Home Artists Posts Import Register

Content

This was a busy, but productive week!

First I'd like to say thank you and welcome to all the new patrons, I really appreciate your interest and support!

I did put out a new build this week, its available to all the $5+ patrons.  I'll be making it available to everyone else near the end of the month.   

Its available here: https://www.patreon.com/posts/new-build-34348174 

I besides getting things ready to put out a new test build, I also made some adjustments to the AI.

Unreal Engine has a behaviour tree tool that is super useful.  If you've played the demo, and you might notice it a bit here, enemies will sometimes get bored, and go about their patrol in the middle of combat, or hunting you, or even when charmed.

This springs up from an unusual behaviour where if an AI it told to move to a position, and its already at that position, the AI would occasionally post that if failed to complete the action.  This would then make the AI move to the highest available action it can complete, which is usually patrol.  

So this had the effect that if the enemy was told to get close to the player, but were already there, they would sometimes wander off.  This also had them wandering off their patrols as well.

I've corrected the behaviour, and then caught a couple other bugs later, so after this build, that shouldn't happen anymore.

As you can see, I've also taken some time over the weekend (this is my experiment time!) to work on pinning enemies to walls, particularly on spikes.  What's the point of throwing enemies around if you can't throw them into terrible environmental dangers?

It took a little work to get it right, but I'm really happy with the look, I just need a little gore on the enemies to sell it and we'll be there!


Putting the build out has given me quite a mental boost, so I'm excited for this next month!

Files

Impale Test

Testing impaling creatures on wall spikes. I have a push spell to throw enemies around, it would be a shame to waste it and not let you push enemies into spikes. It uses constraints to pin the enemy skeletal mesh to the spike objects. I set it up so that there is a overlap trigger, and once triggered, it will do a raycast for each spike to see if some part of the enemy has moved over it, and if so, it will pin that body part in place. https://www.patreon.com/Mithos56 (NSFW)

Comments

Goracio

It looks very good, especially spear throwing(Last video on Youtube). What about stealth charm? And why don't you add enemies from old builds? They look like green fishmen/amphibians.

Mithos56

You should be able to charm from stealth. Fish men will make it back eventually, they just need some adjustments.

Goracio

Yes, I can use charm. But I meant a stealth kiss, seduction with one click. I saw this in the early builds. I don’t know how important this is: I never go to the elevator as planned, I always skip over the walls.

VitAnyaNaked

It’s good that making a build gives you an impetus, this is a positive change. Apparently, that you work with pleasure. Well done job

Anonymous

In an old version of the game the goblins could launch animations with the character on their own. Will it be implemented again in the game with all of the monsters? (Google Transalte)

Mithos56

Perhaps in the future. I don't want to include anything that patreon doesn't approve of, like bad ending kinda stuff.

Anonymous

Please do something for the controls not all ppl love qwerty :p

Mithos56

I don't have the documentation set up yet, but it also works with a controller(There is even an aim assist for controller available) Besides controller, is there another control scheme you'd prefer? Eventually I'll have keybinding, but I'm not ready to add that yet.