I had to take a little time this week to deal with some fallen tree branches(some really big fallen tree branches), but otherwise had a productive week
I did make some adjustments to the controls based on the feedback I asked about last week, and this has left us with a couple of extra buttons.
I'm thinking about using them to set up hotkeys for spells, but I also have other ideas around taking two spells, and expanding them out more, so I'm going to be looking at which...
2019-12-08 17:01:00 +0000 UTC
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I continued to work on various things this week, the highlight being adjusting the gun back to a useable item, from its own button. Feedback was that it felt over emphasized, and that's a good point, I really want to focus on magic spells being her primary ability.
But I really want to use this update to focus on a question that I had:
I had a question regarding button lays outs that I wanted to get some feedback on. Right now, you can use 1-3 o select an item lik...
2019-12-01 17:00:06 +0000 UTC
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This week I finished off the last of the stealth kill animations, and official put it in game. If you sneak up on an enemy, you'll get a prompt to do a stealth kill on them. This will give the player a way to quickly dispatch enemies that you might not want to charm.


super rough cut of ...
2019-11-24 17:01:01 +0000 UTC
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This is the game build I released to $5+ patrons at the end of October. If you've already tried it from then, nothing is new.
https://mega.nz/#!DMwzXKKC!cc9qUX8rCVjDtEEFW2WYivQ4J3MSFq-AT7XX5spL5aQ
2019-11-17 17:01:00 +0000 UTC
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Nothing super exciting this week.
I continued to work on the animations for the stealth style kills on enemies.
I spent some time getting a character ready for retopology, so I can add them into the game. Not saying who.
I did a little test where I turned off the aimed teleport for the last build. You guys missed it, so I've reactivated it. I did spend some time cleaning it up though, so it should now be more accurate whe...
2019-11-17 17:00:02 +0000 UTC
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I have a few models in the works that I need to finish, and get in the game, and I certainly want to do that.
But I also want to try a little experiment for December or January. If I were to model another character, what would you guys like to see? Give me suggestions in the comments, and then we'll move to a survey from there.
If the character is something I can work into the game, that's a bonus, but let me here what you'd like to see regardless.
2019-11-12 17:00:04 +0000 UTC
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This week I took care of some planning and bug testing stuff, but put a big focus on setting up some animations.
Meridiana will be able to stealth kill enemies IF you don't want to charm them for whatever reason. I've wanted the animations to be different depending on the creature, so that's been a bit of work. I only have a couple left to do before I can fully implement the feature.
The tutorial level still needs a little more work on the final section. &nb...
2019-11-10 17:00:02 +0000 UTC
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I kinda rushed to get some stuff done as I really wanted to get that last build out in October.
It did leave me feeling a little burnt out, and I intended to take a few days off. I ended up taking off most the week, so didn't get a lot done.
I did manage to take care of a few bugs, and make a few adjustments to a couple things that will play out more later.
I have been doing a little bit of sculpting.
I had initially intended to redo the incubus, as I'm not ...
2019-11-03 17:00:02 +0000 UTC
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This update isn't very exciting. I spent the week working on a few small adjustments, and a new animation. Unfortunately the animation is not something that is fit for a public post
I've added a temporary spellbook so you can see what spells you have, and how to cast them.
I have been working hard to try to get a build out by the end of the month, so I have been purposely avoiding anything too new and exciting(outside of the animations!)
But next week I s...
2019-10-27 16:01:01 +0000 UTC
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This build contains what I've got so far of the tutorial level, with a little Halloween secret bonus area. Said bonus area has a few new animations.
I've also added a temporary spellbook, so you can look up what spells you have.
https://mega.nz/#!DMwzXKKC!cc9qUX8rCVjDtEEFW2WYivQ4J3MSFq-AT7XX5spL5aQ
Its not super exciting, but I'm really happy with some o...
2019-10-27 16:00:03 +0000 UTC
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I worked on the tutorial level, as much as I'm going to get it done before the end of the month, and a few dirty NPC animations this week.
Not a lot to actually write about. I was supposed to have jury duty next week, but it looks like there are no trials, so I got off lucky. I have a few more things I want to get done this week, and then hopefully another build.
2019-10-20 16:00:03 +0000 UTC
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2019-10-19 19:57:36 +0000 UTC
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I focused on building out more level areas this week, with something specifically for Halloween.
Because I was so specific on what I worked on, this isn't a super exciting weekly update.
I did take a day to test the build on the new version of Unreal, as some of the updates should speed up the performance, but I ran into a few big issues that I don't have the time to try to fix, so I'll wait until all the plugins and such catch up.
I hope to work one more week, and...
2019-10-13 16:00:02 +0000 UTC
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For the next build I want to do a few one cycle animations between some NPC characters.
I had a few things in mind, but I thought I'd leave it up to you guys.
I'll have everyone vote once, but pick the top few results.
I want to get to work sooner then later, so Monday will be the deadline.
2019-10-10 19:19:40 +0000 UTC
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Did a variety of stuff this week. I've been pretty busy, as I want to do a some sort of build release for October, and I've been trying to work towards that.
I took a little time to get the projectiles stuff for the guns nailed down. There is now bullet drop as well as drag. I can also set the accuracy of the weapons in spread distance over range. Using real/accurate numbers for these things tends to make most of the weapons pretty powerful and accurate, so I ma...
