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[UE4] Feign - An Adult Fantasy RPG [In Development]


slaen

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Posted

A role playing game for adults that will combine elements from Skyrim, Fable, and Corruption of Champions.

 

What aspect of corruption of champion are we talking about here? Can I transform into a goblin or something?

  • 3 weeks later...
Posted

Saw the latest post on Patreon, would probably consider looking into Royalty free music and what one those licenses cost and what terms they provide them for. Think many usually use stuff from Kevin MacLeod, maybe you could look him up and read up on Royalty Free music. Imagine most who use music on not big franchises who can afford producing their own probably for either Royalty Free music or common creative, but again recommend reading up on those options and what they entail.

Posted
On 10/25/2020 at 6:13 AM, Megumin. said:

A role playing game for adults that will combine elements from Skyrim, Fable, and Corruption of Champions.

 

What aspect of corruption of champion are we talking about here? Can I transform into a goblin or something?

I think there's intended to be a degree of transformation?  I feel like it got mentioned earlier in the thread somewhere, but it'll ultimately come down to what will work gracefully.  I think the example given had to do with ears or something, and how each transformation would have to swap out to appropriate ears in their appropriate locations. 

 

Haven't heard anything about it since though so who knows if it's much of a priority right now, or will even be possible as things are.  I'd imagine as long as the transformations more or less conform to the player model, the difficulty is only in making that many meshes and textures, and a system to let them swap out as needed.  Probably forcing the character in question to equip armor that makes that visual change in their own hidden slot.  The alternative method, which could I guess allow for more drastic changes like swapping the lower body for a centaur or lamia transformation, for example, would be to design every model in segments that can be changed out, but I feel like that would make for some weird stuff in terms of skeletons and animation, not to mention work load.

  • 3 months later...
Posted

Feign is the best game of its genre that I have played. I really like this game :)

Its nice, when you can customize character the way the user wants, especially ass and hips.

Yes, there is still work to be done on this game.

I would like to see more customization in the character in the game, add more sex poses and clothes like stockings, pantyhose, sexy suits.

Also, It's will be great to see test-room, when you can test your character.

So, we need more sex-content in this awesome game)

Posted

Megaupload straight up froze my firefox, forcing me to hard boot my computer a few times. And you guessed it, Megaupload won't let me download your proof of concept version!

Not giving up, I went down the deep end just to get your proof of concept. My char got killed, respawned & can't move, infinitely falling through the floor. 2 sex poses I see are face sitting & cowgirl. My biggest problem would be how the body mold is unisex, I always feel like the female char is just a girly man. I know it's 2021 & inclusivity is all the rage in America, but that doesn't change how we as species are sexually dimorphic.

Posted

Wow, this game looks amazing, I will definitely be buying and or contributing to it. 
 

Have you considered adding different skin completions to the character customization like freckles and tan lines a la Saints Row?

  • 1 month later...
Posted
On 3/9/2021 at 11:27 PM, facc2000 said:

Wow, this game looks amazing, I will definitely be buying and or contributing to it. 
 

Have you considered adding different skin completions to the character customization like freckles and tan lines a la Saints Row?

eeewwweeee, I luz me some freckled cheeks...

  • 2 months later...
Posted

 

Sorry I've been away so long!  I may have gone quiet for a while but I've been really busy.  The 1.14 build is almost ready for release and I think there's some really cool stuff in this one.  As an apology here's a gameplay video of the upcoming Slimegirl content.  Let me know what you think!

 

Slimes finally have some proper animations for idles, melee attacks, ranged attacks, and grapples.  I also switched away from doing dynamic joints for jiggle physics and I'm hand keying those instead.  The dynamic joints would run differently on different computers and so some people would see things nice and perky while others would be really really floppy.  Doing those by hand makes sure everyone gets to see the same jiggle but takes a big more time in development.  There's also some camera shake, camera fx, and visual fx added to some of the characters in the next build.  I also had some time to polish her face ride scene.  When the new build is out all the player needs to do is be defeated by a slime girl in order to check it out. 

