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Link to the 1.7 version open to Patron Tier and above is here 

Link to the 1.7 Behind the Scenes version, open to  Connoisseur Tier and above is here 

1.7 Changelist:

  • Minotaur animations walk, idle, combat idle, melee swing, cowgirl, doggy. 
  • Jizztech 1.0 - fx triggered by pressing 'v' while testing - implemented in some scenes, requires relevant anatomy to be present.  
  • 2 Dedicated spawn points along the main road for minotaurs only (temporary)
  • 2 handed axe is in the game and textured
  • 1 handed axe in the game and textured
  • Stick weapon in the game and textured
  • Woodsman's Tunic
  • Destructible objects initial implementation (barrels, pumpkins)
  • Slimegirl material update
  • 2 rough new building models in town - general goods store, and misc NPC home

Quick Note: Save games still don't work well across different versions.  It's something I'm working on addressing.  It's safest to start a new game otherwise some assets won't appear when loading a save from a prior version.  

And if I'm doing this right any Patrons of Supporter Tier or Goblin Tier can grab the 1.6 release version here. 

Drop me a message if for some reason any of those links don't work or if it's a pain to jump to an extra post for the download, that way I can streamline things in the future.  Thanks!

Files

Comments

Opticon Studios

I'm confused.. Is the download v1.6 or 1.7?

slaen

Oh sorry, I guess that is worded in a confusing way. The download depends on the Patron's tier. So 1.6 is now open to $5 Patrons and 1.7 is open to $10 and up.

Artem

Are you planing to start adding an actual plot to the game and quests? 'cause I'm afraid this game with become a never ending project where more and more mechanics are getting added, but still not really a game and no story. There were many projects like that in recent years...

Grease_Factory

is there a cheat menu? a way to get all items, clothing etc? I only have cowgirl anal for minotaur avail? no idea how to progress on quest beyond talking to barman.

Mike

My belief in this project comes specifically from the enemy interaction, Feign has solid ground to work with regarding what the enemies can do with/to the player and vice versa and I'm looking forward to how the you evolve the AI. So far though, the most time I've spent is running around at mach speed across empty wasteland and losing the town jumping from mountain to mountain. That's not necessarily bad considering how early the game still is in development, but keep in mind the "proof of concept" was effectively 2 builds ago. This is my opinion but, -despite the good progress in the recent build- the $10 a month is investment-repellent for a project that's still this young. What you want is more eyes on the project, so I would keep updates like this public until Feign has some more meat on its bones. I would make time to build the world a bit, create environments and put down at least 2 more towns. Maybe one you need to travel to for a quest, and the other is overrun with monsters. At this stage you could lay the groundwork for the world's lore, but the game's story can wait til after you're done with the systems and models. Looking forward to a promising project!

slaen

No cheat menu yet. There are a few treasure chests with most of the items in them - the building next to the tavern has a chest inside and the imp cave has a chest at the end too. Those have almost every item in them. But I'll see how tough a cheat menu or cheat level would be to implement. The minotaur, I only had time to animate 2 scenes so far, trying to get a higher quality bar on the animations moving forward. But losing to the minotaur will show the doggy style scene. The quest stuff is pretty rough but there to test out the systems mostly - the guards around town have a bit more animation, and heading south out of town (up the hill from the tree in the center), then pass the farm on your right and follow the farm's stone wall as it ends keeping it on your right should take you to a cave entrance with an imp standing out front. Hope that helps! Let me know if you run into any other issues or anything.

slaen

I've been wrestling with this issue for a little while now and yes, sort of. I don't think it will really be plot at first but more just context to the player's actions, the characters, and the general world. I think that adding in a main questline to save the world at this point wouldn't work. There isn't enough world or backdrop yet to support it. What I am planning on adding is individual story and character elements at first. Like picking a character to focus on during each update. Take the blacksmith for example, give her some actual dialogue, finish her house, add some really basic fetch quests for her to give to the player, maybe use the affinity system and start to unlock discounted prices, and specific romance options. The idea is as more characters get this level of detail to then start interweaving their stories and dialogues together and build the feeling of the world out that way. What do you think? Does that seem like a reasonable place to start? Or did you have something else in mind? But I totally hear you I want the game to feel like a game and not just a tech demo as soon as possible.

slaen

Thanks! I appreciate the input and feedback. A lot of it really comes down to having the development time and the resources to keep going on the game fulltime. The updates and how/when to charge on Patreon has definitely been a learning experience. My background coming into this project is in game development and not marketing. Some projects I've seen seem to be the reverse and those seem to do very well monetarily. I agree I want a ton of eyes on Feign at this early stage. There's a free version of the game available for download still it's just going to be a few versions behind the one currently available to patrons. I want people that support the project to feel like they're getting something in return for that support. This seems to be the way most similar adult games handle their release schedules and patron rewards. Are there other projects out there that are able to support themselves that are handling things differently? I really can't wait until I can start making new towns, dungeons, and other content like that. I think first I want to get the overall feel of the game "right". Adding context and character to this first town and to the npc's around it first before moving onto the next area. Things are getting there. I keep looking back at some of the screenshots from 6 months ago and reminding myself how far things have come. It's really easy to lose that perspective while working on monthly incremental builds, it feels like things are moving slowly but in game development terms 6 months is the blink of an eye. But receiving feedback like this helps me keep things in perspective and lets me know how people view the project and where to focus my efforts. It's very helpful. Thanks again!