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Download Feign Proof of Concept Build 1.2 

 Version 1.2 Changelist: 

  • Placeholder footstep sounds.  They were free on the marketplace and I wanted to see what the process for hooking them up was.  
  • Slime girl.  First pass on her assets.  She has basic functionality but no combat or scene animations.  
  • 3 new outfits.  There's two sets of bandit armor and a tavern keeper outfit.  I'm testing out cloth solutions with these armor sets.  Bandit armor 1 has a dynamic cloth sim applied to it but there are a few issues with it.  Bandit armor 2 the loincloth is static right now and I want to test dynamic joint chains which means a quick rigging pass.  The same with the tavern keeper apron is static until I resolve how I want to handle cloth.  
  • Combat I'm trying to slow down the pace of combat just a little.  When a character has a weapon ready their movement speed will slow down a little.  I also lowered the damage from melee strikes it should take 7 or 8 melee hits to knock someone down.  Then I wanted to differentiate the difference between the knockdown state and the ragdoll state more.  Now after a character is knocked down it will take 4 melee hits to make them ragdoll and completely inactive.  Once this gets a bit more finalized I'll add in hit reactions and fx, right now it's difficult to tell if the melee hits are landing on a knocked down opponent.  
  • AI perception has been updated to included hearing events.  AI will now hear other characters in a small radius around them.  The player will make noise when they are running or walking but they can sneak (ctrl key to toggle) and remain unheard.  The sneak skill, speed, animations, will all be updated in the future this is just the initial functionality pass.
  • Pickpocketing is also roughly implemented.  While the player is sneaking they can access other character inventories.  Skill and detection checks will come in a future update but for now the player will always be successful while pickpocketing.  
  • Starting a dialogue with a character will now pause their AI so they won't keep walking while in a conversation.  They will also turn to face the player and after dialogue is finished go back to what they were doing.  
  • The trading UI can also be opened through a placeholder dialogue.  It should open the player and NPC inventories and allow the player to trade items back and forth.  The next step is to add gold values to objects and then add or subtract gold when trading items.  
  • Lots of little environment updates and assets.  Did an LOD pass for most existing assets and updated the lighting.  Should bring the framerate back up a bit.  


Comments

Artem

Looks cool so far, promising. Love the ability for m/m content. A couple of questions - 1) how can I reduce eyelashes? 2) switch day/night? In my game it turned to the night time and never ended. Also, try to use HDR and make camera adjust the brightness depending on the scene lighting, it's quite easy in UE4.

slaen

Thanks. Reduce eyelashes? like make them smaller or just less intense? That isn't in there yet but let me know what you're thinking and I can see how tough it would be to implement. Day/Night there's a "bed" in the center of town that will advance time by 4 hours. If it's the middle of the night just click on it a couple times. The next build will have a "wait" slider and ui that can be used instead. I had the camera do the auto exposure when I was first working on the game but it made it really difficult for me to balance the lighting. Scenes would end up being really too dark or too light. But I'll see about bringing it back in the options menu for people who want to use it.