 

Oh and I set up a twitter too! 

https://twitter.com/DevFeign

 

 

On 11/11/2020 at 8:37 PM, Just Checking said:

I think there's intended to be a degree of transformation?  I feel like it got mentioned earlier in the thread somewhere, but it'll ultimately come down to what will work gracefully.  I think the example given had to do with ears or something, and how each transformation would have to swap out to appropriate ears in their appropriate locations. 

 

Haven't heard anything about it since though so who knows if it's much of a priority right now, or will even be possible as things are.  I'd imagine as long as the transformations more or less conform to the player model, the difficulty is only in making that many meshes and textures, and a system to let them swap out as needed.  Probably forcing the character in question to equip armor that makes that visual change in their own hidden slot.  The alternative method, which could I guess allow for more drastic changes like swapping the lower body for a centaur or lamia transformation, for example, would be to design every model in segments that can be changed out, but I feel like that would make for some weird stuff in terms of skeletons and animation, not to mention work load.

 

Yup, there's always that balancing act of work load vs. coolness factor.  But the transformations aren't going to be full body anytime soon if they do happen.  The slots are still horns, ears, tail, and wings right now.  The major roadblock currently is the rigging and animations.  I want to figure out a way to rig them separately from the main human rig otherwise every set of wings or every tail would need to play the same animations on the same joints.  Just need the time to do some research and experiments. 

 

On 3/4/2021 at 8:24 AM, Want hug this cat xD said:

Also, It's will be great to see test-room, when you can test your character.

Thank you for the kind words!  It's appreciated.  As for new content, outfits, and animations I'm working on them :)  I can be slow sometimes.   As for a test-room what were you thinking?  I had some ideas for player housing where the player could sort of invite characters to live with them and then they'd have access to that characters content whenever they wanted. 

 

On 3/4/2021 at 9:27 AM, Lyman the Lunatic said:

Megaupload straight up froze my firefox, forcing me to hard boot my computer a few times. And you guessed it, Megaupload won't let me download your proof of concept version!

Not giving up, I went down the deep end just to get your proof of concept. My char got killed, respawned & can't move, infinitely falling through the floor. 2 sex poses I see are face sitting & cowgirl. My biggest problem would be how the body mold is unisex, I always feel like the female char is just a girly man. I know it's 2021 & inclusivity is all the rage in America, but that doesn't change how we as species are sexually dimorphic.

Firefox and Megaupload give me issues sometimes too.   Chrome seems a little bit more stable with Megaupload for me.   Sorry you had to go through that.  Hopefully it was worth the headache to download the game.  If Mega continues to be a pain some quick web searching and it's possible to find Feign on a bunch of the pirate sites and they usually have it up on multiple mirrors.  They usually have the latest public build up and sometimes someone has slipped them the latest build. 

 

As for girly man / manly girl stuff.  I've heard this a few times and I have some plans to make characters feel a bit more feminine or masculine.  The biggest I think will be different idle poses, runs, and walks that the player can choose from.  I was discussing with one of the people on Patreon about this topic and possibly adding in sliders to change hip width, shoulder width, and other character proportions.  Those changes are a bit more labor intense though and would take more time.  But yes, there are plans to address this!

 

Hmm the falling through the floor bug depends on the build number that you have.  I think in the newer builds it is more stable.  In 1.13 there's also a "respawn" button that I put in just in case that happened.  And sex poses are all based on your characters anatomy and the anatomy of the other character and also if the player has won or lost in combat. 

 

On 3/10/2021 at 2:27 AM, facc2000 said:

Wow, this game looks amazing, I will definitely be buying and or contributing to it. 
 

Have you considered adding different skin completions to the character customization like freckles and tan lines a la Saints Row?

Thanks!  As for face skin complexions yes there are plans for more.  I need to do a polish pass on the human face textures and especially fix up the bugs with the eyebrows taking forever to load.  Hmm tan lines... I hadn't thought about doing those before.  Maybe?  That's a bit more work that just updating the face textures though.  Would need to figure out 2 more full body texture presets at least too for how the texture files would need to be set up. 

