav...

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North road watchtower

Because posting images of dialogue trees isn't visually appealing. But yeah, most of the interior space for the north road watchtower is done. There's only a few story critical NPCs I need to create for this location. It's really just a glorified toll booth to help fund the monarchy and the soldiers here try to spend their time doing as little as possible.

Got some textures on the slime hood. There's still a few tweaks to do and I need to run some tests but I think I'll be able to...

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So much to light

Ok. The story vital imp cave areas are all lit + in game. There's still a few props I'm going to try and polish but the base scenes are ready to go.

I also started on the northern watch tower interior space. There's a ton of placeholder assets here but just getting the lighting and vibe base ready.

Helmets! I started doing the logic here to allow different helmet buckets based on what should and shouldn't be visible when a helmet is equipped. I'm like half way through this ri...

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Lighting and writing

Ok, I'm back home and back to work.

Mostly been working on lighting to get back into the groove and the above images are the main room and the kitchen in the imp cave. The only other major room to light is the boss room and that will be everything for this next chunk of content.

I also have a ton of writing and quest work plotted out for the imp cave. This will be the quest if the player decides to work with / for the imps.

So the plan is to work on the quartermaster a...

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Build Notes 1.15.10

Link to download post of 1.15.10

And 1.15.09 is still open to all Patreon supporters

Okay there's a ton of stuff in this one that's half finished!!! I got bogged down on the screen fx and didn't realize how much time I was losing and didn't get to all of the text scripting that I wanted to. And I've got a family thing t...

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Version 1.15.10

Content warning for photosensitivity!!! There's flashing text or fullscreen flashing stuff in the new imp scene! Please if you have any concerns hold off and feel free to shoot me a message and I can try to figure out something that'll work safely.

Build notes are here

2025-01-28 04:09:15 +0000 UTC View Post

Pieces, pieces, pieces

Putting everything together. Still a lot of scripting to do but I'm shooting and hoping to have the next build ready for next Monday. There's still a lot of scripting and VFX stuff I want to do but ok let's go over the screenshots.

The top set of 3 images shows a lot of little things put together.

There's an FOV zoom trigger I can use in dialogue now. It's pretty much the old zoom from Oblivion. Some of the dialogues the camera jus...

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Anims for the anim god!!!

And a chef outfit!

Ok still working on the imp cave stuff. The chef outfit is textured and I just need to toss weights on that and get it in game.

Then animations!

Sorry for the still images I wasn't totally sure if the animated versions would be NSFW and require me to paywall them or not here on Patreon. I'll try to drop some videos over on the discord in a minute though.

Possibly minor spoilers ahead!!!

The first image is if the player...

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Progress!

I added a look at controller to the imp that I can trigger during dialogue scenes. It has the ability to aim at a specific socket too. So it can change focus from the player's face to their hand or whatever. This is just an initial rough version and I'll start to polish it over time.

Working some more on the imp cave lighting too. I'm getting more comfortable with this but there's still room for improvement. But there's enough lit now for the first imp guard scene.

Finished ...

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Back home!

Just a super quick note / progress update. I'm back home and at my work computer again so I'll be back to fulltime work on Feign after that week away. I did get a bunch of writing and outlines done and now comes the task of scripting and implementing everything!

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Imp cave progress!

Worked on actually lighting the imp cave and placing props and textures. The screenshot is still WIP but I think it's a big improvement and has the vibe I'm going for. Now that I've figured out the basic look it's a matter of applying this to the rest of the dungeon too.

The imp boss outfit is fully textured now! This outfit and the imp armor from last week are also rigged and running around in game and will be in the next build.

The starfish! I don't know what to call this ...

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Imp outfits and a WIP player helmet

Ok, got the textures on the imp armor set done and in game. I still have some weights to finish up. That's the full color in game screenshot.

Then the imp boss dude's sculpt is done and ready for retopology.

And the player helmet / starfish looking creature is in the final screenshot and that's nearly done. I think I might adjust the teeth on the back though and reduce that from 6 down to 3 and make them a bit chunkier... I'll see how it looks and then after that it's ready f...

