Game build for new patrons.
I keep hearing that the links aren't working properly.
I double checked them and they seem to work for me.
64 bit build:
https://mega.nz/#!fBJGBbRQ!bXmUWuBWoNBvPsrxlZvMqhisY9BKO_3c9Lxuzz54F2E
32 bit:
I keep hearing that the links aren't working properly.
I double checked them and they seem to work for me.
64 bit build:
https://mega.nz/#!fBJGBbRQ!bXmUWuBWoNBvPsrxlZvMqhisY9BKO_3c9Lxuzz54F2E
32 bit:
This week I focused on correcting a lot of bug fixes, as well as some test with animation and environmental assets.
Because there is so much going on, Meridiana's controls are actualy split into a few different classes. Her targetting system, and spell casting systems, for example, are completely seperate from the main class that controls her general movement. On top of th...
2017-02-05 05:00:00 +0000 UTC View PostThis one isn't very exciting, as it doesn't have any pictures.
I didn't do a new prop this week, but I'll get back to it next week. This week I focused on getting the combat stuff pretty much where I want it. Now all I need is a little polish
I was trying to come up with an interesting combat system that gives you access to all your magic spells, wi...
2017-01-29 05:00:14 +0000 UTC View PostI'll be very upfront, this week didn't go well for me.
I'm not a fan of posts complaining about things, or coming up with excuses, but this week involved first me getting sick, then a family member getting hospitalized(They'll be okay, its appendicitis).
Given that I got next to nothing done.
I did manage to finish another game prop between these two events, a...
2017-01-21 22:47:12 +0000 UTC View PostThis week continued what I did the previous week, focusing more on prepping the combat system stuff that I want to include.
Related to the combat system, I reworked some stuff to allow spells to cancel out of one another, and be cancelled into a teleport(which is also Meridiana's dodge). The idea for combat is though Meridiana knows powerful magic, the strongest spells tak...
2017-01-15 05:00:18 +0000 UTC View PostI'm building some spells out now, and one of the spells I've built is a fire breath spell.
This spell will cause Meridiana to shoot flames out in a cylinder in front of her. Setting anything she hits on fire, and maybe doing damage while they are in range.

I also plan to have some sort of beam attack, that would c...
2017-01-13 21:03:31 +0000 UTC View PostHappy new year!
I hope everyone had a wonderful holiday season.
I also really wanted to say thank you to everyone for allowing me to do what I'm doing. I'm really appreciative of all of you and the support you've given me.
I wouldn't have been able to do what I have without your support, and I feel really lucky that you guys believe in...
2017-01-08 05:00:31 +0000 UTC View PostThanks so much for all the support!
I don't know if people can see previous posts, so this is kind of a catch up for new people:
Lastest Game Build(This is the test environment with the climbing stuff released in early December)
64 bit:
https://mega.nz/#!fBJGBbRQ!bXmUWuBWo...
2017-01-02 19:41:20 +0000 UTC View PostSo this week was a little shorter, but I still got a few things done.
I found a really nice outline plugin that could do outline effects without any type of post processing without adding a ton of draw calls. This week it finally updated to work in my project.
For some reason the creators did not include a way to turn it off or on, but that wasn't hard to go back a...
2016-12-24 07:37:31 +0000 UTC View PostThis week, I ended up doing a lot of bug fixes, as well as a little code optimization.
But besides that I also worked on updating some animations, and adding a few more.
I wanted to add an animation for when Meridiana did a short jump off a ledge, to that effect I needed to go back and update her run animation. As much as I liked her holding her chest, it made the animat...
2016-12-18 05:00:53 +0000 UTC View PostThis week I finished the animations for my ledge climbing/obstacle traversing system.
I still need to work out how exactly I want the system to activate, but for now if there character is running, it will work automatically if you get close enough to a ledge.
While I still need to build some special cases, the actual animation for the system is done.
2016-12-11 05:00:35 +0000 UTC
View Post
This build is just an example of the climbing system that I've implemented so far. I did throw some enemies in so you can access most of the sex stuff, but its just a small arena.
64 bit Build:
https://mega.nz/#!fBJGBbRQ!bXmUWuBWoNBvPsrxlZvMqhisY9BKO_3c9Lxuzz54F2E
<... 2016-12-10 23:00:30 +0000 UTC View PostSo this week I focused on getting animations done and get implemented for my climbing system. While its not complete, I've got a good portion of the animations done, and have almost nailed down the basic climbing on the component.
I'm trying to make this component as independent of my specific character class as possible, and so far its worked very well. One thing I did to...
2016-12-04 05:00:19 +0000 UTC View PostThis is the build I posted to the $5+ patrons. It features one animation with the Ogre, and the current combat system
32 bit build:
https://mega.nz/#!uVw3XDpJ!M8gbPcLV3T9nLky6AtnAMiJzi3tduIERsFeOCdNtM8I
64 bit build:
I hope everyone who celebrates Thanksgiving had a good holiday. I did take a few days off, but managed to get a little back in the flow by the end of the week and get a few things started.
First I started planning some stuff out for Meridiana's tent/room. Being that Meridiana is a sorceress/magician, she should have access to magical stuff. One such thing is her tent...