 

On 5/8/2021 at 3:22 AM, Balsarius said:

Very World of Warcrafty.

 

Thanks! I can't wait until I have some more time to really polish the environments more.

Posted

Wow, that looks great!

Maybe you should also create a channel on the most popular pages like xvideos & naughtymachinima (pornhug seems to have become unpopular due to policy changes) - just for advertising.

Just ideas - sorry for the constant bombardement :)

Posted

Oh hey good to see you're still active!  I was starting to wonder if something had come up that had prevented the project going forward or something, glad it's not the case.  Only criticism I have with your video there is the slime's neutral stance has a stiffness to it, something to do with the way the arms are held out I think but there's just something about it that looks a little out of place.  It's a small thing though so I wouldn't worry about that unless you intent to go back to this stuff and refine it later.

 

That charge into the grapple was outright terrifying though.  Definitely wasn't ready for that level of abrupt speed.  If this fantasy adventure thing doesn't work out for you maybe you can transition into horror.  In all seriousness, though, I was watching the video thinking "Ok well obviously it doesn't need to be super difficult in its design, one on one with an enemy in a game inspired by simulators and Fable is understandably going to be pretty simple" and then she charged and I just sort of said to myself "Oh.  There's the difficulty".

 

If that's the sort of thing you're aiming for with other enemies I can see combat's challenge is going to be less in not getting killed by these buxom monster girls and more not getting grabbed, which will definitely set it apart from other games with both combat and sexual content, where it's always a matter of sexual content triggering when something's health hits 0.

Posted

stats_wip_01.jpg.020a0696cf6d7d8dd01eaeb922b15781.jpg

 

Just finished posting the weekly update over on the Patreon.

Mostly talking about working on bug fixes and getting all the content together for the 1.14 build.

 

So since I haven't posted here forever and since a handful of posts over on Patreon had to be put behind a paywall because of their "nudity" filters I figure I'll post some stuff here that people might have missed. 

 

The above screenshot is showing off the beginnings of the attributes and stats systems.  This is from the character editor where in 1.14 there's a new tab for stats.  I'm mostly copying things from the original Fallout games for character attributes.  The player will have a pool of available points and be able to assign those to whichever attribute that they want.  Then those attributes will change the beginning values for the skills.  Skills that I haven't had the chance to implement yet.  Also the attributes don't change anything in game yet but the idea is to go with the tried and true systems from other games.   Essentially strength = melee damage and carry weight.  Agility = thieving skills.  Intelligence = magic skills and mana pool.  Charisma = persuasion checks and dealing with NPCs.   The Willpower I'm thinking will be used differently though.  For things like resisting temptation attacks and lust damage.  That's going to take some trial and error to figure out but that's the basic idea. 

 

On 7/12/2021 at 4:31 AM, Swiftstep said:

Wow, that looks great!

Maybe you should also create a channel on the most popular pages like xvideos & naughtymachinima (pornhug seems to have become unpopular due to policy changes) - just for advertising.

Just ideas - sorry for the constant bombardement :)

Thanks!  It's funny right before Pornhub did all those changes I had just created an account and was going to start posting there and then everything changed.  But you're right I should figure out a place to post videos in the future.  The biggest downside is that videos take time to make and I'm already terrible at keeping steady with updates. 

No worries, feedback and ideas are always welcome!

 

1 hour ago, Just Checking said:

Oh hey good to see you're still active!  I was starting to wonder if something had come up that had prevented the project going forward or something, glad it's not the case.  Only criticism I have with your video there is the slime's neutral stance has a stiffness to it, something to do with the way the arms are held out I think but there's just something about it that looks a little out of place.  It's a small thing though so I wouldn't worry about that unless you intent to go back to this stuff and refine it later.

 

That charge into the grapple was outright terrifying though.  Definitely wasn't ready for that level of abrupt speed.  If this fantasy adventure thing doesn't work out for you maybe you can transition into horror.  In all seriousness, though, I was watching the video thinking "Ok well obviously it doesn't need to be super difficult in its design, one on one with an enemy in a game inspired by simulators and Fable is understandably going to be pretty simple" and then she charged and I just sort of said to myself "Oh.  There's the difficulty".

