Feign
Feign 1.14
Patch Notes
1.14
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
Feedback on the imp's narrative scene would be really helpful. Narrative scenes are setup with the dialogue system and support animations, visual fx, sound fx, and multiple branches. The plan is to add role playing and skill checks into scenes or have specific scenes trigger based upon the player's previous actions. But let me know if you like the narrative mode compared to the standard animation viewer mode. Should I add a back/previous button to the narrative scenes? That way if someone wanted to replay a section or missed a section they could go back and view it again?
There's a few issues with the new interior environments for the tutorial, the tavern, and the alchemist's hut. Objects and characters will reset when the player leaves and re-enters. These new areas are separate levels and so are destroyed and reloaded when the player leaves. I'll write something that keeps track of what happens in these areas similar to the dynamic NPC spawners. Just need to find the time.
What's next?
I'm not really sure yet. The gameplay needs a ton of balancing. There are lots of animations that need polishing. The tutorial encounters need to be scripted and animated. I want to start adding the magic system. There's the lockpicking system. The minotaur needs some love his animations and textures need a polish pass. There's always more weapons and armor to be added. Those are just the first things that come to mind. Anything else people want to see? Maybe I'll put up a poll asking people what they want to see in the next build?