XaiJu
slaen

slaen

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slaen posts

More animatings! and some writing

Still chipping away at the slimegirl animations.  There's a bit of popping that I need to fix on the knee and at the end of the animation loop.  But it's getting there.  

Worked on some bug fixes this week as well, nothing super exciting.  Polished up another piece of the map.  Fixed some of the issues with spell casting and charging up spells.  They were costing mana at random times and then still letting the player cast spells when they didn't have enough...

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Some polish, some animation, and some magic!

Sort of a mixed bag this week for work.  I'm working on finishing up the Minotaur animation scene from last week.  I also picked up one of the Slime Girl scenes and started re-animating that to work with her new rig features.  It's almost ready to show off but I haven't had time to animate the facial expressions yet.

I also did some polish on the tutorial and beginning area of the map.  I'm trying to get better at mixing lighting and post processing to really create ...

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A little Minotaur Polish

Working on the minotaur a bit this week.  Updated his materials and textures, added some blendshapes so he can have facial animations, and fixed some of the weighting bugs in his rig.  Also started on some new scene animations as you can see in the video.  

I bought some "adult" sound fx packs and I'll start adding those into scenes when I can find the time.

Started working on the spellcasting system.  There's a bunch of problems to solve to get things running ...

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Lust system updates

First off, sorry about my camera work on the video.  That took me forever to get an even half way decent shot.  And 2nd I had to change some of the language in this post to fit Patreon's guidelines.  Thus the use of the word "lusted" instead of other terms.  

Here's a much needed update to the lust damage systems in game.  NPCs can now react to lust based attacks and damage.  In this first iteration NPCs that have taken too much lust damage will become stun...

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Version 1.14 Build Notes

Version 1.14 is out for Patron tier and up over here.

I spot checked stuff and think I caught the biggest bugs.  Let me know if you find anything super game breaking or annoying.

  • Updated all scene animations to use the new systems.  This was to fix alignment issues between characters and should fix those issues going forward.
  • 5 new armor sets / outfits
  • ...

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Version 1.14 Released!

Grab it here 

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1.14 is almost ready!

The armor sets are all rigged and in game.  The new environments are hooked up to the main map.  The tutorial just needs a quick pass on all of the info text.  Build 1.14 is really close to being ready for release! 

I'm going through and fixing bugs right now and trying to smooth some of the rough edges.  I'll do a quick pass on the AI for characters that have ranged attacks and grapples but this will be a placeholder for now.  It'll take some iteration to ...

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Putting stuff together

Lots of bug fixes this week.  Collisions during first person melee fixed.  Ranged attacks spinup won't fly off screen with the first attack.  Slimegirls shouldn't freeze after playing a jumping animation.  Other stuff that I'm forgetting right now.  

Still working on the body types for the armor sets.  I think there are 3 left to go.  

And putting AI stuff together to string different types of attacks.  Currently for some characters their at...

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Ragged Smock Textures and Some Character Creation WIP

Low poly and base textures on the smock are ready to go.  I still need to do a fine detail pass on the textures.  

Started making the different body type shapes for the armor sets in the next build.  

And Character Creation stuff!  There will be a new tab during character creation for stats.  (All of this stuff will eventually get a polish pass)  For the character's attributes I'm leaning towards doing a number system similar...

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Straps!

Awesome!  Thank you everyone for voting and participating.  I really was not expecting this kind of response or such a close vote.  I figured one outfit would be a complete runaway but I have been proven wrong.  So the straps outfit won by a very slim margin and I'll put it in as the default outfit when starting the tutorial for the next build.  I'll see how everyone feels about it in game and try to come up with something that will make everyone happy in the long ter...

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Tutorial outfit? Poll time!

I'm having trouble deciding on which outfit to spawn the player in for the tutorial.  This will be the first outfit the player sees on their character as they wake up in a dimly lit cave and start the game.  Which one do you think is more fitting or sets a better tone?  Both o...

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Lot's of bits and pieces this week

I did a polish pass on the Imp's narrative scene.  Fixing up the camera angles in first person.  Trying to make them look interesting and cinematic but also no clip through meshes or require completely new animations to look right.  Also still messing with the fx work as you can see in the video.  

I added an option into the character creation menu to adjust the lighting.  It's the day/night lighting system from the regular map now so the colors should match bet...

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Environment polish

Mostly just working on these environment scenes this week.  It's mostly lighting and material tweaks.  There's still a ton of props to model and texture before the scenes are done.

The cave scene is the new tutorial level I'm putting together.  I'm going to try and add a bit of lore to the tutorial and give players a bit of context for their actions starting out in the world.  Plus a couple NPC encounters before they are let free into the world.  The idea is to ...

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Slime girl animations

The slime girls animations are coming along.  This clip shows off her melee strikes, idle while combat ready, and walk while combat ready.  I have her ranged combat animation ready but I haven't done the visual fx work for the projectile yet or the necessary AI to go with it.  When that is done I'll most likely work on a grapple for her and then updating her scene animations.  

Finally starting to put all the pieces together.  Screenshake, screen flashing, knock...

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Tavern Worker Texturing

Messing with the textures and colors a bit still.  I'm not sure how the stripes will hold up when I start making the different body shapes.  

I got sidetracked working on the slime girl this week.  She's going to finally have proper melee animations and probably a ranged attack (assuming I can make a decent looking projectile).  Still need to tackle updating her old scene animations and figuring out a decent solution for hair rigging.  

On a complete tange...