 

If that's the sort of thing you're aiming for with other enemies I can see combat's challenge is going to be less in not getting killed by these buxom monster girls and more not getting grabbed, which will definitely set it apart from other games with both combat and sexual content, where it's always a matter of sexual content triggering when something's health hits 0.

 

Hah yeah I was just going through a rough patch personally.  Hopefully things will be getting better.  But yeah the project has been progressing steadily and it's pretty close to an alpha state. 

 

Interesting you should mention the thing with the slime's arms.  I've changed that a couple times already and it keeps looking strange.  There was one where it looked like she was doing some really awkward dance move.  I'll keep tweaking things as I find the time.  I've already got to go back and re-animate her other scenes too since I lost the source files when my machine blew up last year.  So she'll be getting a lot more attention once this build is out the door. 

 

As for the grapples I was watching some Dark Souls gameplay and saw how they handled things and thought that something similar would spice up combat and is visually really impressive.  But the idea is like you said really, trying to tie sexual content in to more than just being triggered at the end of combat.  I'm hoping to expand the grapple system to have multiple levels and possibly "temptation events".  Those events I'd be stealing ideas from games like MGQ Paradox or Succubus Senki.  Where the NPC is seducing the player and the player has the option to just give in and stop fighting.  Probably tie in the willpower attribute to these systems too so then any player with a low willpower would be much more likely to just succumb to temptation.  What do you think?  Too much?  Does the slime girl grapple look fun?  Should her charge get slowed down?  I know when I've been doing play tests I can dodge it but I was the one who wrote the system and so I know how it all works.   I was also thinking that if the player blocks or maybe has a dodge key of their own that would even the playing field.  I dunno.  I'm trying not to make combat overly complicated or too much like Dark Souls but this was the only way I came up with to tie sexual content into the combat that seems to work. 

 

 

Posted
On 7/14/2021 at 11:01 AM, slaen said:

Interesting you should mention the thing with the slime's arms.  I've changed that a couple times already and it keeps looking strange.

On this I think we have to blame the slime's body shape.  With proportions like that you're going to have a hard time getting a neutral stance that both looks natural and doesn't interfere with thighs.  If this were an animated video I'd say blend her arms into her body whenever needed but that won't work for this medium.  Have you tried with her arms in a more forward position, a bit of hunch in her stance as well?  Kind of like she's getting ready to charge or something.  I think part of the issue is she looks a little open for someone in a fight.

 

On 7/14/2021 at 11:01 AM, slaen said:

As for the grapples I was watching some Dark Souls gameplay and saw how they handled things and thought that something similar would spice up combat and is visually really impressive.  But the idea is like you said really, trying to tie sexual content in to more than just being triggered at the end of combat.  I'm hoping to expand the grapple system to have multiple levels and possibly "temptation events".  Those events I'd be stealing ideas from games like MGQ Paradox or Succubus Senki.  Where the NPC is seducing the player and the player has the option to just give in and stop fighting.  Probably tie in the willpower attribute to these systems too so then any player with a low willpower would be much more likely to just succumb to temptation.  What do you think?  Too much?  Does the slime girl grapple look fun?  Should her charge get slowed down?  I know when I've been doing play tests I can dodge it but I was the one who wrote the system and so I know how it all works.   I was also thinking that if the player blocks or maybe has a dodge key of their own that would even the playing field.  I dunno.  I'm trying not to make combat overly complicated or too much like Dark Souls but this was the only way I came up with to tie sexual content into the combat that seems to work. 

Grab looks fine to me but if you're intending it to be contestable for if players are more interested in the fight than the fuck, maybe add some kind of tell before she charges.  Quick stance change maybe?  Just something to let you dodge or defend without just getting immediately rushed down.  Of course that's a finishing touch if I've ever heard one.  The point is the charge being a threat is good.  If it was one of those things you practically had to try to get hit by, it'd be pretty boring.

