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KleptoLizard

KleptoLizard

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Re: Renfield

Cool way of doing it, but does that mean the scenes are always gonna be on flat ground? Otherwise wouldn't there be clipping with the ground on a slope?
I've solved that too.
The actors will adjust their angle on a slope.
If a slope is too steep, they will go into an "Against the Wall" sex position.

Hands, feet and knees will all take advantage of inverse kinematics.
IK is basically a fancy term meaning terrain-fitting limb placement.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

will a shity computer (chip set family) be able to read it
Probably.
I don't know what the exact specifications will be.
But it shouldn't be a very memory-intensive game.
If too many people struggle to run it, I'll add a low graphics setting.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

I've never been a fan of The Sims.
Played SimCity, SimEarth, SimAnt, but not The Sims itself.
But the Sims wiki is a treasure trove of interesting ideas.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

That's it. All H-Scenes are done.



824MB of CGs not counting facial expression portraits.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

That's a render. But the in-game graphics are nearly identical:



I still need to fix her sash and her nipples are poking out of her clothes.
But I'm mostly done with the models for the witches.
Next I'll churn out some low-res models for bandits and other humanoid enemies.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

The models I've been using suffer from many of the same problems that Illusion models do.
Breasts don't hang or flatten in realistic ways by default.
They are designed for characters in standing position, not bending or lying.
The larger the breasts, the worse these problems become.



Over time I've developed strategies to counter this.
But the CGs are already done.
So only a few of them will reflect these advances.
I do plan however to use jelly, fluid and/or cloth physics to simulate gravity and motion better.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

I bought some middleware for the interface and engine.
It's making this much, much easier.
The menus and status screens are almost done.
Right now I'm working on quest trackers and logs.
 

Yes

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Re: Renfield

Sounds like the game is progressing pretty fast now that the CGs are done :)
 
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KleptoLizard

KleptoLizard

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Re: Renfield

I've been working on an alchemy system.



There will only be 20 ingredients to start with.
The usual: Plants, fungus, monster drops, etc.
But I have an extended list of ingredients that is incredibly long.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

Question: What would people like to see in the alchemy system?

I personally picked up ingredients habitually, but usually just sold them.
Never really became an alchemy enthusiast myself.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

Here's a comparison chart for the last 3 ES games.



But if there's another game that uses an interesting alchemy system
or if anyone has original ideas, those will be considered as well.
 

mayaktheunholy

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Re: Renfield

Question: What would people like to see in the alchemy system?

I personally picked up ingredients habitually, but usually just sold them.
Never really became an alchemy enthusiast myself.
I'm kind of the same way, alchemy always saw limited use from me. In Skyrim, the only thing I used it for was to make poisons (I play sneaky archers mostly, since the Oblivion days). Once I knew what went into that, those were the only things I bothered to even pick up. It was nice to have it as an option though. So I guess I'm not a good person to ask about that lol.

Also wanted to chime in and say, even when nobody has replied in this thread for a while, we are still watching. :p (and who is that in the picture you posted, with the colossal chest?)

EDIT: ninja'd so here is a response to the next post you made:
But if there's another game that uses an interesting alchemy system
or if anyone has original ideas, those will be considered as well.
Others of note would be the Witcher series (was more prominent in these), Two Worlds (the much-reviled first one I mean, it allowed for permanent enhancements), all I can think of right now, will likely remember more later.
 
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mayaktheunholy

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Re: Renfield

That model's name is Leanne Crow.
Thanks, that name sounds familiar, but I didn't recognize the picture.

