Character origins
You know how in some games they give the player a choice during character creation of the character's background and starting location? I just finished implementing the basics for that into Feign. I was going to add just an extra button during character creation to give the player the option of starting in the old tutorial cave with Nyth if they wanted to. But then figured while I was in there I might as well set it up correctly rather than needing to go back and fix it again in the future. So the feature supports adjustments to character stats, starting location, status effects, and starting equipment. There's also space for a short blurb about the lore behind the character start. I was thinking a lot about how in games like Arcanum they have some really interesting character origins like "Frankenstein's monster" that makes the player really weak against fire but super strong and with a bunch of extra resistances. That combined with some of the alternate start mods I've seen for Skyrim. But for this next build they'll be relatively barebones (road to Redtree, tutorial cave, monastery) and I'll flesh them out and customize them more as I add more locations, factions, and lore.
I also went back and updated the old grapples to the new grapple system for nearly all existing NPCs. The succubus is a fringe case and needs an extra set of animations and scripting to be fully supported but she should be working now.
Then I've been detailing up the map area around Redtree more, mostly around the farm just south of town. This is part of where Beldon's quest takes the player.
And speaking of quests!!! I'm still chugging away. The 2nd screenshot above is roughly what I'm looking at all day. These are the main characters with dialogues to trigger the different quest stages. So I don't need to run across the map each time I add some new quest trigger or change something in dialogue. And this is just for the first chunk of Beldon's quest line. It's getting there!
Comments (5)
So, I've noticed that you've spent time replying to other folks' posts and not mine for for 4 weeks or so now. Can you not see them at all? Are my suggestions no longer welcome? Are you simply too exhausted from being focused on putting out the next build to engage with my posts? If any of the above are true, should I cease posting suggestions? if you do indeed wish to read my posts, they are comments made on "So many dialogue trees" , "Deep within the content mines", and "Fog and more dialogue work". I won't include links because I'm worried my post might get nuked. If you'd like me to stop, please know it was nice to exercise my creative writing skills and I thank you for reading them.
I'm going to repost the idea for race specific teeth here because I think its a good idea. To make the races more distinct from one another, I propose giving each their own unique set of teeth. *Humans have a normal set of teeth. *Werewolves, in their human form, have elongated canines. This'd be on the upper and lower rows of teeth. *Vampires have a pair of elongated pair of upper canines for that blood sucking goodness. *Demons have sharp premolars and sharp canines, top and bottom. Sharp angles convey aggression, after all! *Slimes have teeth of whatever race they choose to approximate. *Not sure about Frogs, though real frogs only have small teeth on the upper jaw. Do what you will with that. *Not sure about goblins, since I don't know too much about them. What do you think?
yo slaen, give me a poke on telegram! would be cool to chat more about the game.
Ooof i crave for a starting option that lets u be with the imp faction and has a background story like they raised u from child or u are their slave. Love the idea of background stories and have LOT of potential (and lewd potential too) to be honest. Keep it up!
can include starting the character as a monster type and giving them friendship with that faction