Posted

env_wips_02b.jpg.a6317cf55afdd858f076f2ca22b80b67.jpg

 

Patch 1.14 is out for Patron tier supporters and up on the Patreon!!

 

1.14 Changelist:

  • Updated all scene animations to use the new systems.  This was to fix alignment issues between characters and should fix those issues going forward.
  • 5 new armor sets / outfits
  • Lighting and environment updates to the tavern and alchemist's hut.
  • Tutorial revamp work in progress.  Completely new environment and flow to the tutorial.  The next step is to add specific scripting to the AI characters.
  • Sky time of day lighting fixes and tweaks.  Lots of behind the scenes work to make this work with multiple environments.  
  • Scene position and rotation controls 
  • HUD toggle button
  • Attribute assignment during character creation.  Not implemented into gameplay yet.
  • Character creation screen lighting updates and slider to control time of day.
  • New inventory screen displays player character.  
  • Slime girl rig updates
  • Slime girl new animations, new melee attacks, new grapple, new vfx, polished face ride scene.
  • Updated succubus hair mesh 
  • Narrative scene first pass.  This is all the basic systems and a test scene to go along with them.  Triggered by player losing to an imp.  
  • Imp grapple
  • Goblin grapple
  • Slime grapple
  • Camera shake and visual fx added to some scenes and I'll continue polishing scenes up as I get the time.  
  • 1st person view got some polish.  Screen shake, a few animation tweaks, screen flash. 
  • 1st person melee had some hit detection issues which should be fixed now.  The most noticeable was collision with destructible environment assets like barrels.    
  • Fixed AI to handle grapple and scene animations a little better.  There are still some camera issues when the player gets mobbed by enemies but there shouldn't be as many bugs
  • Fixed the bug where if the player was swinging their weapon and then sheathed it mid swing it would still think it was doing damage.  The sword would be on the player's back and if an NPC walked behind them they would take damage.  
  • Bow and arrow test weapon got a really rough update - now an arrow spawns in 1st person and 3rd person views, follows the animations, and disappears at the appropriate time.  Still needs proper animations and tweaks plus ammo counts and the ability to equip arrows.
  • Stability and bug fixes
On 7/16/2021 at 4:58 AM, Just Checking said:

On this I think we have to blame the slime's body shape.  With proportions like that you're going to have a hard time getting a neutral stance that both looks natural and doesn't interfere with thighs.  If this were an animated video I'd say blend her arms into her body whenever needed but that won't work for this medium.  Have you tried with her arms in a more forward position, a bit of hunch in her stance as well?  Kind of like she's getting ready to charge or something.  I think part of the issue is she looks a little open for someone in a fight.

 

Grab looks fine to me but if you're intending it to be contestable for if players are more interested in the fight than the fuck, maybe add some kind of tell before she charges.  Quick stance change maybe?  Just something to let you dodge or defend without just getting immediately rushed down.  Of course that's a finishing touch if I've ever heard one.  The point is the charge being a threat is good.  If it was one of those things you practically had to try to get hit by, it'd be pretty boring.

 

Yeah, this is definitely one of those things I need more practice with.   In the video there's a little bit of a windup before she leaps but it's probably too fast and follows directly behind her throw animation.  It's funny how much work goes into combat.  The animations, the fx, AI, everything has to work together.  I'll keep tweaking stuff and experimenting.  Thanks for the feedback!  Let's see if the next version I can get to read better in game. 

 

 

  • 2 weeks later...
Posted

 

A little lust based damage work in progress. 

With weapons and abilities that deal lust damage the player will have a non-violent option to deal with encounters.  In this example when the goblin takes too much lust damage she'll start playing with herself and dealing lust damage to herself.  She has a few damage thresholds that control which animation that she's playing and after a certain amount of damage she'll climax. 

 

Next steps are to add some proper visual fx, sounds, and some more animations after she's "knocked down" from lust.  Also some AI changes to handle these new states. 

