A job-playing game for adults that may mix components from Skyrim, Fable, and Corruption of Champions.
Thread Updated: 2023-01-24
Release Date: 2022-10-31
Developer: slaen Patreon
Rough update listing – could comprise spoilers!
Goblin AI modifications
based on distance to participant will carry out random actions and swap between ranged and melee assaults
NPC grappling now has a progress bar. When the progress bar is full it would set off character dependant scenes. Only the goblin has scene assist to this point.
Resting in unsecure areas can now set off random encounters. Currently solely the goblin encounter is carried out and is ready to all the time set off.
Reeve quest line is in game.
Reeve has 2 reward scenes if the participant progresses far sufficient via his quest line.
Xandra, the tavern proprietor, has a quest line.
She has 2 reward scenes if the participant progresses far sufficient via her quest line.
Farm girl, spawns at one in every of the farms outdoors the north gate of city, has the start of her Romance path and related quests
Farm boy, spawns at the opposite farm outdoors the north gate of city, has the start of his Romance path and related quests
Resource gathering has had some updates. Now useful resource nodes can set off animations, take time to assemble, spawn props like mining picks, have differing quantities, and have variable respawn charges.
Quest triggers are actually supported on interactive objects, dialogues, stock checks, and different quest triggers.
Lesser Incubus has 3 new scene animations counting on participant anatomy.
He has placeholder animations and AI for all the pieces else.
Random loot containers have been up to date and added to quite a bit extra areas across the map.
The barn south of city has a Slime girl narrative encounter inside
Added a new deserted cabin a bit north of the tutorial cave. There’s a number of placeable objects blueprints mendacity round to take a look at the location system and the brand new growable crops objects.
Added placeable object blueprints and pre-placed objects to the take a look at home contained in the north gate.
Began blocking out path south out of the valley. Eventually this will likely be a swamp space and small coastal village.
Solo animations and lust system. After taking sufficient lust harm the participant will now randomly be surprised and begin taking part in the solo lust animation for his or her present anatomy.
Players may cut back lust at any time they select by urgent a hotkey (at present the 8 key) and letting the animation end.
- Updated all scene animations to make use of the brand new techniques. This was to repair alignment points between characters and will repair these points going ahead.
- 5 new armor units / outfits
- Lighting and setting updates to the tavern and alchemist’s hut.
- Tutorial revamp work in progress. Completely new setting and movement to the tutorial. The subsequent step is so as to add particular scripting to the AI characters.
- Sky time of day lighting fixes and tweaks. Lots of behind the scenes work to make this work with multiple environments.
- Scene place and rotation controls
- HUD toggle button
- Attribute task throughout Character creation. Not carried out into gameplay but.
- Character creation display screen lighting updates and slider to regulate time of day.
- New stock display screen shows participant character.
- Slime girl rig updates
- Slime girl new animations, new melee assaults, new grapple, new vfx, polished face trip scene.
- Updated succubus hair mesh
- Narrative scene first cross. This is all the fundamental techniques and a take a look at scene to go together with them. Triggered by participant dropping to an imp.
- Imp grapple
- Goblin grapple
- Slime grapple
- Camera shake and visual fx added to some scenes and I’ll proceed sprucing scenes up as I get the time.
- 1st individual view obtained some polish. Screen shake, a number of animation tweaks, display screen flash.
- 1st individual melee had some hit detection points which ought to be mounted now. The most noticeable was collision with destructible setting property like barrels.
- Fixed AI to deal with grapple and scene animations a little bit higher. There are nonetheless some digital camera points when the participant will get mobbed by enemies however there should not be as many bugs
- Fixed the bug the place if the participant was Swinging their weapon after which sheathed it mid-swing it will nonetheless assume it was doing harm. The sword could be on the participant’s again and if an NPC walked behind them they might take harm.
- Bow and arrow take a look at weapon obtained a very tough update – now an arrow spawns in 1st individual and third individual views, follows the animations, and disappears on the acceptable time. Still wants correct animations and tweaks plus ammo counts and the skill to equip arrows.
- Stability and bug fixes
Feedback on the imp’s narrative scene could be actually useful. Narrative scenes are setup with the dialogue system and assist animations, visual fx, sound fx, and multiple branches. The plan is so as to add function taking part in and talent checks into scenes or have particular scenes set off based upon the participant’s earlier actions. But let me know when you just like the narrative mode in comparison with the normal animation viewer mode. Should I add a again/earlier button to the narrative scenes? That means if somebody wished to replay a piece or missed a piece they may return and examine it once more?
