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Hello Everyone!

I haven't written anything for a while due to some household problems, and today I want to share the latest news. Unfortunately, power outages have once again become a daily issue for me, and unfortunately, I physically lack backup power sources for effective work during these outages. But who said it would be easy?

The public release has been updated. Version 0.9.35 is available for download on itch.io for everyone. I was going to update it right after the release of 0.9.36, but I had difficulties updating my page on itch.io.

UE5 Migration

I continue working on TLB for Unreal Engine. I mentioned this on the Discord server in the devlog, and now I want to provide a more detailed description.

 Some players think I am “porting the project” to UE5, but that's not entirely accurate. I can't use the code, animations, and many assets from the original game due to platform incompatibilities or license restrictions. Essentially, this is a complete rebuild of the project on a different engine. But on the bright side, I already have an almost finished story that I can use as a template with some reimagining.

When I started this project, I hoped I could use assets from the marketplace for quick game prototyping. How wrong I was! After spending a lot of time and money, I concluded that I should create most things myself. The marketplace has an excellent selection of everything, but implementing someone else's solution into your project is a pain, especially when you find out that the feature you need doesn't work as you require.

Basic Mechanics.

Barbarian has two states: exploration and combat.

In the exploration state, the Barbarian can interact with objects and characters. In this state, she is vulnerable to enemies, as she cannot dodge attacks.

Once the Barbarian draws her weapon, she can no longer interact with objects and enters the combat state. Her task is to go and kill. Why did I make such a clear distinction? In the future, this will add immersion. For example, when the Barbarian enters Devonent or the Brothel and draws her weapon, she will become a target for the city guard. If she behaves peacefully, no one will harm her.

Combat System

Given the aforementioned points, I am writing the combat system from scratch. It is modular, meaning I can use different combat styles for different weapons.

Barbarian has several attack variations:

  • Light attack

  • Heavy attack

  • Charged attack

  • Sprint attack



Each attack has different speed and damage. I am also considering implementing stealth kills. Attacks, sprinting, and dodging consume stamina, which regenerates over time.

If Barbarian loses all health points, she collapses to her knees in exhaustion.

The player then has a choice: to die and use a checkpoint or use "Call of the Succubus" to seduce nearby enemies and convert their lust into her health points.

Environment

 I know that UE5 has incredible lighting tools like Lumen and Nanite, but as practice has shown, they are quite resource-intensive. I don't want the game to run only on the latest graphics cards, turning the CPU into a furnace. Therefore, I use classic lighting tools and their optimization. Balancing quality and performance matters.

Planned H-Mechanics 

These can be roughly divided into three categories:

Quick Events: These include actions like seducing enemies, interacting with objects, and more. In these mechanics, the player cannot control the scene (unlike in the original game).

Scripted Scenes: Previously, I published new content for my second project (The Dungeon of N'ul), which features H-scene mechanics. You will have the opportunity to control the event.

Cutscenes: These are scenes where the player has no influence and does not participate.

 

Release Date and Content 

Probably the main question everyone has is: when and what can we expect to experience? I plan to release the first dungeon location as a test in July. If everything goes well, the development cycle will be the same as for the original game: an update once a month. That's all for today! Thank you for your support, and Stay Tuned!

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Comments

Sponge Bob

Hey I like this plan. Your migrating to UE5 but also upgrading and revamping a lot of the game mechanics.

Kabu Turnip

Hope everything works out for you with the household issues. Keep up the good work.