This week was uneventful, as I was kinda just plugging away at stuff. Nothing new quite got finished, but several things progressed.
I got a little caught up on some bug fixes for minor things. Bugs are always a frustration, but can be more so when you're by yourself, as everything else has to grind to a halt while you fix it. Still its stuff that has to get done.
I continued working on the animation that has been giving me troub...
2021-06-27 16:00:06 +0000 UTC
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Happy Father's Day!!!!
After working on the various magic tests, and waiting for more feedback, I've gone back to working on the other things that were on my list.
As you can see above, I'm trying to continue adding spells. I want to steadily add a lot of them, and then we can cut them down to the most fun and interesting spells afterwards. In this case it was a proper slow motion spell.
Although I built the effect last week, I spent some time tweaking...
2021-06-20 16:00:07 +0000 UTC
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After making a few more adjustments, I did end up getting a new test build out this week.
https://www.patreon.com/posts/new-magic-test-52275673
I've taken some time afterwards to record feedback, and kinda jot down ideas as to where to go based on that feedback.
The most immediate thing seems to be more spells, specifically more LETHAL spells, so that'...
2021-06-13 16:01:07 +0000 UTC
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This is a new test build that's similar to the one I released last week. The BIG differences are:
You now draw magic power from individual sources, and store it ahead of time (by holding Q when prompted)
and
You can move around a lot more when shooting or carrying objects.
Again I want to know how you think this feels to play, and if its useful, interesting, boring, etc.
2021-06-08 23:40:12 +0000 UTC
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Busy week!
I got drawing magic from individual sources fully working, with some FX and sounds so the player knows what's going on.
In the next test the player will be able to draw, and store magic for casting spells. Sources recharge fairly quickly, but it takes a while to draw from them.
I really like the effect and how it plays out, but we'll wait for feedback from testing to see if its something that sticks around.
I also ...
2021-06-06 16:01:03 +0000 UTC
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This week I continued to work on the magic system, and iterating on drawing magic from the environment.
The last test I wanted to try (also based on feedback) is drawing and storing magic individually, so that it can be used later.
This requires a bit more work to implement than the other ways of drawing magic did, and I spent this week trying to set that up, robustly, without destroying how things work now. (I really like to make toggles for things. If ...
2021-05-30 16:01:02 +0000 UTC
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This week I focused on getting another test build out.
I had made some adjustments based on the limited feedback I had gotten, and added a few additional spells (Definitely need more!).
For this test, I wanted a little variety and focus. I didn't want to use the tutorial level over and over, as most of the level was not necessary for testing combat.
It just so happened that there was a demo level in a new asset pack that was perfect, and since...
2021-05-23 16:00:05 +0000 UTC
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I'm still got this cyclops hobgoblin, and I'm gonna give him his own attacks and such.
So he should also have his own sex animation!
Its a secret though!
Where should the animation go from here?
2021-05-21 06:38:17 +0000 UTC
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This Test includes some changes to the way magic drawing/channeling works, and a few additional spells.
Holding Q will pull magic from the environment and have it begin to circle around you. The previous test had the magic naturally occuring, but this seemed to make the system moot according to feedback.
I've also updated the spell book to contain all the spells currently in the game, and how to cast them.
I'm using the demo area of a PREBUILT ruined town set for ...
2021-05-19 22:13:03 +0000 UTC
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Not a super long update this week. I continued to focus on spells. This week I created a spell to go with the cold area spell effect, and recreated a better version of a rock wall spell I had made a while ago.
I really like the rock wall idea, but I'm not sure it'll be super useful. I've added the ability to break the wall, and have it fire off rock projectiles, but I'm not sure how useful they'll be.
I hope to do put out another test build with some adju...
2021-05-16 16:01:02 +0000 UTC
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Happy Mother's Day!!!
If you're a mom, Happy Mother's day. If you have a mom whom you love, tell her so today!
I mentioned previously that I wanted to focus on creating some more spells, so that's what I'm gonna focus on in this update today.
As you can see in the video above, there are a couple of new spells/effects I did this week.
I've tried to make spells that are fun to use in combat, but that I might also use in other ways, or have non combat purposes.
...
2021-05-09 16:01:02 +0000 UTC
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This last week I spent most of my time getting ready for the test build that I released a few days ago:
https://www.patreon.com/posts/new-magic-system-50654118
This involved placing generation volumes appropriately around the tutorial level, so that the different sources appeared as I wanted them to.
I also went back and changed a number of spell formulas t...
2021-05-02 16:01:02 +0000 UTC
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If you've been following, you'll see that I've been working on a new magic system. In order to cast your spells you draw the magic out of the environment around you.
This build is to help me test that system, and make adjustments accordingly. I've been playing with it for a week, and will say up front it needs some adjustment.
Changes:
Spell System - By holding Q down, you can draw magic from the environment towards you. &nb...
2021-04-30 03:09:11 +0000 UTC
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This week I focused on making some small adjustments to the new magic stuff, and implementing it in the existing level.
Because its tutorial level, I don't really have to implement the magic until you need to start using it, so it wasn't as complex to set up.
None the less I did have to go back and make a few small changes to the environment, and some spells.
I also made some adjustments to how the magic looks, based on feedback. While you are drawing...
2021-04-25 16:00:04 +0000 UTC
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This week I spent a lot of time getting the magic generation and use system all ironed out, and working.
I had a specific look I wanted the mana to have. I also wanted to try to make it unobtrusive. I'm not sure how I landed, but its something I can certainly tweak as we go.
As you can see from the video, the same button you use to build up your "sex drive" meter, is used to draw the magic to you. Once its in your general area, you can use it to cast spel...
2021-04-18 16:01:01 +0000 UTC
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It was a busy week and I got a lot accomplished.
I showed off a basic portal to make the tent look larger on the inside then it is last week, but the effect didn't look real great.
I was able to find a system that works a lot better, and after some considerable troubleshooting, got the effect working fairly well.
This is a cool effect that I imagine I can use in other instances. Because of that, I didn't have a problem spending some extra time to make s...
2021-04-11 16:00:04 +0000 UTC
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HAPPY EASTER!!!
Busy week jumping around trying to make progress on a bunch of stuff!
I took some time to reimport my tent, with some updated textures. Now that I see it again after so long, I really want to remake it, but I'll save that for later. Its more important to get stuff moving then remaking right now.
As you can see in the above video, I'm working on an effect to allow the interior of the tent to be larger then the exterior. She is a sorceress af...
2021-04-04 16:01:02 +0000 UTC
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Had to spend a bit of time cleaning up some files early this week, but then I was able to get down to it and get some work done.
I started to recreate Meridiana's Garden area.
Besides containing a few different scenes, Meridiana's garden will act as sort of an options menu and area to prepare her for different levels. I don't like to go into details on stuff before its done, but I would like for there to be fun stuff to do here, some of it unlocked during gameplay...
2021-03-28 16:01:02 +0000 UTC
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I worked on something this week that will give Meridiana the chance to relax in privacy. So nude sunbathing was obvious.
While setting this up, I realized that I had actually not imported the completely nude model of Meridiana into the engine, so I actually did that here. I had to take a little time to fix some rig issues, but now she can be completely naked.
While fixing the rig, I saw a few things that on the model that I really really want to fix, but the...
2021-03-27 20:03:46 +0000 UTC
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I had a bit of a rough week creatively, and hit a bit of a block. The week ended up not being super productive.
I did manage to get a few things taken care of.
I found a set of dirty sfx that I can use to fill out what I'm currently missing. All sorts of wonderful slaps and gurgles and slippery noises.
As you can see above, I think I found a really nice set to create the next level/area I want to focus on. I'd really really r...
2021-03-21 16:00:04 +0000 UTC
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Another busy week, but not as productive as I've been.
I've been caught up trying to get this imp to look right, and am having only mild success. Sometimes stuff takes a while to nail down, so I have to keep plugging away at it until its right.
A helpful patron reported some major bugs that had gone unnoticed, so I did have to take some time out this week to correct those.
Otherwise, I've continued to try to build new assets. Focusing on props...
2021-03-14 16:00:05 +0000 UTC
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This week I continued working on the stuff I've been slowly tackling. As well as a few new things.
Continued on the town assets, slowly but surely I'm building all the stuff needed, and I'm pretty happy with the quality of it all.