  • 3 weeks later...
Posted (edited)
On 10/29/2019 at 6:30 PM, Durante said:

Don't know what kind of roadmap you have. But if I were you I'd put in as many enemies as possible and then some animations for them. You would then be able to attract a large supporter base. People when they play these kind of games generally come for the sex first and story second.

 

Oh and you might spice things up with some interesting mechanics. Such as reproduction with unique enemies for example.

On 11/5/2019 at 7:07 PM, slaen said:

 

Thanks for the suggestions.  I definitely hear what you're saying and I'm hoping over the next few patches to do roughly what you're suggesting.  Testing the dynamic spawn systems from last month was sort of the first step.  The next step will be placing those in quantity around the map and beginning to get that initial gameplay loop working.  The spawners will reset roughly every day or two of ingame time.  My thinking being that the player will be able to leave town, find the encounter(s) that they want to experience, finish those encounters, then return to town to heal and sleep for the night, and then be able to go out and repeat that all the next day.  Which isn't exactly the same as an army of goblins wandering around outside of town but is more of a stepping stone to more complex game systems and quests as the game develops. 

 

As for reproduction with unique enemies and interesting mechanics pregnancy seems to be a frequently requested feature.  I'm currently looking into how feasible and time consuming implementing it would be.  However I sort of want to avoid putting children or young offspring into the game because creating the models and animations for them would be a huge amount of time.  But is that what you were thinking of?  or were you thinking of something else?

 

 

Hello. Been tracking your game again, joined you on patreon too. I realize I basically skimmed through your question and got to sharing ideas for some other mechanic. Since I am still fairly certain this one would be great to have I'll share some ideas.

 

I realize this would be for much later to implement, but here's how I see it how you could jump past hurdles. You could simply spawn offsprings of decreased size, say 0.3 size and increase them gradually to 1.0 when they're fully "grown". No need for unique animations or models. However, what would be interesting is if the offsprings shared traits of the player and NPC, or same thing if NPC x NPC is a thing . The traits would be body type contributed by slider settings + randomization+potions and hair, skin, eye color based on parents 50-50% or a mix between the two. If you want a good example of how blending is done, sims 4 has it, though for adult games  breeders of nephelym implemented the system and its pretty amazing even more so. The only hurdle to go past is save bloat if the unique npcs are stored in it.

 

Edited by Durante
Posted
On 7/31/2021 at 4:27 AM, slaen said:

A little lust based damage work in progress. 

Oh hey that looks really cool!  Nice animations and the transitions between them aren't, which is sometimes an issue with animations in skyrim and oblivion.  Looking forward to seeing how you work the system and eventually implement it for play.  Personally I might play around with lust giving a debuff of some kind as it builds before triggering the animations.  Maybe a movement slowing effect or something similar.  Not too extreme, just something noticeable so you know whether your strategy is having much effect.

  • 4 weeks later...
Posted

Got swamped with contract work so the first thing that falls behind is me keeping up with forum posts.  Sorry about that!

 

Oh and as a side note:  Vimeo nuked my account!  I guess I should've read their terms and conditions better but I thought you could have animated adult content on there.  That's why the videos have disappeared.  I'll try to find the time to sign up for another video hosting site at some point and get those re-uploaded. 

 

On 8/18/2021 at 3:18 PM, Durante said:

 

Hello. Been tracking your game again, joined you on patreon too. I realize I basically skimmed through your question and got to sharing ideas for some other mechanic. Since I am still fairly certain this one would be great to have I'll share some ideas.

 

I realize this would be for much later to implement, but here's how I see it how you could jump past hurdles. You could simply spawn offsprings of decreased size, say 0.3 size and increase them gradually to 1.0 when they're fully "grown". No need for unique animations or models. However, what would be interesting is if the offsprings shared traits of the player and NPC, or same thing if NPC x NPC is a thing . The traits would be body type contributed by slider settings + randomization+potions and hair, skin, eye color based on parents 50-50% or a mix between the two. If you want a good example of how blending is done, sims 4 has it, though for adult games  breeders of nephelym implemented the system and its pretty amazing even more so. The only hurdle to go past is save bloat if the unique npcs are stored in it.

