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DKOC

Active Member
Feb 1, 2019
974
999
Well I did hear that after I had posted my feedback (or slightly before) that 1.13 was out. But, as that is Patreon only and the link here hasn't been updated, it is understandable I hope why I only played 1.12
 

againsthaters

Member
Mar 18, 2021
251
232
DKOC is not playing the latest version, probably because the version found here is from February. Some of the points on the list has been fixed or altered (i.e. there is a sex scene for the imps now).
But there is still lots of things on DKOCs list yet to be finished.
If there was more than one developer it would probably go a tiny bit faster... The last post on devs patreon was posted 6 days ago so Slaen is still active at least ¯\_(ツ)_/¯


Uh ...
My list of games in my external hard drive that I use to store games is already so vast, that I have trouble finding the folder where I have a specific game, which prevents me from finding what is the exact game version I have ...
(then I have games also bought in many other platforms such as on Steam, Patreon, Itchio, etc, etc ...) - in total I already have around 700 games ... - I know that is a lot, these are games bought and played along already around 11 years ...
 

slaen

Newbie
Game Developer
Nov 5, 2017
50
197

Oh hey :)

Just put out the 1.14 build to patrons this week.

Things have been super busy on the game's development. I'm working really hard to move beyond a proof of concept and into actual alpha territory. Finally going to be getting to the fun parts of development working on things like quests and storylines rather than just building the backbone of the game.

Does 1.13 add any new animations or monsters?
In 1.13 I think the imp was the only one with new animations? In 1.14 The slimegirl has had some love which you can see most of in the video above. Goblins also have a new grapple and Imps have had some polish and have a new "narrative" scene that I'm testing out to see if people like.

Oh, and thanks for the review here! and on a side note you can customize the appearances of human NPCs in the game. I need to add this to the tutorial or somewhere else in the game to explain things. But if you reverse pickpocket someone, ctrl to sneak then E to interact with them, it's possible to plant transformation potions in their inventory that they'll then use on themselves. It's also possible to change their clothing this way.

Does the developer visit here at all, cause I got lots of feedback on it?
Sometimes I do. My focus is usually on the game's development though.
Thanks for the feedback!

Spillthebeans has done an awesome job answering your questions and is a rockstar!

It sounds like you encountered a lot of the rough edges of these early builds. Games this early in development can be sort of fragile and have a lot of those rough edges. There are plans to fix or change most of those issues it's really just a matter of having the development time. Also the primary focus has been on creating the systems and the backbone for the game. Getting things like the player to move, enemies to use their attacks, sex scenes to line up correctly. All of that stuff takes time and causes headaches until it can be polished. There's also a number of bugs that I'll fix in one build but that will pop up again a few builds later. It's just sort of how game development goes.

There are also other issues that are being researched. Like dynamic cloth and jiggle physics. I've run a few tests with these systems and there are a number of issues and conflicts with them. The character system uses blenshapes for all of the body shapes and displaces all of the verts but any of the cloth sim stuff tries to over-write the verts original positions. Then you get loincloths or any hanging bits that are inside of the character with any of the larger body types. So everything is a balancing act and a puzzle that needs to be fit together and it all takes a lot of time.

But thanks again for the feedback it lets me know what people are running into and how they perceive the game and its current state.

Thanks! I wish I had an actual development budget because I would've tried to hire you as a community manager long ago.
As for me dropping off on updates outside of Patreon... yeah, just going through a rough patch for a bit. But I'm trying to get some momentum going again now.


My only problems are the lack of body hair, the humidity of the night which is too blinding and everywhere without exception, and the sword that remains in my back (well... - inside actually) even when I am naked ...
Everything else is working perfectly.
The body hair might be coming at some point but is one of those "nice to have" character customization features that I haven't had time to work on yet.
The night time fog yes! Lol, I'm terrible with lighting and fog values and Epic changed a lot of how that stuff works together in one of their latest updates. Feign's 1.14 build I had to rework all of the lighting and fog values and the night time stuff is pretty rough looking in this build. I will keep polishing it and make it better in future builds.
The sword thing is a bug that I need to fix for bigger body types. There will probably always be a bit of clipping with the back of some armor types though. It's either that or have it always floating just a little way away from the player's body.

If there was more than one developer it would probably go a tiny bit faster... The last post on devs patreon was posted 6 days ago so Slaen is still active at least ¯\_(ツ)_/¯
Yup, I only have 2 hands and a tiny budget so I hope that people will be understanding. Maybe at some point if the game starts doing better financially I can bring on some other people to help out. But until then it's just me chugging along.
 

DKOC

Active Member
Feb 1, 2019
974
999
Oh cool you do come around here. That is awesome. Well if the V1.13 or V1.14 ends up here, I'll give it another round of feedback and suggestions.

Cheers!
 

againsthaters

Member
Mar 18, 2021
251
232

Oh hey :)

Just put out the 1.14 build to patrons this week.