2019-10-06 16:01:01 +0000 UTC
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2019-10-05 15:06:42 +0000 UTC
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This week I did some level work, as well as some model work I'm not ready to show off.
But one of the bigger things I did was start to test adding simple firearms.
The world Meridiana is exploring is a fantasy world, but they do have some 19th century technology. While magic is used for most of their technology, there are hold outs who don't trust the magicians, or can't afford their magics. These people rely on steam on gun powder.
As such things like revo...
2019-09-29 16:00:02 +0000 UTC
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This build is mostly about testing out the gun and how it feels to use. The controls are explained in game, except:
Hit 9 to start the target shooting mini game. Let me know how that feels as well, and if it needs more targets, and what your best times are. Also, what do you think would be a good prize for winning the game?
But mostly I want some feedback on shooting, and if it feels good as is. If you want to mess around with spell ca...
2019-09-29 01:19:40 +0000 UTC
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Made some good progress on various things this week.
I started to build out the area in the tutorial level where the player is shown how to use their various equipped items.
As part of this, I built a target practice mini game. I think I'll give the player a set time to hit all the targets, and if they do, they win a prize, although I'm not sure what that should be yet.
I also did one last little addition to the joystick spell casting, and that was to add a ...
2019-09-22 16:00:02 +0000 UTC
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This week I took some time to make a few smaller changes to a few things. A few of them just prepping for some possible future changes.
The bigger things I worked on was setting up enemy blocking and finishing out the joystick spell casting menu.
You might recognize this as an older casting system I tried to use way back when, and it is! I really liked it, and now that there is stuff to do outside of casting, I'm reintroducing it. The drawing symbols...
2019-09-15 16:00:03 +0000 UTC
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Had a bit of a busy week outside of this project with the holiday and my sister's birthday, but I still got quite a bit done.
I got a bunch of enemy animations done that'll I'll be showing off more once they're implemented in game. Its working towards my wanting to make enemies move and act a little more interesting then everyone just run at you.
I also spent time working on a casting system for people with controllers. Right now its a simple menu, but I rebuilt an o...
2019-09-08 16:01:01 +0000 UTC
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I was doing some tests on how to control cloth simulations, so he's a couple images for you guys.
2019-09-08 00:35:34 +0000 UTC
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I worked on a variety of stuff this week.
First, I took some time and went back and fixed the other costume so that it works better in game.
Unreal Engine changed cloth simulations a bit, and that ended up making the dress simulation very heavy. On top of that, it never say right on the character.
I went in and made some adjustments, fixed the slowdown issues, and made it sit better and move better. While it can certainly still be improved, its to...
2019-09-01 16:00:04 +0000 UTC
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This week I did a bit of reorganizing with how a few things work. It might not be super apparent on the user end, but a few powers and abilities will be a bit more reliable now.
For example, when using the wand item over and over, you won't occasionally deactivate the item for no reason.
I've also adjusted the stolen abilities so that they temporarily replace the basic attack. This is more in line with what I wanted to do with balance of draining an ene...
2019-08-25 16:00:02 +0000 UTC
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This week I did focus on starting to build out the tutorial level some more, but I also took some times to start filling in possible abilities. I also took a bit of time to finish and adjust a few random things/bugs.
The next section of the tutorial level has the player going into a building, so I grabbed some assets that looked to fit the bill for what I wanted. It didn't quite have the right look, but for now its close enough, so I'm going to use it as is as opposed ...
2019-08-18 16:01:00 +0000 UTC
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This week I worked on few things that I had been wanting to catch up on.
The succubus will act as the player's guide through the tutorial level, and I've given her a kinda joke costume to use during that process. I was able to get that costume MOSTLY rigged. I'm still having a little trouble with a collar, though.
Even with the clothing I don't want to risk posting something inappropriate publically but I think I can get away with pants!
2019-08-11 16:00:02 +0000 UTC
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Not sure if its safe to make these public, so I won't!
2019-08-09 17:51:30 +0000 UTC
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This week I took some times to add in the last of the natural abilities I wanted the player to have, or at least I experimented with them.
I wanted to build a parry as a companion to the block, but after taking time to implement it, I really dislike how it felt, and so I shelved it. I'll probably bring it back in some form as a spell, but for now its out.
I also added an aimed teleport as a natural ability. I'm unsure about this one, so I put it out as a ...
2019-08-04 16:00:03 +0000 UTC
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There's a few small changes in this build, besides the update to the visuals on the first part of the level.
I've added an aimable version of the teleport if you hold down the teleport/dodge button. I like it and it feels good to me, but I wonder if it isn't replacing some other abilities.
With this teleport, do we still need the jump? Do we need the dodge? Do we not even need this teleport?
I'd really like if you decide to give this build a shot...
2019-08-01 01:14:21 +0000 UTC
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This week I focused on building out the actual environment for the tutorial level, as you can see from the video. I ended up not using my own assets yet, as some of the prebuilt ones I had were a better fit thematically.
I do play on using them later in the level, however.
I also took some time to add some clear tooltips on how to use various abilities. Right now, these appear as appropriate so you always know what to do. In the future I might change them ...
2019-07-28 16:01:00 +0000 UTC
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