Unreal Engine Sin Spire [v0.0.5] [Krasue Games]

4.30 star(s) 58 Votes

tylex

Member
Feb 29, 2024
439
625
man that white monster of the first cave scares the shit out of me how the fuck do i beat that stage
That was the scariest part of the game. Being sexualized didn't stop it from being creepy. Even the blind girl with an eyeball in her mouth is too distractingly sexy to be scary.
 
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Mrbark1234

Member
Jun 3, 2022
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Sin Spire - Dev Log 28

2 hours ago
Hello everyone! It’s been a while – how have you been? This month has flown by for me. Version 0.0.5 was a major milestone, marking the completion of all planned procedural dungeons. To celebrate (and recover from the crunch) I decided to take a break – play some games, relax and return refreshed… But things didn’t go quite as planned.
Video Games and Modding
As I mentioned, I intended to take a break after 0.0.5. The game I picked was the newly released Oblivion Remastered. I’ve always enjoyed Bethesda games, particularly modding them, so I felt that revisiting Oblivion would be a good time.
Upon jumping in, I was met with... hideousness. The original game didn’t exactly have great-looking characters, but my goodness – these remastered ones were something else. Still, knowing the game is moddable – and built in Unreal Engine – I figured I’d have a bit of fun trying to mod it.
And mod it I did. This quickly spiralled into me releasing two mods for the game. They’ve been surprisingly popular (I now have a lifetime supply of Nexus Premium!), but I realized something: I never really took a break. I just burned myself out on something else.
Modding is a different kind of work, but it’s still work (arguably harder than making a game at times). Between managing comments, Discord messages and Nexus feedback, I completely derailed myself from Sin Spire.
So for that, I truly apologize. This was not the intention and I want to be clear: I am back working on Sin Spire now. I still think tinkering with modding was a worthwhile exercise as I might use this information for a future project.
Bug Hell
When I returned, my main goal was tackling the pesky dungeon generation bug. It had only appeared a couple of times in testing before the 0.0.5 release, but after seeing players report it consistently, I knew it needed attention.
However, since then, I haven’t been able to reproduce it once. I tried lowering my framerate, testing edge cases – nothing. And that’s incredibly frustrating.
The procedural generation system in Sin Spire is heavily modified, but not originally built by me. Going forward, for any future projects involving procedural systems, I’ll build them entirely myself. I’ve learned firsthand how awful it feels not knowing why something breaks – whether it’s due to my own work or inherited code.
That said, I’ll continue trying to resolve this bug when possible, but honestly, it might stick around until release – or even beyond. I hate saying that, but I want to be upfront about the limitations. I could spend the next month and a half hunting it down, or I can focus on finishing the game. I’ve decided the latter is more worthwhile for now, and I’ll revisit the bug later.
Unfortunately, this past week has been a bit of a wash in terms of content – no bug fix, no new features. So, I can’t promise a new build by the end of the month.
The Plan
Now that the rough stuff’s out of the way, let’s talk about what’s next.
The story content is nearing completion. Only two boss fights remain, along with a fully hand-crafted environment for the finale. Dialogue has already been recorded (with a few retakes underway), and the immediate aftermath of 0.0.5 is in place. The main focus now is finishing the ending and reaching beta.
But that’s not all I’ll be working on.
There are a few aspects of 0.0.5 that I’m not entirely satisfied with. While I’d love to revisit and refine the final two dungeons, my immediate priorities are:
  • Fixing outstanding bugs
  • Working on Purification Animations
The lack of new purification animations was one of the biggest criticisms of 0.0.5. They were unfortunately cut due to time constraints, but if I release anything before the end of June, it’ll likely be a bugfix + animation update.
As for the scenes with Savina and Ophelia, they’re still on the to-do list – but they’ll come after the final boss fights are complete.
Conclusion
This month’s been a bit of a bust but that’s just part of what happens when you’ve been developing something for a year. I’ll do my best to post another dev log next week, even if it’s a short one, so I can keep my promise of two logs per month. What I’ll have finished by then is up in the air – but I’ll keep pushing forward.
Thanks again to everyone who played the latest build and offered feedback or kind words. It really does mean a lot. Until next week – enjoy the weather and I’ll see you soon.
 

dafab33071

Newbie
Sep 21, 2020
92
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The procedural generation system in Sin Spire is heavily modified, but not originally built by me. Going forward, for any future projects involving procedural systems, I’ll build them entirely myself. I’ve learned firsthand how awful it feels not knowing why something breaks – whether it’s due to my own work or inherited code.
Not to disparage but if the big feature of the game (the procedural generation) isn't their own creation, perhaps they'd be better off using Unity instead of the significantly more complicated C++ requiring Unreal.
Start it over with his own implementation of dungeon generation in an easier engine.
 

ViviX12

Engaged Member
Jan 5, 2019
3,005
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Not to disparage but if the big feature of the game (the procedural generation) isn't their own creation, perhaps they'd be better off using Unity instead of the significantly more complicated C++ requiring Unreal.
Start it over with his own implementation of dungeon generation in an easier engine.
Just casually switch engines and restart the project, uhuh.
The dev has experience in Unreal and a working game. Not their first game either. And as they noted, for a future project they will build own systems. There is nothing easier about starting from scratch in a different environment at this stage of things. I don't know the workflow of the dev, but UE has features for setting things up without coding directly, and I doubt there's enough benefit switching from C++ to C# to do so in the middle of the project.
Frankly this comment ignores everything about project management.
 

Sukiakikun

Member
Jul 24, 2022
119
68
Not to disparage but if the big feature of the game (the procedural generation) isn't their own creation, perhaps they'd be better off using Unity instead of the significantly more complicated C++ requiring Unreal.
Start it over with his own implementation of dungeon generation in an easier engine.
I suggest you do it personally. I give you a week to do all this. After all, it's as easy and simple as shitting out an idiotic post on a forum.
 
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Artix0

Well-Known Member
Modder
Jun 26, 2017
1,004
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were you trying to hide the environment on that screenshot over there? why not hiding the hud?
Huh? I was hiding the Witch's clothes, whilst leaving the flame remnants on her body. I don't want to hide my hud lol.
 

ViviX12

Engaged Member
Jan 5, 2019
3,005
4,602
One thing I'd really wish for in the game is some way to have the enemies walking around in that partly clothed state without having to be knocked off while purifying. I think it's hot as fuck and I wouldn't mind it being behind even a blessing.
 

Artix0

Well-Known Member
Modder
Jun 26, 2017
1,004
1,743
One thing I'd really wish for in the game is some way to have the enemies walking around in that partly clothed state without having to be knocked off while purifying. I think it's hot as fuck and I wouldn't mind it being behind even a blessing.
Heck yeah!! The thing I'm most looking forward to would be more configurability in general, and it's something that Krasue as a dev is really good at - look at all the outfits and sex scene choices in Halls of the Pale Widow as an example.

We know the standard dungeon mobs will all be getting second sex scenes which is awesome, so I think it's not unreasonable to hope that Krasue plans to add a 'state of dress' button similar to the camera controls - and if that happens, I think it's not too far off to just have it as a menu/blessing toggle so you can toggle clothing states in general :BootyTime:
 
4.30 star(s) 58 Votes