SamuZai
Mithos56

Mithos56

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Mithos56 posts

July 29th Weekly Update

This week I focused on making sure my level sections would be able to connect properly, not have any noticeable gaps, and still maintain a high frame rate.

To that end I spent a time of the first level section, making sure everything works fairly well.  It seems to work pretty well, and just needs a couple small tweaks.  

To start, I made the first level section fairly simpl...

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July 22nd Weekly Update

I did some final optimization on the starting area, and managed to get a pretty good frame rate.  I also added a final obstacle to pass through before the player can move to the forest level proper.


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July 15th Weekly Update

This week I started to work on building the actual level.  My focus this time around is on making things a bit more modular and efficient.  There are a few things I focused on to this end.

I've tried to make it a little less open.  The more the landscape occluded the background, the less geometry needs to be rendered, and this helps with the frame rate a bit. 

I've also...

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JUly 8th Weekly Update

  

This week I spent some time learning some new tools specifically substance designer.  I've been having trouble finding textures that are the right kinda of style for my game, so I think I'll need to start making them myself.  I didn't know how powerful substance designer is in doing this, so its a tool I'm going to spend a little bit of time testing out and learning.

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July 1st Weekly Update

Did some bug fixes this week, as well as looked at and tested building some foliage into the procedural test level.


As you can see in the video, some trees do a pretty good job of disguising even the poor seems between the level chunks here.  Of course it will look even better with more planning.


I also added in the ability to command charmed enemies to attack. &...

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June 24th Weekly Update

This week I did take some time to finish out a couple effects for some spells, and tweak a few bugs, but I really focused on level generation.


Specifically I worked on putting together a procedural level generation system.  While I don't plan on every level including this everywhere, it does give me a chance to add a little variety to the game.  

The system is not com...

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Test of Procedural Level Feel

So now that I've got a level(even if its a SUPER basic one), and a proper menu for the spells, things are starting to feel(to me at least) like a game.

I'd like to know your thoughts.  I know the level has some pretty huge gaps, and there really isn't any exciting platforming, or strategic sneaking here, but are things starting to feel alright?


64 bit build:

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June 17th Weekly Update


Due to E3, I didn't get much done this week.    Besides the time spent checking out all the presentations, and gameplay.  I also took a little time to do some personal training on some stuff.


I did manage to get underwear back in the game, as I mentioned in a pa...

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BD asked for underwear.

I had taken out Meridiana's underwear, as I didn't like the way it deformed when she walked or ran.   In order to get it to move correctly, I figured I'd either have to add a few additional bones for it, or a bunch of morph targets, and then go back and redo all the animations so they morphed correctly.  

This was something I was gonna save for later.


BD mentioned...

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June 10th Weekly Update

As I start to work on building a level, I wanted to get a couple spells in place so the player has something to play with.   To that end I added a few spells into the game.   


These are all combat spells, and I'm not sure all of them will stick around(I do like the disc spell though)   I think the final spells will will be more about moving and controllin...

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June 3rd Weekly Update

I added a few spells/attacks this week, and then focused on some accessability stuff.


The pig goblin got a new charge attack, which can make him quite deadly.  I already released a video of it. 

After creating the attack, I had to go back and make some adjustments, which I wil...

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June Test Build

Here is a little test build of what we've got so far.  Its kinda got the systems starting to come into place.  

I've changed a few things, so PLEASE READ THIS before checking it out.

Once you've charmed a mob, you will now use the seduce spell to get them to have sex with you.  Its the first spell selected.  You can switch spells by hitting Q, the other...

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Goblin charge attack

This one hits pretty hard, but its kinda easy to avoid if you see it coming.  If he hits a wall, he knocks himself down!


Sorry, I couldn't get the sound to sync right!

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May 27th Weekly Update

This week I finished up creating and adding animations for the pig goblin, but then I also did some bug fixes and other general modifications.


I added the sex animations for the pig goblin into the game, as well as finished the final stage of the threesome animation.  I realized taht I had worked the monster's death into one of the animations, so this led me to slightly changing ...

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Finish Her!!

This is the ending for the double pig goblin animation that I never did.  It still has a couple tweaks to be done, but I think it looks pretty good so far.


Just wanted to show this off, cause I can't do so in my public weekly update.