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Tavern Worker Sculpting

Chipping away at the list of NPC outfits to do in the game.  I'm still sorting out the finer details on this one but the sculpt is getting close to finished.

I updated the slime girls' rig this week.  She's ready to go for new animations and for polishing up the old ones once I can find some time.

I'm reworking the goblins grapple to be more impressive and clearly indicate to the player that they're actually being grappled by her.  

Oh and posted a quick video...

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Redtree Worker Outfit Texturing

Need to do a fine detail pass still but the big stuff is there.  Then as usual it's onto the different body types, rigging, and putting it in game.  (Side note: I had to change up the skin material for this screengrab otherwise it was getting caught by Patreon's adult filters.  That's why the skin is gray)

The imp's narrative scene is written and I'm putting together the scripting and a rough visual fx pass.  I'm trying to keep things simple for this first scene and ...

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Redtree Worker Outfit Sculpt

1.13 is open to all patrons! 

Still chipping through the list of NPC outfits for Redtree.  This sculpt is for one of the workers you'll see around town.  

I set up a twitter!  https://twitter.com/DevFeign   There's not much there yet but I'll start posti...

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Reeve Texturing

Posting a little early this week.  I'm going to be away from my computer for a few days so I figured why not post now?  

The Reeve's outfit is almost done.  It's at the usual stage where I'm still messing a bit with the textures and colors.  Just need the different body types and then to rig it and put it in game.  

I've been working with the lighting again.  Mostly trying to make reflections look good with all the realtime lighting.  It seems li...

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The Reeve of Redtree

He's up on the latest fashions from the capital.  I'm picturing a decadent aristocracy, lots of frills, tons of poofy clothing, and codpieces on everyone.  

Narrative scenes!  I'm putting a test scene together for the imps right now to see what I missed or left out on the scripting side of things.  There's probably going to be some trial and error at first since this is a system that sits on top of a handful of other lower systems.  So if one of those lower syst...

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Acrobatic practice?!

I've been working on a polish pass for grapples and scenes so far this week.  I think I have most of the bugs fixed for character placement during both and once I finish up a bunch of animation exports they'll both be using the same system.  I'm hoping this will fix the last bugs of characters not being lined up during their animations.  

I was also going through and looking at a lot of animations from different games and really started to focus in on Dark Souls and how ...

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Version 1.13 Build Notes

Reminder:  Save games will still be broken between different builds.  I've fixed most of the bugs I found but I haven't had a chance to test things.  Plus any time I rename or reorganize objects those items will be broken in the player's inventory.  It's safer to start a fresh game.  There's always the option to export your character's preset from a previous build and then copy over the txt file into the new installation directory if you want to skip ...

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Version 1.13 Download

Download 1.13 now with hotfix!! 


Just a quick note -  there's a bug in the landscape and spawn system in this build on some machines.  I think it's an LOD engine setting someplace.  But if you're experiencing really long load times press escape and click on the "respawn" button once or twice.  This should force the charact...

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Back at it

I've been out of commission the last few days.  But I'm sitting here with a fresh cup of coffee and a to do list of everything left for this build.   I'd give a time estimate but it seems like every time I do that I jinx things and run into issues at the last moment.  But I'll be here plugging away until the next build is ready to go out the door.  

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Now for all the technical stuff

I've been working on the fun stuff the last couple weeks with making new armor sets and building a new dungeon.  Now it's time for all the technical stuff, the rigging, the file setup and organization in the engine, the stuff that doesn't make for exciting screen caps.  

The detail pass on the cave is finished up.  I'm working on lighting tweaks, trying out some ambient sounds, and then need to add enemy spawn points.  Also need to finish texturing those ropes.  ...

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Farm girl outfit texturing

The usual work in progress stage where I'm still playing with different colors and I need to make the different body types.  

More Imp animation work this week too.  There's one more full scene to animate where he's on the losing end of things and then he'll have enough base scenes for a release.

I started getting things together for the build.  Mostly making the body types on the other armor sets and getting those ready for rigging.  Not totally sure on a time...

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Sculpting and detailing

Starting on the NPC outfits.  This one is meant to be one of the local farm girls in town.  Not sure what to do about her shoes just yet.  

The caves are starting to come together.  The new torches are in and I've started doing the prop placement / detail pass.  I've broken it down into roughly 8 areas that need to be detailed up and I'm almost through 3 of them right now.  

Torches have rough animations when the player has them equipped.  It's m...

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Armor texturing and torches work

Still detailing up the armor set and need to do the different body types.  Not entirely sold on the colors but I'm still tweaking things.  

And the 2nd image sort of shows the new offhand system for torches and shields.  I haven't done the animations or the logic for things like shields reducing different amounts of damage yet but the basics are there.  Torches work in third person and first person views and cast their own light.  Making a proper torch model is ...

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Some slightly more revealing armor

Also 1.12 is now open to all Patrons! 

...crazy that it's been a month already.

One more fun armor set before I get started on the NPC clothing. I think the inspiration is pretty obvious on this one but doesn't every game need a chainmail bikini?

Also still working on visual fx stuff.  I think I've figured out fire well enough to get something in game for the cave torc...

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New Armor Texturing

Started texturing the new guard armor.  Still need to do a proper detail pass on them and then make the different body types.  

Progress on the cave is still pretty steady.  Most of the main detail rock and dirt layout is finished.  I haven't worked on that opening shot any more yet other than to start doing work on the waterfall shaders.  That's the 2nd screenshot from above.  Nothing too fancy yet mostly just a couple panning noise textures and some blend...

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