Things have been super busy on the game's development. I'm working really hard to move beyond a proof of concept and into actual alpha territory. Finally going to be getting to the fun parts of development working on things like quests and storylines rather than just building the backbone of the game.



In 1.13 I think the imp was the only one with new animations? In 1.14 The slimegirl has had some love which you can see most of in the video above. Goblins also have a new grapple and Imps have had some polish and have a new "narrative" scene that I'm testing out to see if people like.

Oh, and thanks for the review here! and on a side note you can customize the appearances of human NPCs in the game. I need to add this to the tutorial or somewhere else in the game to explain things. But if you reverse pickpocket someone, ctrl to sneak then E to interact with them, it's possible to plant transformation potions in their inventory that they'll then use on themselves. It's also possible to change their clothing this way.



Sometimes I do. My focus is usually on the game's development though.
Thanks for the feedback!

Spillthebeans has done an awesome job answering your questions and is a rockstar!

It sounds like you encountered a lot of the rough edges of these early builds. Games this early in development can be sort of fragile and have a lot of those rough edges. There are plans to fix or change most of those issues it's really just a matter of having the development time. Also the primary focus has been on creating the systems and the backbone for the game. Getting things like the player to move, enemies to use their attacks, sex scenes to line up correctly. All of that stuff takes time and causes headaches until it can be polished. There's also a number of bugs that I'll fix in one build but that will pop up again a few builds later. It's just sort of how game development goes.

There are also other issues that are being researched. Like dynamic cloth and jiggle physics. I've run a few tests with these systems and there are a number of issues and conflicts with them. The character system uses blenshapes for all of the body shapes and displaces all of the verts but any of the cloth sim stuff tries to over-write the verts original positions. Then you get loincloths or any hanging bits that are inside of the character with any of the larger body types. So everything is a balancing act and a puzzle that needs to be fit together and it all takes a lot of time.

But thanks again for the feedback it lets me know what people are running into and how they perceive the game and its current state.



Thanks! I wish I had an actual development budget because I would've tried to hire you as a community manager long ago.
As for me dropping off on updates outside of Patreon... yeah, just going through a rough patch for a bit. But I'm trying to get some momentum going again now.




The body hair might be coming at some point but is one of those "nice to have" character customization features that I haven't had time to work on yet.
The night time fog yes! Lol, I'm terrible with lighting and fog values and Epic changed a lot of how that stuff works together in one of their latest updates. Feign's 1.14 build I had to rework all of the lighting and fog values and the night time stuff is pretty rough looking in this build. I will keep polishing it and make it better in future builds.
The sword thing is a bug that I need to fix for bigger body types. There will probably always be a bit of clipping with the back of some armor types though. It's either that or have it always floating just a little way away from the player's body.



Yup, I only have 2 hands and a tiny budget so I hope that people will be understanding. Maybe at some point if the game starts doing better financially I can bring on some other people to help out. But until then it's just me chugging along.


No but man, you didn't understand what I meant ...
- I meant with that that I only had two or three minor problems, and then that's it.
You know, from my part I understand when it takes a long time for a dev, then if the passion for the work that we do is not there, the result may be catastrophic, it is better to wait a long time and be sure to have good quality content.
Take good care of yourself, young mate.
I leave you a big hug.
LOVES
 

iton

Newbie
Feb 10, 2020
31
32
The body hair might be coming at some point but is one of those "nice to have" character customization features that I haven't had time to work on yet.
That's fine game project. It would be great to see goblin villages or some halflings' ones (at least recolored goblins)
Most great thing would be playable goblins/halflings, but height character customization is hardest to make.
 

Private1234

Member
Oct 26, 2018
222
116

Oh hey :)

Just put out the 1.14 build to patrons this week.

Things have been super busy on the game's development. I'm working really hard to move beyond a proof of concept and into actual alpha territory. Finally going to be getting to the fun parts of development working on things like quests and storylines rather than just building the backbone of the game.



In 1.13 I think the imp was the only one with new animations? In 1.14 The slimegirl has had some love which you can see most of in the video above. Goblins also have a new grapple and Imps have had some polish and have a new "narrative" scene that I'm testing out to see if people like.

Oh, and thanks for the review here! and on a side note you can customize the appearances of human NPCs in the game. I need to add this to the tutorial or somewhere else in the game to explain things. But if you reverse pickpocket someone, ctrl to sneak then E to interact with them, it's possible to plant transformation potions in their inventory that they'll then use on themselves. It's also possible to change their clothing this way.



Sometimes I do. My focus is usually on the game's development though.
Thanks for the feedback!

Spillthebeans has done an awesome job answering your questions and is a rockstar!

It sounds like you encountered a lot of the rough edges of these early builds. Games this early in development can be sort of fragile and have a lot of those rough edges. There are plans to fix or change most of those issues it's really just a matter of having the development time. Also the primary focus has been on creating the systems and the backbone for the game. Getting things like the player to move, enemies to use their attacks, sex scenes to line up correctly. All of that stuff takes time and causes headaches until it can be polished. There's also a number of bugs that I'll fix in one build but that will pop up again a few builds later. It's just sort of how game development goes.