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May 20th Weekly Update

This week I continued adding in the missing animations for the pig goblin(there are a lot!)  I'm pretty much done with them save a few, and can start doing the sexy animations, and attack animations.


This isn't all the animations I did this week, some of them are kinda long.

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May 13th Weekly Update

This week I worked to putting the pig goblin back into the game.  This basically involves making a lot of animations for him.


After getting all the blueprint and current animations set up, I got to work on creating new animations.  This  will continue into next week, as I've got about...

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May 6th Weekly Update

This update is gonna be short and boring.  


I spent a little time working on something I'm not quite ready to show off(nothing amazing, don't get excited), and a LOT of time trying to fix some bugs.  A LOT of time.  I spent like 6 hours charming enemies trying to figure out what caused one bug.  


The good news is I think I got the big ones, but the...

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64 bit test build

It seems a lot of people are getting errors with the build, so here is a 64bit version.  Maybe this will help with some of the multithreading issues that are coming up!

 https://mega.nz/#!rR4FyTTB!YEtLeVJDuE1i6zCjMucnT1Y8VeJ0fpkdl3QLxI6fT5E 

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April 29th Weekly Update

This week, I found a bunch of bugs(haven't fixed them all yet), finished another sex animation, and added some temporary particle effects.


Putting together another build, I ended up finding a few bugs that I need to correct regarding charming enemies, and the dirty animations.  I haven't started fixing them, but I have started cataloging them.


I also spent time t...

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Sex Test Build

This is a small test of the sex animation stuff I've added back in.   You can charm all the goblins if you want to, and have sex with up to three of them at once.  

Please read these instructions, as I won't be able to individually answer control questions that are answered here or in game.

As you walk up to a goblin (charmed or not) a heart icon should appear.  Rapidly...

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April 22nd Weekly Update

This week, I took some time to fix a few bugs with the animation system(mostly revolving around enemies attacking you at inconvenient times)  while trying to thing of a better animation to start things off then the leg hump.   

I'm still, well, stumped on what the opening animation should be for the goblin sex interactions, so I did went added the other goblin sex animations ...

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Goblin threesome!

One of the stipulations with the animation trigger system I'm using now, is all the scenes must have an ending, so I'm going back and finishing the animations I was putting off.

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April 15th Weekly Update

I was sick part of the week, so I wasn't super productive.  I did get a few things together though, so it wasn't a waste of a week!

I've added back in some sound effects, but obviously more are needed.  And using this old animation, I kinda built the prototype of how I want the H scene stuff to go.  I would like to polish things a bit more though, make it look just a tad more...

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NSFW What happens when you don't reject the goblin

On my next update, I'll have a video of what happens when you reject their advances, but since this is NSFW, its for patrons only!

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April 8th Weekly Update

This week I primarily focused on getting the sex interactions set up more completely.  

While the player is in a sex animation, I had previously had all bystands sitting there jacking it.   I wanted to mix it up a bit, so some of them will now cheer.  This also helped me solve the problem of when enemies kill the player, they just sorta shrug.  So the cheer animatio...

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April 1st Weekly Update

This week I focused on getting the actual sex interaction system rebuilt.


As the system stood before, the dynamic scenes could only be between the heroine and up to three enemies of the same type. 

 This of course, was a bit limited.  If I wanted to have an interaction between to enemies, or npcs, that would have to be a cut scene, or specially coded.  Any ty...

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March 25th Weekly Update

The one last game system I wanted to get built was the ability to interact with objects in the world( a Use system).  This week I got the hierarchies for that built.  I was also able to build a simple item pickup, and rebuild the charm as part of this system.


Like previously, when you get close to an enemy, you have the option to charm them, however, now it involves a QTE li...

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March 18th Weekly Update

I'm enjoying how the weapon system seems to work, so I've been working on that a bit this week.

I started with building the animations for the goblin and the player for using a sword.  I'll add new weapons as I go, but I feel like the sword is fine for now.

I built in the basic weapon durability to the game.  Weapons can now be dropped, or broken.  Some spells will conjure a...

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March 11th Weekly Update

This week I put in a LOT of time getting the goblin in a working state.  I put together 8 new animations for him, so he can kinda alert the player to what he's doing, and what's going on AI wise.

I also set up and refined a lot of the detection AI, and now it mostly will come down to tweaking numbers.

I've built a system where the enemies can randomly use different attacks, although I...

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