SamuZai
Mithos56

Mithos56

patreon


Mithos56 posts

Combat test build

This is a build that kinda shows off combat with a weapon (no spells here, yet), and enemy attacks.  It doesn't have any sexy stuff besides hitting N for nude mode.  

But if you do decide to try it, I'd appreciate a little bit of feedback.  I have a few thoughts, but I'll wait to see if others agree with me.


I obviously still need to tweak the AI a bit, I'm still ...

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March 4th Weekly Update

 

Adding enemies back in now, starting with the goblin.   

I need to go back and create some additional animations for him, but that shouldn't be too hard.

The AI is still being reworked, but enemies will now respond to noises, as well as things they see.  

I also adjusted it so that the closer you are to an enemy, the more quickly they will spot you if you ...

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Febuary 25th Weekly Update

After making a couple small adjustments to the spell casting, this week, I started getting the enemy AI rewritten.  I also did a few other things for the sake of variety.


Just to focus on the interesting stuff, I've started rewriting the enemy AI.  This time around, there will be some notification to the player if they are detected.  I've set up a system where if enemie...

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Febuary 18 Weekly Update

I had planned to focus completely on creating the charmed spell, but this week I also went back and did a couple of adjustments to how a few systems worked.


I had previously put together a system so various elemental effects could interact.  I made some adjustments to that system this week, so that it would be more streamlined and easier to implement down the line.  As an ex...

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February 11th Update

Not an exciting update, but stuff got done!


I've got the magic system in place, so you can now aim a spell, and then cast it.  I still need to build all the spells, but now the system to catch them works!

As it stands right now, when casting a spell, the player can aim in any direction and Meridiana will rotate to face that direction when the spell is cast.  I'm not su...

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Test Build of new combat stuff in progress.

This has been previously posted for $5+ patrons. 

This build doesn't have any sex stuff, but is the current interation of  combat stuff.  Its adds and AOE attack from holding the attack button,  and an air attack.

It also includes a dodge with some animation if you try to dash while you're attacking.  The default dodge direction is backwar...

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February 4th Weekly Update

This week I worked on getting status/spell effects in game, as well as started implementing the magic aiming system.


I added in hp bars for enemies/npcs, and then got to work setting up a system for status effects.


I wanted the status effects to be able to interact( For examp...

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January 28th Weekly Update

This week, I put together animations for and finalized how the hold button attack, and air attacks work in game.


When you have a melee weapon, you can hold the button to do a charge attack, like Link's spin attack.  You can also press attack in the air to do a drop attack, which may have some added effects depending on the weapon.


Sticking with the fire sword, he...

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New Test Build.

This build doesn't have any sex stuff, but is the current interation of combat stuff.  Its adds and AOE attack from holding the attack button, and an air attack.

It also includes a dodge with some animation if you try to dash while you're attacking.  The default dodge direction is backwards.


Again, there's no fun sex stuff here, just some combat stuff that I want to ge...

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January 21st Weekly Update

This week, I started by making some adjustments based on feedback of the latest build.  

I got a few critiques that it was sometimes hard to judge the exact attack distance, and because Meridiana stops moving when she attacks, they were missing the target.  Players also worried that they would be unable to dodge enemy attacks as well.   

In response, I've built a ...

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Test of progress so far.

Here is a little test build of what I've been working on if anyone wants to check it out.  There is no dirty animations in this.

If you do decide to check it out, let me know how everything feels.


https://mega.nz/#!XAAEDaBZ!T4hyBLyw2p5Cu-mlkIhf3hLD7upAy-3Y55QoKNTES0g<...

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January 14th Weekly Update

This week I worked on setting up the melee portion of the combat system, and the weapon system.

This system will work for all creatures, not just Meridiana.  It gives me the ability to have the player or creatures pick up random weapons and use them.  I can also of course set up special weapons that only Meridiana or a specific creature can use, and set up melee like spells.

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January 7th Weekly Update

I hope everyone had a happy New year!


Getting back into the swing of things, I finished up the knock back with get up animations.  The characters in game (enemies and player character) can now get up from a ragdoll animation, with a smooth blend from the ragdoll state to a getting up state.

kinda like this:

2018-01-07 00:44:38 +0000 UTC View Post

Some dirty animations!

One of the things I did this week was work animations for the Witch Doctor dude.   I don't want to violate any TOS, so this is patrons only.


Sorrry if they don't loop well, these are gifs after all!

2018-01-06 05:14:19 +0000 UTC View Post

December 24th Weekly Update

I hope everyone has a Merry Christmas/happy holiday!


I had planned on shoring up some animations this week, but I spent part of the week getting the rag doll to work how I wanted it to, and then to my surprise, received something I had been waiting on for quite a while!


I had previously mentioned that the rag doll stuff wasn't working how I wanted it to, and so it was...

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December 17th Weekly Update

This week I meant to get some new animation done, but got focused on implementing the damage system.