There’s a number of points with the brand new inside environments for the tutorial, the tavern, and the alchemist’s hut. Objects and characters will reset when the participant leaves and re-enters. These new areas are separate ranges and so are destroyed and reloaded when the participant leaves. I’ll write one thing that retains observe of what occurs in these areas just like the dynamic NPC spawners. Just want to seek out the time.
I’m not likely certain but. The gameplay wants a ton of balancing. There are a number of animations that want sprucing. The tutorial encounters should be scripted and Animated. I need to begin including the magic system. There’s the lockpicking system. The minotaur wants some love his animations and textures want a polish cross. There’s all the time extra weapons and armor to be added. Those are only the primary issues that come to mind. Anything else folks wish to see? Maybe I’ll put up a ballot asking folks what they wish to see in the following construct?
- Grapple, Lust, Stun System
- This is the primary full model of those techniques and will likely be refined over time. If you’ve any suggestions or concepts on enhance issues let me know!
- There’s 3 new bars within the participant’s HUD.
- The stun bar fills up based upon the weapon sort the participant is hit with. When it’s full the participant will likely be surprised for a number of seconds throughout which era they will likely be liable to harm or grapples.
- The lust bar takes harm from some assaults and a few grapples. When it’s full the participant will lose their clothes after which any lust harm will go into the climax bar. When the climax bar fills up then the participant will climax and be surprised and in the event that they are in a grapple they will likely be defeated by their opponent.
- Grapples are triggered on the participant when the participant is in a surprised state. There’s 2 methods to interrupt grapples, largely for testing. Alternately urgent ‘q’ and ‘e’ will break the maintain however takes a number of keypresses. Or to skip the grapple fully press the spacebar.
- The goblin girl and the succubus are the NPCs that at present have grapple scenes and AI connected.
- Also of observe if the participant does not have a weapon readied the succubus and goblin may also routinely set off a grapple. This is connected for testing and a straightforward option to see the content rapidly. Grapples are additionally totally different counting on if the participant is sporting clothes or not.
- Quick observe – there is a bug with the grapple character alignments that I believed I had mounted but it surely appears like I missed one thing. It appears to occur extra typically on uneven terrain. I’ll preserve digging into this however I did not wish to maintain up the construct any longer.
- The preliminary model of the succubus is in game and able to go. She has a primary set of scenes and primary Combat AI. Her ranged assault is a placeholder immediately and he or she wants a correct visual FX cross to actually promote loads of her actions. She has a spawn point on the highway south of city.
- Early game dialogue and quests are actually within the game. These are largely quests to steer the participant round city and introduce the essential NPCs they will likely be interacting with. I’m getting extra snug with the dialogue system and scripting and can begin including extra complexity to these things over time. But if you’ve any ideas or suggestions please share!
- I’m fried immediately after bug fixing, testing, and doing technical stuff the previous couple of weeks. I’m going to take it straightforward for a day or two and recharge then get proper again to work.
- And once more suggestions, ideas, bugs, or something you wish to share drop me a line in a message or within the feedback!
- Character creation and customization
- First individual to 3rd individual digital camera swap. Most animations and character actions throughout gameplay assist digital camera switching at any time.
- Melee Combat with swing cycles and blocking. Melee weapons every have particular person hit areas based upon the present animation and the form of the weapon.
- Branching dialogue system
- Saving and loading
- Open World gameplay
- Day / Night cycle
- Dynamic spawn system for NPCs helps schedules with customized time of day actions
- Animation scene system that might be initiated via dialogue or Combat. Scene choice takes into consideration the contributors’ present anatomy.
- Inventory system
- Customization / Transformation system for human participant and NPCs
- Player housing with object placement system
- Clothing / Armor system not restricted by gender. If it’s armor made for people the participant can put on it. Supports all totally different participant physique varieties and shapes.
- Multiple tools slots for human characters. Head, physique, fingers, horns, ears, tail.
Changed scene control to immediately bounce to the following part when the button is pressed
Added Goblin Cowgirl2 scene
Added Human x Human Doggystyle scene
Tutorial Level is roughed in and desires playtesting
Fixed a number of bugs within the alchemist questline – she ought to now add potions to her retailer’s chest after every a part of the search is completed
Prop placement is in game and partially working – P will open the location menu or V whereas hovering over and object within the stock (the keys, controls, and physics of just about all the pieces will change that is simply the primary take a look at model)
NPCs can now use props throughout animations
Inventory objects have an info panel that seems whereas hovering over the corresponding stock button, the format and particulars are nonetheless short-term and the 3d object show hasn’t been carried out in some menus
Alchemist’s hut Building exterior
Alchemist’s hut Building inside with props
Consumeable potions for well being, mana, and stamina
New shader for potions + glass potion bottles
Narrative branching scenes tied in with dialogue
Tooltips added to dialogue display screen
More hotkeys and methods to exit dialogue
Ingredient vegetation and comparable actors will respawn after a specified period of time – default is roughly in the future
Testing new goblin jiggle system and animations
Idle animation markers have been added for AI – at present solely the alchemist has these – a number of recognized bugs throughout dialogue and going through route whereas taking part in these animations
New pores and skin shader updates for NPCs
- Minotaur animations stroll, idle, Combat idle, melee swing, cowgirl, doggy.