As you can see in the short clip at the top, I've...
2021-03-07 17:01:01 +0000 UTC
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Another animation inspired by my favorite plank of wood.
Vimeo detected that the video was dirty, and nuked the whole account. I'm looking for another place to host video that I can link here. In the meantime, the video is attached.
2021-03-07 03:13:38 +0000 UTC
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Another busy week in a short but busy month.
I ended doing a lot of work on the town assets I'm building. I was never super happy with how busy the textures were, so I worked to clean those up quite a bit. I did get some results that I though worked out well.
With most of the town assets built using trim sheets, updates to the textures will instantly change a lot of the props and such very easily.
2021-02-28 17:00:32 +0000 UTC
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I was making some props, and when making a certain plank of wood, I instantly became inspired.
P.S. I'm having the the hardest time finding a way to upload this so its viewable. Right now you have to click the word Imgur, and it should take you to a post of it.
2021-02-28 04:00:41 +0000 UTC
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Another busy week!
First I found an AI voice generator that actually sounds okay. Its not amazing, but it more then works for stand in dialogue.
I've been hesitant to get a voice actress for several reason, among them cost, but also I'd like to have as much dialogue done as possible so that I can record as much as I can in one go.
I'd hate to need more dialogue, and find the original voice actress unavailable or not interested in further wo...
2021-02-21 17:00:04 +0000 UTC
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Happy Valentines Day!
As you can see above I started to implement some of the updated movement stuff that I've been plugging away at slowly over the months. Not all the animations are there, but its enough to look alright.
I've never been super happy with my aimed movement animations. This combined with me wanting to make things a little more dynamic as you fought led me to slowly take a little time here and there to work on new animations. I want Mer...
2021-02-14 17:01:01 +0000 UTC
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This week I continued to tackle things on my to do list.
I took some time to look at automatic generation in landscapes. This includes putting in cliff textures, and automatically populating the correct type of foliage.

In this example, the cliffside automatically generates based on the angle, and the grass fills in the green areas. I can also change the ...
2021-02-07 17:00:04 +0000 UTC
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This week carried on very much like last week, were I worked on a few separate things. I have a surprise or two I'm also working on, but I don't want to show that off until its done.
Did another exploding monster. This time it was the witch doctor goblin.

This time I ran into a very strange bug in Unreal Engine. After generating a number of skeletal meshes at runtime...
2021-01-31 17:00:04 +0000 UTC
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Like any project, I've got a fairly long to do list of things I need to do. Some of them are low priority, and some of them are more immediate. These lists are long and constantly changing.

This week I took some time to knock a few things off the both lists. If I focus on one thing at a time, It can be weeks of work with little forward progress, so I prefer to sp...
2021-01-24 17:00:05 +0000 UTC
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