There are also other issues that are being researched. Like dynamic cloth and jiggle physics. I've run a few tests with these systems and there are a number of issues and conflicts with them. The character system uses blenshapes for all of the body shapes and displaces all of the verts but any of the cloth sim stuff tries to over-write the verts original positions. Then you get loincloths or any hanging bits that are inside of the character with any of the larger body types. So everything is a balancing act and a puzzle that needs to be fit together and it all takes a lot of time.

But thanks again for the feedback it lets me know what people are running into and how they perceive the game and its current state.



Thanks! I wish I had an actual development budget because I would've tried to hire you as a community manager long ago.
As for me dropping off on updates outside of Patreon... yeah, just going through a rough patch for a bit. But I'm trying to get some momentum going again now.




The body hair might be coming at some point but is one of those "nice to have" character customization features that I haven't had time to work on yet.
The night time fog yes! Lol, I'm terrible with lighting and fog values and Epic changed a lot of how that stuff works together in one of their latest updates. Feign's 1.14 build I had to rework all of the lighting and fog values and the night time stuff is pretty rough looking in this build. I will keep polishing it and make it better in future builds.
The sword thing is a bug that I need to fix for bigger body types. There will probably always be a bit of clipping with the back of some armor types though. It's either that or have it always floating just a little way away from the player's body.



Yup, I only have 2 hands and a tiny budget so I hope that people will be understanding. Maybe at some point if the game starts doing better financially I can bring on some other people to help out. But until then it's just me chugging along.
Any chance you'll add translucency to the slime girls?
 

slaen

Newbie
Game Developer
Nov 5, 2017
50
197

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.

No but man, you didn't understand what I meant ...
- I meant with that that I only had two or three minor problems, and then that's it.
You know, from my part I understand when it takes a long time for a dev, then if the passion for the work that we do is not there, the result may be catastrophic, it is better to wait a long time and be sure to have good quality content.
Take good care of yourself, young mate.
I leave you a big hug.
LOVES
Thanks! I think I see what you're saying now.

That's fine game project. It would be great to see goblin villages or some halflings' ones (at least recolored goblins)
Most great thing would be playable goblins/halflings, but height character customization is hardest to make.
Possibly... at some point in the future I think it would be an awesome feature to have the goblins invade and take over a town. The downside is that's going to take a lot of scripting in order to make work and probably won't happen for a while.

As for the playable races thing, it would be awesome if I figured out how to make a human character slowly morph into a goblin or halfling. The problem comes in with the animations. Even with the body types that are currently in game there are issues with the animations looking awkward never mind trying to adjust the height of the character. It would need some really talented tech artists to figure out how to make that work well.

But all is not lost. In the future, assuming things go well with development, I would like to add other playable races. They would just be an option during player creation and then the player would be "locked" into being a goblin for that playthrough. It isn't perfect but I think it would still be a cool option to give to the player.

Any chance you'll add translucency to the slime girls?
Maybe? My initial shader tests with translucency were giving me a ton of issues though. Mostly just depth sorting whenever she would overlap herself. Like she would raise her arm in front of her body and the engine couldn't figure out what was in front and what was behind. Which starts looking really bad during any sex scenes. But obviously the people working on Fortnite figured it out with their Rippley skin. If I can ever contract a tech artist or find a detailed explanation on how they did that skin for Fortnite I'll definitely try to update the slime girl.
 
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iton

Newbie
Feb 10, 2020
31
32
As for the playable races thing, it would be awesome if I figured out how to make a human character slowly morph into a goblin or halfling. The problem comes in with the animations. Even with the body types that are currently in game there are issues with the animations looking awkward never mind trying to adjust the height of the character. It would need some really talented tech artists to figure out how to make that work well.

But all is not lost. In the future, assuming things go well with development, I would like to add other playable races. They would just be an option during player creation and then the player would be "locked" into being a goblin for that playthrough. It isn't perfect but I think it would still be a cool option to give to the player.
Yeah, height can be hardest thing to smoothly changeable. By the way, you can make smooth transition for genitals.

Possibly... at some point in the future I think it would be an awesome feature to have the goblins invade and take over a town. The downside is that's going to take a lot of scripting in order to make work and probably won't happen for a while.
Meant separate goblin/halfling hamlet. See Alfie by Incase. Great source for such project.
 
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Private1234

Member
Oct 26, 2018
222
116
Actually thats the patreon version the public version as of today is 1.13.which you can download from his patreon.
Its been a while, but I seem to remember reading that v1.13 has barely any differences to 1.12 and 1.14 has some fairly significant additions.
 

Spillthebeans

Active Member
Jun 21, 2017
756
1,285
Can we get the chagngelog plaese
Changelogs are public, but for :

  • 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
 
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