I could give a rundown of those other alchemy systems if you haven't played those games too. (gotta run now, will be back on later)


Edit:
In Two Worlds' Alchemy system:
1. You had ingredients from the standard plants and monster parts, but there were also some that would only show up as random treasure. (see next point)
2. You could use precious metals and gems as well as plants and creature parts.
3. It was also separated into temporary and permanent effects, and you could not combine the two.
4. You could mix as many as 10 items at once, and multiples of the same item would stack together for greater effect. (a potion of 10 ghoul brains with max alchemy would give you a huge permanent boost to willpower, which governed max mana)
5. The alchemy skill had 10 ranks and I think you did not start out with that skill, you had to be trained in it. (it's been a while though, could be wrong)
6. Mixing was instant and done from the inventory screen.
7. You could also get gems to socket into weapons (for elemental damage) from alchemy, just remembered that.

The Witcher series, it's actually been too long since I played the first two to go into much detail (and I haven't had a chance with the 3rd, too busy on my own game). But I don't remember it being terribly different from TES alchemy systems, except for the addition of mutagens (as witchers are mutants). And poisons were called "oils", and were more for affecting specific monster types.

Also remembered the alchemy from the Might and Magic series, 7 and 8 anyway. If you're not familiar, some highlights:
1. Mixing the wrong things together, or if you were not skilled enough, would cause a rather damaging explosion. (which hurt the whole party)
2. If you had enough mastery, you could make some pretty powerful potions, including substantial permanent stat boosts.
3. This system also had "potion strength" which was used to determine many things as far as what the potion did. (divine healing for example healed 5 times the potion strength)
4. Potion strength was the total of the mixer's alchemy skill (which could be boosted from items) and the strength of the ingredient. (1 to 50 as I recall)
5. Ingredients were put in potion bottles one at a time and they would result in a potion of a certain color, each color had a different effect. Then you could combine them at higher mastery levels. It went from singe color to layered>white>black. Black being the only ones that would give permanent boosts. (this is kind of a simplified explanation, btw)
 
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KleptoLizard

KleptoLizard

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Re: Renfield

Nevermind guys.
All the Alchemy problems have been sorted:

 
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KleptoLizard

KleptoLizard

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Re: Renfield

Elder Scrolls' alchemy system might seem complicated codewise at first, but it really isn't.
Here's how to do it:

Each ingredient you add to the mixture adds its effects as counters.
Once you press "mix", the list of counters is scanned one of each is subtracted.
Then you're only left with the effects that had more than one counter.

Let's say the player tries to mix salmon eggs with a white mushroom.

=Salmon Roe=

-Restore Stamina
-Waterbreathing
-Fortify Magicka
-Regenerate Magicka

=White cap=

-Weakness to Frost
-Fortify Heavy Armor
-Restore Magicka
-Ravage Magicka

This gives us these combined effects:

1 x Fortify Heavy Armor
1 x Fortify Magicka
1 x Ravage Magicka
1 x Regenerate Magicka
1 x Restore Magicka
1 x Restore Stamina
1 x Waterbreathing
1 x Weakness to Frost

Since there are no effects with 2+ counters, the mixture is worthless.

Now the player mixes a white mushroom with a bog beacon mushroom.

=White Cap=

-Weakness to Frost
-Fortify Heavy Armor
-Restore Magicka
-Ravage Magicka

=Bog Beacon Asco Cap=

-Restore Magicka
-Shield
-Damage Personality
-Damage Endurance

Combined Effects:

1 x Damage Endurance
1 x Damage Personality
1 x Fortify Heavy Armor
1 x Ravage Magicka
2 x Restore Magicka
1 x Shield
1 x Weakness to Frost

This mixture gives us a level 1 Restore Magicka potion.
It's all just a simple function using arrays.
The only tricky part is integrating it with the middleware I'm using.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

In addition to the standard effects as healing items and/or poisons,
alchemy products can include transformation items and H-related effects.
Fertility/Infertility drugs being especially important.
 

mayaktheunholy

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Re: Renfield

In addition to the standard effects as healing items and/or poisons,
alchemy products can include transformation items and H-related effects.
Fertility/Infertility drugs being especially important.
Always wondered why nobody went that route with some of the adult mods for the ES games. Would have fit right in.
 
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