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Unreal Engine Sorceress Tale [v2024-06-25] [Mithos56]

3.10 star(s) 24 Votes

Perelik

Member
May 12, 2019
118
50
This is not 3DCG, please report it.
Excuse me, but I want to ask a question, about tags, there are a lot of like ren'py games that I know most of the game is just pictures and text not like this game 3d etc. I just wonder how to understand from tags does that game have some kind of animation (not like the last game i tried even the H scene was just static picture) something like looped animation or gif... not everything static pictures drawings etc.
 

sexymanx

Newbie
Aug 4, 2018
50
54
Excuse me, but I want to ask a question, about tags, there are a lot of like ren'py games that I know most of the game is just pictures and text not like this game 3d etc. I just wonder how to understand from tags does that game have some kind of animation (not like the last game i tried even the H scene was just static picture) something like looped animation or gif... not everything static pictures drawings etc.
Per the tag rules :
  • 3D Game [*Used for games where you can move or control 3D models, not to be confused with 3DCG.]
  • 3DCG [*Used for 3D CG (3D Renders).]
3D game have live render, when 3dcg using prerendered images/animations.
 
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Perelik

Member
May 12, 2019
118
50
Per the tag rules :
  • 3D Game [*Used for games where you can move or control 3D models, not to be confused with 3DCG.]
  • 3DCG [*Used for 3D CG (3D Renders).]
3D game have live render, when 3dcg using prerendered images/animations.
Ok thx, but 3dcg doesnt mean they have any kind of animation, only images? some have animated in tags I guess need to look for that tag?
 

SnooperNoSnooping

New Member
Aug 5, 2019
7
0
I'm stuck in the play through in the room where you're supposed to throw bombs to reveal some switches somewhere. The bombs don't seem to affect anything in the in the room. What am I missing?
 

Notretsam

Well-Known Member
Game Developer
Nov 1, 2017
1,404
2,300
I just don't get it, there was nothing wrong with how this worked before but you keep changing it.

I don't get the logic behind after charging love, it just auto drains.

also, when you going fix the load on computers this game has, like add an FPS lock already.
 

Honest Pirate

Member
Apr 22, 2020
278
478

This week I continued to work on the magic system, and iterating on drawing magic from the environment.
The last test I wanted to try (also based on feedback) is drawing and storing magic individually, so that it can be used later.

This requires a bit more work to implement than the other ways of drawing magic did, and I spent this week trying to set that up, robustly, without destroying how things work now. (I really like to make toggles for things. If I want to adjust a system, being able to toggle it on and off is preferable to having to rewrite things every time.

So while I was doing that, I took the time to also set up a different way to interact with the environment and objects in it.
How things are currently set up, when you approach an object you want to interact with, be it a barrel to pick up, or a static NPC to talk to, you enter a trigger sphere around that object.
Overlap sphere's that let the game know when you're able to interact with something.
This typically works fairly well. The few exceptions are objects close together will sometimes get confused as to which you want to pick up, and the distances to the target generally need to be smaller. The player also needs to be looking at objects directly for them to be highlit, so you don't know if something is useable until you get close and look at it.

This week I rebuilt it to be based on a trace instead. So the camera is constantly sending on a beam to see what is in front of it, and if it can be interacted with. If it is an object you can interact with, and its close enough, then the object will highlight and the message letting the player know will appear as normal.
The red square shows what the trace is hitting (its only there for debugging purposes).

This would be more accurate, and can be used at really any distance I wanted. I could set it up so that you can pick up props you might want to throw from farther away.
So I was able to get this working, but I ran into a snag with drawing magic using this system, and need to decide how I want to actually implement that part of it.

I was also held back a bit by the release of the preview of Unreal Engine 5. I don't PLAN on upgrading until the full release in 2022(its still a bit buggy), but I still really wanted to take some time and investigate the new features. A lot of the more exciting ones they don't really talk about.
Nanite and the Lumen global illumination stuff is really neat, but feels (nanite specifically) more appropriate for more realistic looking games and video.
It does however have a lot of really nice animation and sequencer updates, as well as some automatic level streaming that really makes things easier for the developers. They've also done a good job streamlining the UI, to try to make things less intimidating.
They really are doing a lot to try to make the barrier to entry on making games as low as possible, and with UE5 it looks like it would be fully possible to make games without having to buy assets outside of sounds, all within Unreal.

