Slaen - Feign Version: 1.12 Concept Update
Genre: 3DCG, 3D game, Animated, Character creation, Male protagonist, Female protagonist, Futa protagonist, Animated, Big tits, Combat, Gay, Lesbian, Oral sex, Vaginal sex, Monster girl, Fantasy, Sandbox, RPG
Censorship: None
Developer/Publisher: slaen
Version: 1.12 Concept
OS: Windows
Language: English
About This Game:
A role playing game for adults that will combine elements from Skyrim, Fable, and Corruption of Champions.
Changelog Version: 1.12 Concept
Grapple, Lust, Stun System
This is the first full version of these systems and will be refined over time. If you have any feedback or ideas on how to improve things let me know!
There's 3 new bars in the player's HUD.
The stun bar fills up based upon the weapon type the player is hit with. When it is full the player will be stunned for a few seconds during which time they will be vulnerable to damage or grapples.
The lust bar takes damage from some attacks and some grapples. When it is full the player will lose their clothing and then any lust damage will go into the climax bar. When the climax bar fills up then the player will climax and be stunned and if they are in a grapple they will be defeated by their opponent.
Grapples are triggered on the player when the player is in a stunned state. There's 2 ways to break grapples, mostly for testing. Alternately pressing 'q' and 'e' will break the hold but takes a few keypresses. Or to skip the grapple entirely press the spacebar.
The goblin girl and the succubus are the NPCs that currently have grapple scenes and AI hooked up.
Also of note if the player doesn't have a weapon readied the succubus and goblin will also automatically trigger a grapple. This is hooked up for testing and an easy way to see the content quickly. Grapples are also different depending on if the player is wearing clothing or not.
Quick note - there's a bug with the grapple character alignments that I thought I had fixed but it looks like I missed something. It seems to happen more often on uneven terrain. I'll keep digging into this but I didn't want to hold up the build any longer.
The initial version of the succubus is in game and ready to go. She has a basic set of scenes and basic combat AI. Her ranged attack is a placeholder right now and she needs a proper visual FX pass to really sell a lot of her actions. She has a spawn point on the road south of town.
Early game dialogue and quests are now in the game. These are mostly quests to lead the player around town and introduce the important NPCs they will be interacting with. I'm getting more comfortable with the dialogue system and scripting and will start adding more complexity to this stuff over time. But if you have any thoughts or feedback please share!
I'm fried right now after bug fixing, testing, and doing technical stuff the last few weeks. I'm going to take it easy for a day or two and recharge then get right back to work.
Changelog v1.6
-The minotaur is roughly in the game. He needs a full set of new animations still. The retargeting on his placeholder animations didn’t go so well and his feet have trouble touching the ground.
-Dynamic spawners are in the game and should be working properly now. Enemies that are dynamically spawned and then defeated will respawn at that same location after a day or two of ingame time has passed. This is the most basic gameplay loop. The player can leave town, defeat enemies, take their gold, then return to town to heal and wait for the enemies to respawn, and then repeat the entire process.
-Lots of environment work. The rough blockout for an old mine has been started and gets progressively rougher the deeper into the mine you go.
-The first quest has been started. To try testing it out for yourself speak to the bartender in the tavern. Only two solution paths are currently implemented – the player can solve the quest through dialogue or through violence. The quest ends when the girl teleports back to the tavern. I still need to do the after effects, faction relation changes, quest rewards, and all that sort of stuff.
-Quests have dialogue hooks, separate quest stages, a new functional tab on the players’ inventory screen, plus some other stuff I’m sure to be forgetting.
-Factions have gotten a bit of love and for testing purposes in this build attacking ANY character will decrease standing with that character’s faction. When the faction reaches a negative enough level members of that faction will attack on sight.
-Imps have facial expressions ready but still need sex animations and scenes.
-Title screen should display the character from the most recent saved game.
-Saves still don’t work between versions – yet! I’m working on a character export/ import system that should work in the short term so people won’t have to keep recreating characters each new build. Then hopefully I can figure out how to make the saves carry over without to much hardcoding stuff.
-The narrative sex scenes aren’t completely ready yet. They tie in with so many other triggers and character behaviors that I disabled them to not completely break the current sex scene functionality.
-Adjusted running speed, sprint speed, and ducking movement speed. I’ll keep tweaking these numbers to find something that feels “right” plus at some point I’ll give them proper animations. There still isn’t a cap on stamina use though – just to save people some time running around and looking at the new content.
-Trading systems and UI should all be working. Items will cost gold and can be sold for gold.
Download for free and without advertising on the svs-games.com
For PC