- Jizztech 1.0 – fx triggered by urgent ‘v’ whereas testing – carried out in some scenes, requires related anatomy to be current.
- 2 Dedicated spawn factors alongside the predominant highway for minotaurs solely (short-term)
- 2 handed axe is within the game and textured
- 1 handed axe within the game and textured
- Stick weapon within the game and textured
- Woodsman’s Tunic
- Destructible objects preliminary implementation (barrels, pumpkins)
- Slimegirl materials update
- 2 tough new Building fashions on the town – normal items retailer, and misc NPC house
- The minotaur is roughly within the game. He wants a full set of latest animations nonetheless. The retargeting on his placeholder animations did not go so effectively and his toes have hassle touching the bottom.
- Dynamic spawners are within the game and ought to be working correctly now. Enemies which might be dynamically spawned after which defeated will respawn at that very same location after a day or two of ingame time has handed. This is probably the most primary gameplay loop. The participant can go away city, defeat enemies, take their gold, then return to city to heal and anticipate the enemies to respawn, after which repeat all the course of.
- Lots of setting work. The tough blockout for an previous mine has been began and will get progressively rougher the deeper into the mine you go.
- The first quest has been began. To strive testing it out for your self communicate to the bartender within the tavern. Only two answer paths are at present carried out – the participant can clear up the search via dialogue or via violence. The quest ends when the girl teleports again to the tavern. I nonetheless have to do the after results, faction relation modifications, quest rewards, and all that form of stuff.
- Quests have dialogue hooks, separate quest phases, a new practical tab on the gamers’ stock display screen, plus another stuff I’m certain to be forgetting.
- Factions have gotten a bit of affection and for testing functions on this construct attacking ANY character will lower standing with that character’s faction. When the faction reaches a unfavorable sufficient degree members of that faction will assault on sight.
- Imps have Facial expressions prepared however nonetheless want sex animations and scenes.
- Title display screen ought to show the character from probably the most current saved game.
- Saves nonetheless do not work between variations – but! I’m engaged on a personality export/ import system that ought to work within the brief time period so folks received’t need to preserve recreating characters every new construct. Then hopefully I can determine make the saves carry over with out to a lot hardcoding stuff.
- The narrative sex scenes aren’t utterly prepared but. They tie in with so many different triggers and character behaviors that I disabled them to not utterly break the present sex scene performance.
- Adjusted working velocity, dash velocity, and ducking motion velocity. I’ll preserve tweaking these numbers to seek out one thing that feels “right” plus in some unspecified time in the future I’ll give them correct animations. There nonetheless is not a cap on stamina use although – simply to avoid wasting folks a while working round and looking out at the brand new content.
- Trading techniques and UI ought to all be working. Items will value gold and might be offered for gold.
- Tease/Stun assaults preliminary testing model
- Grapple System preliminary testing model
- AI has a primary idea of if the participant has a weapon geared up and readied
- Slime girl full animation scenes
- Slime girl texture polish
- Implemented a number of sounds
- Dialogue possibility to skip instantly to sex scenes
- Vendor system was up to date in order that distributors will pull stock from an precise container – the blacksmith is at present the just one with this setup. Gold is not being charged but in order that testing is simpler.
- Character creation polish – new shade preset choices for some classes and UI format tweaks
- Tavern has blockout short-term property for inside props
- Spawning after being defeated in Combat ought to work now
- Hotkeys for dashing up time (insert), slowing down time (delete), pause (finish), reset timescale to regular (house). Also added an unlock digital camera with a weapon readied (equals), and toggle HUD(backspace).
- 5 new face form presets in Character creation
- Blacksmith outfit
- AI now understands and makes use of objects on the earth based upon time of day
- AI will dynamically comply with assigned waypoint pathing
- The system is in place for dialogue barks (brief one sentence traces “you know what’s wrong with Skyrim these days?” form of factor) Still want to put in writing and implement them although
- Map Optimization and detailing
- Post Process updates – depth of subject and shade grading
- Resting / Waiting bug fixes
- Misc. fixes to setting collisions and textures
- Male imps are within the game. Still an early implementation and the animations are placeholder till I can get the time to determine deal with that tail.