 

Awesome thanks for following the project!  Sorry that development is a bit slow at times but hopefully it's at least interesting to see where things are going and how they progress. 

 

I need to download Breeders of the Nephelym again at some point too.  I haven't played that in such a long time and from what I've heard and seen it has changed a lot since then. 

Do the offspring share all the same animations with the adults?  Does it look alright?  I'm just thinking of like Bethesda games like Fallout 4 where the children just look creepy. 

 

I was looking at the new Mount and Blade: Bannerlord game and they sort of have something similar to what you're describing too.  During character creation you see your character's parents which have similar facial features and you also see your character as a child, then teeenager, and finally an adult.  I think what they did was scale down the rig but scale up the head and then they have a "child" features morph target that they blend in that adjusts the character's feature placement and accounts for the larger head, eye placement, all the things that makes someone look young.  Then I think they just have that blend out in the older versions of the character. 

 

It's definitely something to think about and people keep bringing up children so it seems like it's a feature that people want.  The save bloat is also an issue that I need to start testing and worrying about relatively soon.  I need to see how well things scale as I start adding content to the world. 

 

On 8/19/2021 at 2:42 AM, Just Checking said:

Oh hey that looks really cool!  Nice animations and the transitions between them aren't, which is sometimes an issue with animations in skyrim and oblivion.  Looking forward to seeing how you work the system and eventually implement it for play.  Personally I might play around with lust giving a debuff of some kind as it builds before triggering the animations.  Maybe a movement slowing effect or something similar.  Not too extreme, just something noticeable so you know whether your strategy is having much effect.

 

Thanks!  Transitions are probably always going to be an issue unless I can bring on a dedicated animator.  I do have some ideas to hide things better.  Things like having the explosion cloud stick around for longer or adding more fx work to cover up the transition. I'll probably use the same solution for showing the increasing lust levels too like you mentioned.  It would be awesome to have them change walk cycles or something but again that whole animator bottleneck.  So it'll probably be lots of pink visual fx to indicate increasing lust levels. 

Posted
11 hours ago, slaen said:

I need to download Breeders of the Nephelym again at some point too.  I haven't played that in such a long time and from what I've heard and seen it has changed a lot since then. 

Do the offspring share all the same animations with the adults?  Does it look alright?  I'm just thinking of like Bethesda games like Fallout 4 where the children just look creepy. 

 

I was looking at the new Mount and Blade: Bannerlord game and they sort of have something similar to what you're describing too.  During character creation you see your character's parents which have similar facial features and you also see your character as a child, then teeenager, and finally an adult.  I think what they did was scale down the rig but scale up the head and then they have a "child" features morph target that they blend in that adjusts the character's feature placement and accounts for the larger head, eye placement, all the things that makes someone look young.  Then I think they just have that blend out in the older versions of the character. 

 

 

 

 

The offsprings are full sized adults from birth on BOTN, the creator made it part of the lore as well, I guess it saves the hassle. Fallout 4 children looked very generic but not near the creepy levels of Skyrim ?, I guess therein lies one of the problems, you'd have to put in the same amount of resources and time in diversifying them as much as the adult characters if using a separate rig for them.

 

I'm actually playing Bannerlord right now, they do indeed seem to scale down the character and it works, though the progression still needs some tweaking, they made a cut off point at 21 where the npc's body actually becomes full sized, so you have this weird looking "gremlin" adults with an abnormally short and tiny body for a long time that doesn't grow. The blending is there also, though its basic in its essence where offsprings look like a copy of their parents gender, for the most part.

  • 1 month later...
Posted

I really like the ambition, I would like to help in this project anyway I can, not the most talented individual but I would like to help, for free in my spare time. 

  • 1 year later...
Posted

Hey folks!

I've launched the game and it's VERY dark (starting even with character creation screen) to the point I can't see a thing. It's like the brightness is suddenly set to 0, but every other game/app are OK so it's definitely not the case.

Is there some hotkey combination or something to increase the brightness?

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