Build Notes 1.15.12
What's new in this build?!?
Made the jump to Unreal engine 5.4 (this should hopefully be the last engine version change!)
New save system!!!
HLODs for exterior world should help framerate and load times
New monastery environment + tutorial area
Trespassing AI updates
New interior / exterior transition system
Crop system update and 2 crops for testing
Skeletons!
Fem Shrooms!
Fem imp animations + narrative scenes
Updated NPC spawn systems
Updated crafting systems
Updated containers
Updated day / night cycle and lighting presets
Updated skydome
New script triggers and fx during dialogues
Unarmed animations + damage logic
Furniture interaction updates
Monk robes armor set
Furniture assets for the monastery
Dungeon/monastery environment tileset
Basic cheat menu system
Placeable spawn points for player housing - check general good store in Redtree
All sorts of other little bits I'm forgetting!!!
Some minor spoilers!!!
Choose the tutorial at character creation if you want to spawn inside the monastery to see the new content!
The new imp scenes are only triggered by resting in your bed in the monastery! I'll be adding her regular scenes and post combat scene functionality relatively soon.
My Ramblings
Wow, so that was a rough week. One bug after another. Then the actual game packaging process was horrible. Fighting with Unreal engine versions and Visual Studio nonsense for the last few days. Sorry, about taking so long. Each issue that popped up initially didn't seem like it would be too bad. But then they just kept coming. And then the game packaging bug... no helpful error message. Nothing I could find on the forums. Wrestling with visual studio. There were a few hours around 4:30am this morning that I was really questioning what my next steps were going to be (and the imposter syndrome was kicking my ass). But then I had a breakthrough and it finally gave me a useful error message! Then it was a matter of watching the build log and hoping it didn't break on me again.
What's Next?
So, assuming this build is relatively stable, then that's the foundations of the game that are done. The save system was really the biggest most all encompassing feature that I needed to finish. Now it's a matter of refining and polishing and adding content!
The monastery! The imp girl is going to be getting some more scenes. She's also going to get her anatomy variant and associated scenes. There's also a foot scene of hers that I wasn't able to finish yet. She also needs her generic base animations for post combat functionality.
Imp boy scenes! I want to give the player a choice in the monastery for which imp stops by for a visit. The scenes will be similar in dialogue and animations across imp variants. And I also want to give him an anatomy variant as well.
Inquisition narrative scenes + trespassing logic. This stuff is set up I just haven't had time to do the animations and the scenes. But I want an escalating set of scenes for if the player tries to leave the monastery and gets captured and "punished".
And more monastery polish! Jannis's schedule is a little funky and I need to polish his spawn triggers. I also want to get some animations and props for the gardening experience. Oh and the altar scenes! I cut these due to time constraints and I plan to add them back in.
I'm also hoping to get the next build out in the next 2 to 3 months. The caveat is that I'm terrible with timelines!!! But I'm also at a high point for morale - which makes things flow faster and easier!
But then what?!? I'm not totally sure. There's a whole bunch of stuff in and around Redtree that I want to polish. The tavern, the reeve, those gate guard encounters!!!, the back alley dive bar, the sewers, then finishing up the imp cave and the watchtower!
So yeah, if you have any suggestions for future updates for focus and polish feel free to drop stuff in the comments or on the discord! Oh and if you run into any bugs or instability stuff please let me know! Especially bugs with the new save system or with the door transitions. Especially especially if you encounter a door dropping you in the middle of nowhere or out into the void! That ~shouldn't happen anymore I think I caught the bugs surrounding that but I've said that before and those bugs have been really pesky and persistent!
Ok, I'm gonna go pass out for like a day and recover. Then I'll be back to catch up on emails and messages! Thanks again everyone for your patience and your support!!!
Comments (4)
Just an idea that came to my mind: since we can transform some parts of our body to different parts of other races; would be nice be able to fully transform into those races at some point, and use their animations with other humans and maybe add animations between those races aswell and be able to use them. Anyway, love ur project, keep it up!
Totally! So the current transformations of tails, wings, horns are pretty easy to do right? It's the in between stuff - like if the player is transforming into a goblin, changing their height, skin tone, hair, gradually over time is super difficult! So the most likely thing will be polymorph spells + potions that'll do it all in one go. Really similar to in Skyrim when the player transforms into a werewolf. And then you also nailed the 2nd big workload is doing the animations between the different races. But I totally agree that this would be an awesome feature! And definitely something that's on the road map! And thanks a lot for the suggestion and the feedback it's really appreciated!
its not going to drop for free right ?
Yup, for this first month it's open to everyone at the Patron $10 tier Then in roughly 30 days it'll open up to everyone on the Supporter $5 tier