- The tavern has gotten a format cross and was the take a look at mattress for the brand new modular inside Building property. The visuals have not modified an entire lot however all the pieces on the inside has been reworked with the brand new modular property.
- New ready mechanic to rapidly cross time. Currently set to the ‘T’ hotkey.
- Dynamic spawn factors. Singular spawns for one off encounters as effectively as bigger group spawners are in and dealing. Take the highway out of city into the inexperienced fields and stroll in the direction of the 2nd tower. Stay on the highway and the spawns will set off. The distance is saved small so it is very noticeable when the participant triggers the spawn. There are nonetheless extra options to implement to deal with going from the outside world to inside areas however that is the fundamental basis.
- Hotkeys can now be modified in the choices menu.
- A couple of bugs have been mounted. First individual view was beforehand dropping the physique morphs whereas taking part in scenes. That ought to be mounted now.
- Eyelashes now have an depth slider within the character creator.
- The 2nd tower heading out of city can be the place I’m testing loads of issues and why the paintings is all placeholder for it. It’s the blockout model for determining a primary multi degree encounter, the minimum areas required for that encounter, how the AI ought to deal with the encounter, and planning out totally different playstyle options to the encounter.
- AI additionally has a primary understanding of useable objects within the game world. If an AI notices one in every of the road lights is out they may stroll over and switch it on then return to what they have been doing. Nothing sophisticated but it surely’s the start implementation for idle behaviors for AI.
- The most elementary gameplay loop is carried out. Start on the town, journey to the 2nd guard tower, clear and loot the tower, journey again to city to heal on the tavern.
- Placeholder footstep sounds. They have been free on the market and I wished to see what the method for hooking them up was.
- Slime girl. First cross on her property. She has primary performance however no Combat or scene animations.
- 3 new outfits. There’s two units of bandit armor and a tavern keeper outfit. I’m testing out material options with these armor units. Bandit armor 1 has a dynamic material sim utilized to it however there are a number of points with it. Bandit armor 2 the loincloth is static immediately and I need to take a look at dynamic joint chains which suggests a fast rigging cross. The similar with the tavern keeper apron is static till I resolve how I need to deal with material.
- Combat I’m attempting to sluggish down the tempo of Combat simply a little bit. When a personality has a weapon prepared their motion velocity will sluggish down a little bit. I additionally lowered the harm from melee strikes it ought to take 7 or 8 melee hits to knock somebody down. Then I wished to distinguish the distinction between the knockdown state and the ragdoll state extra. Now after a personality is knocked down it would take 4 melee hits to make them ragdoll and utterly inactive. Once this will get a bit extra finalized I’ll add in hit reactions and fx, immediately it is tough to inform if the melee hits are touchdown on a knocked down opponent.
- AI notion has been up to date to included listening to occasions. AI will now hear different characters in a small radius round them. The participant will make noise once they are working or strolling however they will sneak (ctrl key to toggle) and stay unheard. The sneak talent, velocity, animations, will all be up to date in the longer term that is simply the preliminary performance cross.
- Pickpocketing can be roughly carried out. While the participant is sneaking they will entry different character inventories. Skill and detection checks will are available a future update however for now the participant will all the time achieve success whereas pickpocketing.
- Starting a dialogue with a personality will now pause their AI so that they received’t preserve strolling whereas in a dialog. They may also turn to face the participant and after dialogue is completed return to what they have been doing.
- The buying and selling UI may also be opened via a placeholder dialogue. It ought to open the participant and NPC inventories and permit the participant to commerce objects backwards and forwards. The subsequent step is so as to add gold values to things after which add or subtract gold when buying and selling objects.
- Lots of little setting updates and property. Did an LOD cross for many current property and up to date the lighting. Should deliver the framerate again up a bit.
- Title display screen added
- Ranged weapons with windup time
- Players can block whereas a melee weapon is supplied (maintain the suitable mouse button)
- 6 new hairstyles
- 8 eyebrow choices
- 2 new face complexions
- NPC on NPC auto scenes (testing)
- Day-night dynamic lighting cycle lighting tweaked
- Added dynamic fog
- Goblin girl
- 2 victory scenes
- 2 loss scenes
- melee performance
- ranged weapon performance
- primary ai
- Early faction implementation and associated ai
- World map primary performance
- Trees, grass, and foliage updates and optimization
- Collision added to most timber
- Test areas for the evergreen forest, and inexperienced fields
- Interactive avenue lamps
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