2016-11-27 05:00:51 +0000 UTC View PostThis week I finished setting up my helper class for searches, and set up the sleeping ability/spell.
There are a number of searches that I frequently do. These usually involve trying to find enemies or objects in a cone infront of something, or checking two objects relation to each other. To make this easier, and more organized, I build a very small blueprint library...
2016-11-20 05:00:31 +0000 UTC View PostDear $10+ backers,
I really, really sincerely appreciate your support, and wanted to thank you for helping me be successful.
That being said I don't really feel like I do much to reward you. My patreon says that I'd ask for feedback and have occasional polls, but at this point there hasn't been a lot to get feedback on.
Is there anything...
2016-11-19 22:09:38 +0000 UTC View PostThis week I mostly worked on bug fixes, and setting up some reusable helper functions.
I spent the better part of the week just correcting a few bugs you guys were gracious enough to point out. I really appreciate it, so thank you for letting me know when something isn't working right.
After that i worked on setting up some helper classes just to make th...
2016-11-13 05:00:05 +0000 UTC View PostI was asked earlier this week how I build the paired sex animations, so I thought I'd give a little overview of it. This won't be super detailed, but I think I'll hit the important points!
So far as I can tell, Unreal Engine's sequencer is great for building cutscenes, but dynamic things like stealth kills or my sex scenes are not really what its set up for. Un...
2016-11-13 01:33:52 +0000 UTC View PostThis is the latest build of the game.
It includes:
A simple tutorial kinda thing.
The ogre, he doesn't even have an idle pose, but something does happen if you walk up to him.
The combat stuff from October. Throwing people around with the push power is fun. Just remember to push WASD in the direction you want to throw them, or else it will toss...
2016-11-07 00:38:41 +0000 UTC View PostThis week was me doing all the finish work on retopology, UV mapping and texturing. I also managed to get the model rigged and in game(albeit not doing anything).
If you've seen the previous post with the ogre, he is good to go. Everything is set except the work to be done in substance painter, but I plan to do that a little later when I've decided how dirty I want him to be.
As yo...
2016-11-06 02:34:59 +0000 UTC View Post
So after finally finishing his rig, here is a copy of the Ogre model files.
The zip contains the FBX for the ogre, both clothed and nude, the maya rig, as well as the various low poly parts, and his textures.
I kept the high rez stuff out to keep the file size down, but if people want that as well I'll put it up on mega.
This week I had hoped to get the Ogre retopologized and UV mapped, and then maybe work on a little animation. Unfortunately, I had a combination of underestimating how long that would take, and some mouse issues that slowed me down significantly.
I was able to get the ogre detailing done and get him painted earlier in the week no problem! He's missing a little...
2016-10-30 06:15:59 +0000 UTC View PostWhile this week I had hoped to finish the ragdoll stuff on the enemies and then start getting the Ogre game ready, unfortunately things didn't go as planned.
Getting the ragdoll stuff working as I wanted it to pretty much took me all week. However, I'm fairly happy with the results, and throwing enemies around is in my opinion a lot of fun!
When I mentioned that I wanted to use ragdo...
2016-10-23 04:57:35 +0000 UTC View Post
This week I focused on getting the Ogre more fleshed out, and also started adding physical animation to the enemies.
Starting with the physical animation, this will end up saving me a lot of animation work. Instead of having to make hit reactions for all the characters from all the directions, I just have to apply a force to the right body part to simulate that action.
For knocki...
2016-10-16 04:38:24 +0000 UTC View PostLast update about combat for a while, I promise!
Earlier this week a released a build of an arena to get some feedback on my combat system. While the feedback was less then enthusiastic, it WAS extremely helpful, and I'm very appreciative of everyone who took the time to leave feedback.
There were even some fantastic suggestions for alternatives, and I've tried a few o...
2016-10-09 03:49:50 +0000 UTC View PostHere is the latest build of what I've been doing with the combat system.
It has Meridiana against a group of about 32 goblins in an open area.
If you look in the spell book option under the menu, it will tell you how to cast each spell. For this build:
1 = North
2 = South
3 = East
4 = West
I really like the spell book and the way casting wor...
2016-10-05 22:25:30 +0000 UTC View Post
This week I updated some of the logic for physics stuff, as well as implement a couple of new spells. I also did a little modeling here and there as well!
I added a couple spells I feel like should be staples, giving Meridiana a bit more crowd control. First is a push spell. There is one that will push enemies back, one that will push them left, and one that will push them right. I don't...
2016-10-02 06:35:02 +0000 UTC View Post
This week I wanted to give combat a little variety.
Not yet ready to start adding in new spells, or animated any complex new attacks, I instead modified the enemies behaviour to change their approach to attack.
The enemies report to a manager class when they decide to attack the player, and depending on the number of enemies, the "Enemy Manager" will tell them how to attack. To...
2016-09-25 01:17:05 +0000 UTC View Post
This week I worked on implementing a few ideas I had for the games main combat system. There aren't going to be any pictures, as there isn't really a lot to show.
The big thing I wanted to do was have a combat system that would give the player access to lots of spells and the ability to use them in fun ways. Despite the game having a stealth element, I still wanted to conve...
2016-09-18 01:33:08 +0000 UTC View Post