I'm gonna put in some more work and try to figure out the problem of drawing magic this weekend. I don't think I'll be able to get another build out before the end of the month, so I'll try to do so later in the week.

Thanks again for the support, and have a safe week!

This week I continued to work on the magic system, and iterating on drawing magic from the environment.
The last test I wanted to try (also based on feedback) is drawing and storing magic individually, so that it can be used later.

This requires a bit more work to implement than the other ways of drawing magic did, and I spent this week trying to set that up, robustly, without destroying how things work now. (I really like to make toggles for things. If I want to adjust a system, being able to toggle it on and off is preferable to having to rewrite things every time.

So while I was doing that, I took the time to also set up a different way to interact with the environment and objects in it.
How things are currently set up, when you approach an object you want to interact with, be it a barrel to pick up, or a static NPC to talk to, you enter a trigger sphere around that object.
Overlap sphere's that let the game know when you're able to interact with something.
This typically works fairly well. The few exceptions are objects close together will sometimes get confused as to which you want to pick up, and the distances to the target generally need to be smaller. The player also needs to be looking at objects directly for them to be highlit, so you don't know if something is useable until you get close and look at it.

This week I rebuilt it to be based on a trace instead. So the camera is constantly sending on a beam to see what is in front of it, and if it can be interacted with. If it is an object you can interact with, and its close enough, then the object will highlight and the message letting the player know will appear as normal.
The red square shows what the trace is hitting (its only there for debugging purposes).

This would be more accurate, and can be used at really any distance I wanted. I could set it up so that you can pick up props you might want to throw from farther away.
So I was able to get this working, but I ran into a snag with drawing magic using this system, and need to decide how I want to actually implement that part of it.

I was also held back a bit by the release of the preview of Unreal Engine 5. I don't PLAN on upgrading until the full release in 2022(its still a bit buggy), but I still really wanted to take some time and investigate the new features. A lot of the more exciting ones they don't really talk about.
Nanite and the Lumen global illumination stuff is really neat, but feels (nanite specifically) more appropriate for more realistic looking games and video.
It does however have a lot of really nice animation and sequencer updates, as well as some automatic level streaming that really makes things easier for the developers. They've also done a good job streamlining the UI, to try to make things less intimidating.
They really are doing a lot to try to make the barrier to entry on making games as low as possible, and with UE5 it looks like it would be fully possible to make games without having to buy assets outside of sounds, all within Unreal.

I'm gonna put in some more work and try to figure out the problem of drawing magic this weekend. I don't think I'll be able to get another build out before the end of the month, so I'll try to do so later in the week.

----------------------------------------
I didnt read that wall of text, the only thing i readed is "I don't PLAN on upgrading until the full release in 2022(its still a bit buggy)" .
To be Honest: I dont think he gets it done in 2022.
 

156_163_146_167

Engaged Member
Jun 5, 2017
3,138
2,512
I just don't get it, there was nothing wrong with how this worked before but you keep changing it.
That's pretty much the development of this game in a nutshell. The developer pretty much uses it as his own playground to experiment and learn with from what I understand.

I don't PLAN on upgrading until the full release in 2022(its still a bit buggy)
He's going to upgrade to UE5 before the full release. I just know it. And I'm very skeptical about a 2022 release, to be honest. Unless the full release is not much more than we have right now.
 

Shitsexotic

Newbie
Feb 10, 2017
31
23
The earlier versions of this game were great. It was simple, sneak around and kill or fuck monsters while trying to complete an investigation. Great premise. Now the game is blown up to be all kinds of platforming, janky and vague tutorial mission that has one sex scene in like an hour with a bunch of busywork. Just, why?
 
Jan 24, 2018
58
97
Now I love me a good adventure styled game with puzzles. But this was dreadful. No sex scenes can fix the annoying jank that is this games mechanics right now.
 

combige

Member
Jun 30, 2017
490
319
From some last pages it still looks not like creatures are having fun with sexy mage but dev is having his subs fun with gamedeving. The very first builds were so fun compared.
 
3.10 star(s) 24 Votes