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Another imp outfit, bluesky, and doors

I'm going to jam through a handful of these imp outfits this month. This one is for the quartermaster / merchant. The next one will be the boss dude's outfit.

I'm trying the social media thing again! I'm terrible at this stuff but I'm going to try and post regular work in progress and development bits over on bluesky. If you want to check it out you can find me here: https://bsky.app/profile/feigndev.b...

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Hotfix and some imp armor

Just put together a hotfix for this last build.

  • Gate guard job should now correctly check to see the player is in uniform

  • Nyth (tutorial goblin) should no longer try to arrest the player

  • Cart in the middle of nowhere (there's a bug that randomly occurs when using a door that will drop the player in the middle of nowhere instead of where they should be. Now there's an NPC there that will fast travel the player back to town through a...

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Build Notes 1.15.09

Link to download post of 1.15.09

And 1.15.08 is open to all Patreon supporters

Build Notes

  • Redtree guard armor has a new model

  • Shroom dudes have basic animations and ai (no scenes yet!) and is wandering around in the swamp

  • Food items can now apply status effects...

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Version 1.15.09

Build notes are here

Download Link - Hotfix 1!!!

Mirror link to gofile 

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Bug fixin!

Fixed the stamina regen bug!!!

  • Named NPCs should now correctly save and load items the player pickpockets from / to them. Armor works but there's still a few issues with weapons being unequipped correctly

  • Hotkeys in menus have gotten a polish pass - so opening multiple menus and getting locked out of previous ones shouldn't happen

  • Scene repositioning movement + rotation buttons should work correctly now

  • Being encumbe...

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Guard armor rigged and in game!

Got all of the body types done for the new Redtree guard armor and finished up the rig. This will be in for the next build!

I also did some UI work on containers and inventory formatting. This is the 2nd screenshot above and is something that has been on the to do list for forever. So now the UI elements should scale better and stay in place regardless of window size and proportions. The elements also shouldn't overlap at different aspect ratios like they did previously. I'm go...

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Guard armor texturing

Textures are almost done for the new Redtree guard armor. Still another day or two to create the body shapes and do the rigging and in game setup but it's really close!

Going to switch gears and hop onto writing, scripting, and bug fixing for a bit.

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A little sculpting to unwind

I ended up working on an update to the Redtree guard armor. The current armor that they're wearing is a bit too strong for an early game town and I wanted to get something more appropriate in there. The old armor will still be used on the royal guards that are staffing watchtowers and stuff.

I also just needed to chill out and get back into a better headspace after the hurricanes and everything. And there's really nothing better for me than making a pot of coffee, putting on some m...

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I'm back!

I've been doing some environment work for Redtree. Trying to update some of the old textures and get some more polish on the buildings. The screenshot is a comparison from the old blockout to the current work in progress of the hotel in Redtree. Still a solid detail pass to do and I'll end up redoing the tiling stone texture at some point. But I've planned these pieces and textures out better than the originals so it should be faster and easier to go through and popu...

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Hurricane #2

Just a super quick update to let people know what's going on. I ended up evacuating for this one. I've got my laptop with me and will be working from the road for at least the next few days. Hopefully everyone out there is staying safe!

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Build Notes 1.15.08

Link to download post of 1.15.08

And 1.15.07 is open to all Patreon supporters

Ok this one is going to be fragile. I tested the quest chains in really isolated conditions on a test map. Mostly to make things easier and faster on myself so all of the items and NPCs were right there in front...

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Version 1.15.08

Build notes are here

Download Link

Mirror link to gofile

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Stupid hurricanes...

Sorry everybody, I lost a bit of time to that hurricane. I'm fine and really got lucky all things considered. Hopefully everyone out there is safe and doing alright!

But I've got 2 last things to finish up then I'll be able to run the build. So probably 2-3 more days?

If this is an issue you can always reach out and we can try to find a resolution. Also refunds are always available on request! Sorry again for the delay! and the build will be out as soon as possible!

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