IllustratorsLeak
slaen
slaen

patreon


Proof of Concept Version 1.10 release notes

That's the proof of concept!  There's nothing major left on the "to do" list as far as big systems or major programming tasks.  Now it's really just a matter of making things and polishing everything going forward.

I just wanted to say thanks to everyone that has followed and supported the project so far it really means a lot to me.  

Quick Notes:

To any new patrons!!!  The way that Patreon is setup is to charge people on the first of the month regardless of when they join someone's Patreon.  So if you join on the last day of the month you'll be charged when you join and then Patreon will charge you again on the first day of the next month / the very next day.  If you're cool with that then it's all good.  If you want to avoid that then it's best just to wait until the beginning of the next month to join.  

I ran into a bug with saved games this morning on the first build that I put together and I've been fixing that bug since.  I think / hope it works for everyone.  But all of my focus was on that bug so there might be some other stuff I missed.  Let me know if there are any super game ruining bugs that I would need to make a hotfix for.  

The town gates close and lock at night.  You can try to find another way in or wait until morning.  'T' by default will bring up the waiting menu, this is there to help with testing and won't be there in the future.  

Saved games also don't work between different game versions.  Too much changes and gets renamed between builds to support moving saves between version yet.

The rough gameplay loop is visit town to stock up and heal, leave town to explore, gather loot, and interact with monsters, then return to town to sell loot and heal.  Rinse and repeat.  

The goblin girl has almost entirely new animations (I forgot to delete the old cowgirl animation so that's still in there).   The rest of her scene animations are pretty much the animation quality that I'm shooting for.  The next stages will be to add sounds, camera shake, and visual fx.  

Overview of the current features:


Working In game but not meaningfully implemented yet:

Factions

Each character and race is assigned to a specific faction.  Guards, peasants, goblins, etc.  The factions have ratings for the other factions and for the player.  Those ratings can be increased or decreased based upon in game events.  Currently this is only shown in the NPC factions are mostly neutral to each other but monster NPCs will attack town NPCs usually.  

Stealth + Pickpocketing

Stealth works and is toggled on and off in game by the ctrl key.  When the character is crouching they are in stealth and NPCs will only detect them if the player is within the NPCs cone of vision.  The skill check / detection check is always successful on stealth currently.  Pickpocketing is working in game as well.  While the player is crouching and in stealth they can interact with an NPC, 'e' hotkey by default, and will have access to the NPC's inventory.  Skill checks are always successful currently.

Ranged combat + projectiles

Ranged combat and projectiles work in game.  They have the ability for a charge up timer for things like a bow where the projectile will shoot farther the longer the projectile is charged before being fired.  There's currently a throwable potion and a very rough testing bow and arrow in game.  This system mostly needs polish.  The bow and arrow for example only shows the bow in the player's hands and doesn't play an animation on the bow itself.  Need to add things like the arrow in the player's hands, the quiver, and all the related animations for drawing, firing, and reloading.  These are the same systems that will be used for the basis of spellcasting.

Stats, Abilities, + Skill checks

These are all in game currently but nothing plugs into them yet.  So far it's been easier for testing to put a note of "skill check here" and then make the check always successful rather than try testing something but keep having the skill checks fail on me.  But these will get tied into gameplay and also get a screen for customization during character creation.

NPC grappling player

Works but doesn't have decent supporting animations or the corresponding effects.  Will be used for seduction, damage over time, and drain attacks from NPCs.  Supports multiple levels and the player struggling / breaking out of those levels.

Scenes and interactions between NPCs

This is mostly ready but not supported by the current AI trees.  NPCs will start their own scenes after combat.  Needs a lot of polish and the ability for the player to interrupt those scenes if they choose to.  

World map and fast travel

The world map needs a few quality of life features added to it but will show the player's position and direction.  Fast travel isn't necessary yet, since there's only the small starting area, and I'm still working on the overall design of how to integrate it in game.  

Quests

Quest log, quest stages, and quest tracking are all supported.  Quests also allow branching and multiple solutions.  Stages can be set through dialogue, combat, and inventory item checks.  

Narrative Sex scenes

These are currently working but there aren't enough animations to really flesh anything out yet.  But essentially it will be like a normal dialogue interaction but will trigger specific animations based upon player dialogue choices.  


Proof of Concept Version 1.10 release notes

More Creators