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)_/¯
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.Does 1.13 add any new animations or monsters?
Sometimes I do. My focus is usually on the game's development though.Does the developer visit here at all, cause I got lots of feedback on it?
Thanks! I wish I had an actual development budget because I would've tried to hire you as a community manager long ago.*snip*
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.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.
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.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)_/¯
Oh hey
Just put out the 1.14 build to patrons this week.You must be registered to see the links
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.
That's fine game project. It would be great to see goblin villages or some halflings' ones (at least recolored goblins)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.
Any chance you'll add translucency to the slime girls?
Oh hey
Just put out the 1.14 build to patrons this week.You must be registered to see the links
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.
Thanks! I think I see what you're saying now.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
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.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.
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.Any chance you'll add translucency to the slime girls?
Yeah, height can be hardest thing to smoothly changeable. By the way, you can make smooth transition for genitals.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.
Meant separate goblin/halfling hamlet. See Alfie by Incase. Great source for such project.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.
Actually thats the patreon version the public version as of today is 1.13.which you can download from his patreon.1.14 is out and we're still stuck on 1.12
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.Actually thats the patreon version the public version as of today is 1.13.which you can download from his patreon.
Changelogs are public, but forCan we get the chagngelog plaese
There is an itch version? Or are you making this up?Thanks love the game I bought on itch cN wait for the steam version