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KleptoLizard

KleptoLizard

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Re: Renfield

Unfortunately character customization in terms of appearance won't be included until later.
Once the transition has been made from CG-based H-scenes to fully animated H-scenes
then you'll be able to customize your character's appearance.
Since it's played in 1st person you won't spend much time looking at your character anyway.

In theory, different face and body morphs can be imported into Unity that could
make appearance customization even more flexible than a Bethesda game.
The only limitation being changes in height and limb length
since those changes will impact animations.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

Here's an early look at the map:




Both links are for the same file.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

A dynamic sun has been added along with 50 easter eggs scattered throughout the map.


 
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KleptoLizard

KleptoLizard

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Re: Renfield

Tweaks ready for next version:

-Grass movement has been reduced by half
-'Fast' and 'Fastest' graphic settings now use low res textures
-Volume and sound options added to the start menu
-Jump interpolation has been adjusted
-Lowered the incline required to jump. Jumping on a 45 degree slope no longer possible.
-Fence added to perimeter
 
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KleptoLizard

KleptoLizard

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Re: Renfield

The current mape is 25 square kilometers.
It's the same size as Vvardenfell in Morrowind.
Before this one, I made another map that was 100km².
That was way too big. (As large as Skyrim and Cyrodiil combined)



At the moment the map is just one biome.
I'll be slowly converting it into 5 sub-biomes.
Then it will be easier to navigate and just more interesting.
Plus there will be a map and compass.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

There are 50 Renbots scattered across the map.
I can barely find them and I'm the one who placed them.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

Another slightly improved map alpha:




Various interface tweaks.
The sun now faded in intensity properly at sunset. No more ghostly lighting at night.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

Rebuilding the dynamic moan system in both languages



The responses from the girls will change over time.
I'm still not happy with many of the CGs, but when you have the text
and sound effects on the scenes are really quite good overall.
 

Yes

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Re: Renfield

Hey i just played the most recent alpha and it's coming along real nice like. And it's definitely a rather large sandbox to run around in atm.

The file was packaged a little incorrectly (it was MapTestAlpha_Data while the .exe was asking for MapTestAlpha 0.03_Data) but changing the folder name fixed it.

Everything looked good and the menus all did what they're supposed to. When you talk to a renbot the "ok" button is a little misaligned to the actual button but it's not a huge problem, and in the equipment tab of the menu clicking things also swings your sword behind the overlay.

I noticed some spikey lag however when moving in any direction, where it was probably loading the new cells. This happened on both Fantastic and Good settings (fullscreen) and felt more like it was to do with something other than my computer's graphical capabilities as at first I thought it was something to do with the grass textures, but it persisted in the mountain range as well.

More detail: I would move 10 metres, have half a second of lag and repeat. Standing still I would get a constant framerate of something decent enough.

Here's my specs in case they're useful:
Vista
AMD Phenom 9550 Quad-core processor 2.2GHz
Nvidia GeForce GTX 460
4 GB ram

So yeah I don't know much about loading textures, but maybe a more gradual load to try and get rid of the spikeyness while moving would help. Good job so far :)
 
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KleptoLizard

KleptoLizard

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Re: Renfield

There's 3 layers of pickiness people have in Hentai. (Not counting gameplay. Just talking about H-content.)
1) Art Style
2) Girl Type (breast size, age, hair, body shape factors, etc.)
3) Fetish Types (vanilla sex, common fetishes, uncommon fetishes, fetishes that will put a warning on your image archive, fetishes that get your image archive banned)

We've all been there: We find a game we find really attractive only to find it focuses heavily on fetishes we either find boring or gross.

Like StudioS games:



The art and character design in their games is right up my alley.
But they focus way too much on ryona.
Renfield will have more fetish content and themes added over time.
Many of the controversial ones will toggle from a menu.
 

BigBossFTW

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Re: Renfield

Really nice. Do you have a link to your website? Also a download?
 
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KleptoLizard

KleptoLizard

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Re: Renfield

Really nice. Do you have a link to your website?
I don't have a website at the moment.
Right now I just use these forums for publicity.
The game will be on sale at DLSite when it's finished.
Until then the Alpha and Beta versions will be posted here.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

Man... coding today was a glitchstorm.
But I made some important breakthroughs with several key systems.
The first demo with actual combat should be ready soon.
 
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KleptoLizard

KleptoLizard

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Re: Renfield

Ok. Good day today.
The middleware I was using didn't have much 1st person support.
It's a great program for 3rd person RPGs, but you have to tamper with it a bit otherwise.

Before I couldn't get the interaction controller or weapons to yaw, only traverse.
But now you can interact with things more precisely.
Attacking upward and downward is also possible.
 
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YummyTiger

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Re: Renfield

Sweet. Adding attack directions is an important step in my opinion. Do you also have things like a power attack? What about simplistic combos like that Oblivion mod (Deadly reflex)? Those seem like they might be some easier things to program in, but I may be completely wrong there.

Anyways, this keeps looking better and better. I don't think people say it enough, but I really freakin' appreciate all the work you're putting into this! Thank you. :)
 
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KleptoLizard

KleptoLizard

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Re: Renfield

Do you also have things like a power attack? What about simplistic combos like that Oblivion mod (Deadly reflex)? Those seem like they might be some easier things to program in, but I may be completely wrong there.
In a typical fighting game you have a large moveset available to you at any time.
But in hack-n-slash and/or action rpgs players are typically much more restricted.
Let's take a look at Dark Souls for an example.

Here I am in the Catacombs with Velka's Rapier. It's moveset is very simple.
It has a 2-hit R1 attack combo which will chain until you run out of stamina.
Then a combo with R2 which consists of two vertical slashes followed by a thrust.
Its running, rolling and backstep attacks are very similar to each other.



To most players the top chain would be described as "R1->R1" and the bottom chain as "R2->R2".
But to coders and animators they would be "R1a->R1b" and "R2a->R2b".
You can switch from a weak chain to a strong and vice-versa, but you'll always start the chain over.

Examples:
R1a->R1b->R2a
R2a->R2b->R1a

But you can't start with certain attacks and cannot make certain chains.

Examples:
R1b->R1b->R1b->R1a
R2a->R2a->R2b->R1b

I've been looking at various 1st and 3rd person melee-focused
games for solutions that will provide greater flexibility.

1) Different key input: R1 vs R2 / Left Mouse Button vs Right Mouse Button.
2) Depress type: Quick Press / Hold Down / Hold, Charge and Release.
3) Movement direction: Like the Oblvion power attacks. Changes based on direction moved.
4) Look direction: Like in Mount & Blade. Changes based on camera movement.
5) Alt macros: Holding down one key changes the mapping of the other keys.

Each of these input multipiers can be used in concert with one another
to make a very long movelist and a wide variety of combos accessible on the fly.
 
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MajorKagami

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Re: Renfield

is that a droid? what are you not telling us? are you making a H-Starwars game? I don't know if I could handle such a thing.
 
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