I've tied into the damage system built into Unreal Engine, and have enabled the basic hit and knock back effects.  I looked at using ragdoll quite a bit, but couldn't get it to look right for the player.  As all npc/enemies/player now are based off the same class, for now the...

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December 10th weekly Update

This week I finished going over the basic movement stuff, and getting the sounds and animation in place.  


I've got all the animations in place for the ledge climb, and implemented the stealth/crouch state.  I've even got it set up this time so you can't crouch under low cover, and then get stuck by uncrouching too early.

With that completed, I went in and re-implement...

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Patreon Changes

Just to make sure everyone is aware(although I'm sure you've heard by now), Patreon is making changes to what its patrons get charged per creator.  

They are shifting the processing costs onto you, so whatever your pledge is, it will be that +2.9% + $.35. So if you currently pay a dollar it will be like $1.38 I think.  

I know patreon did this as a way to get more support to the ...

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Movement changes test

This is a small test of strictly the movement stuff I've been finalizing.  Its not super interesting, unless you're into this kinda stuff.  But if you'd like to check it out, here it is:

https://mega.nz/#!DIBUHA5S!smfsCwv6-eCRsMcaZyzyV2TcftRinmmR5Of9pjWJbbM 

If you ...

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December 2nd Weekly Update

I did a lot this week regarding a rework of the movement system, trying to make everything a little more fun.  

Meridiana now has a dash, and can jump and glide.  I feel pretty satisfied with these systems, although I'm sure I'll do some number tweaking as I go.  I've got these things set up with effects and sound, and they feel pretty good I think.  

2017-12-02 23:33:52 +0000 UTC View Post

November 26th Weekly Update

Besides putting the gallery mode up on patreon this week, I also went back and started looking at individual mechanics, and trying to polish each one that I'm keeping, as well as optimizing.  


I rewrote some stuff that doesn't appear to different while playing, but will make sure that moving from action to action is a little smoother and less buggy.  The new system is a drop...

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Gallery build

This build is strictly a gallery of the various sex animations in the game.  I've tried to build a camera that can move a round a bit, so you can probably get at some angles that will make things look a little wonky!

edit - I forgot to put it in the readme file, but Esc will close the gallery.

64 bit build: 

2017-11-25 00:03:34 +0000 UTC View Post

Early Weekly Update Sorta

So I've been a little down lately(which I think is mostly because of the weather, I haven't seen the sun in like two weeks)  but also a bit with how things are coming along game wise.  

I'm making progress, but I'm starting to feel like I'm getting away from what I wanted, and Its not starting to click and feel fun at all gameplay wise.

I feel like I need to take a step back, loo...

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November 12th Update

This week I implemented attack animations for the witchdoctor, as well as got everything in game.

When he sees the player, he will now do a ranged attack that sends a spell slowly moving towards the player, he will actually cast this fairly often, but that's something I can tweak if needed.  

If you get to close to him, he will cast a knockback that will throw you to the ground, it do...

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November 5th Update

This week isn't a long update, nor is it particularly interesting.  I did get the new witchdoctor animations working in game, and have him all hooked up, but I still need to finish his more interesting animations.

Unreal Engine 4.18 promised some interesting volumetric precomputed lighting.  So I upgraded, and played with this a bit, hoping to get some more efficient lighting.  &n...

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October 29th Weekly Update

This week I finished updating the trees, and did some more animation for the witch doctor guy.


I mentioned a while ago how I'd started working on making better leaf textures efficiency wise, and some lower density trees.  Well I finished that, and got the trees replaced in scene.  I didn't get a lot in the way of frame bumps, but I got a little bit.  I'm still going to ...

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X Ray tests

I honestly think I'd be fine posting this on a public post, but I'd rather be safe then sorry.

I would like to add xray views at some point, so I've been doing tests with the best way to set that up.

The easiest way would to just be model a cross section and then use that, but then I've either got to rotate the cross section constantly, or only do x-ray stuff from one angle.  I'm not ...

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October 22nd Weekly Update

This week I got the Witchdoctor rigged, and started doing some of his animations.  

I also did some tests for some future xray stuff.


The Witchdoctor dude is rigged, and a couple of his basic animations are done.  He was pretty quick to rig in comparison to some of the other models, as I'm starting to get my process down.

2017-10-21 21:08:14 +0000 UTC View Post

Latest Build for all Patrons.

This is the build that went live for $5+ patrons last month for all patrons!

 

64 bit build:

https://mega.nz/#!OBo1zZKD!1amCZ1wtt6BdzTOk87_naITzfXikluiVAcdJ_FzO-CY

32 bit build:

2017-10-17 21:33:34 +0000 UTC View Post

October 15th Weekly Update

 

I took a few days off this week to take care of some stuff, so not a lot got done.  I have some models I'm working on, but I do want to keep it as a general surprise (nothing earth shatteringly cool, but I do want to keep some stuff to surprise people)


Instead, in case people missed it, Taboolicious did this awesome poster, and its available for purchase on sharkrobot
<...

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