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By popular demand, I’ve added a persistent crosshair to the game. I’ve also given it a toggle under gameplay settings, so if crosshairs aren't your style rest assured you can disable it.
Arkavite - Cross where? Crosshair.
More importantly, I’ve fixed the various issues plaguing the new interaction system. There were found to be quite a number of bugs. Precision interaction was found to be outright broken, the interaction frustum was killing players in the dungeon boulder rooms, the system was targeting the “closest object” instead of the "closest interactable object”, and shelves were found to be blocking access to the items on them… I’ve rethought the core of the system, introduced several improvements and it should work a lot better now, or rather, as intended if I may be so bold.
If you happen to be interested in the technicals, we now fire a trace from the camera (centre-screen) to the surface, and get the closest thing to that impact point which is interactable (i.e. can be picked up, opened, or locked onto), and in range and line of sight of the player character. This method combines proximity and precision interaction all into one, and with the new crosshair it should be very intuitive. The design is very human. Easy to use.
I have added an extra setting which will allow you to switch the system between “closest interactable to crosshair” and “closest interactable to player character”. If you’re a loot goblin interested whatever’s closest and not nailed down, then the latter may appeal to you. Let me know what works best for you~
Combat Changes & Additions
We now have standing in place sword attack animations for instances where you’re performing a melee attack, but not moving. The previous forward moving melee attack still exists, however it will now only play while attacking and moving forward. My hope is this will allow players to be more controlled with their movements.
In addition to the new attack sequence, I’ve added a basic melee aim assist system. This is a little experimental, and can be toggled off in settings. In principle it should help your attacks connect with your enemies. It is very basic right now. I have some planned improvements which may make it into 0.14-A or 0.15-A. More on that then~
Finally for combat updates, I’ve improved the in-air attack. While it looks cool, we don’t have tall or flying enemies right now, or skills which would let you knock enemies into the air, so it doesn’t offer a lot of utility outside fall-damage-cancelling and platforming.
Miscellaneous Changes & Fixes
Fixed Egg scaling for Large and XL eggs.
Added training dummy to our de-facto training yard. This will become a more useful once I add damage numbers and weapon stats. Its intended use is for testing weapons and attacks.
Added camera controls to the controls page.
Fixed issue where enemy hit-flash was not triggering for every valid hit.
And Now For Something Completely Different
TLoH standalone should be updated tomorrow or the day after, the next public Arkavite build is arriving on Friday, and the big body/customization update is coming soon. I’m looking forward to the improvements it will bring, and I’d like it to be playable in a couple weeks.
New Hair - We should have about 30 styles total when all is said and done. There's plenty of variety here. Long, short, masculine and feminine.Arkavite - Body Morphs
After this update goes out I’ll immediately begin decommissioning the old body and updating the appearance framework. Most of the body base texturing and morphing has now been handled. The body morphs are being pushed further than before.
We’re in for a tight schedule, but I’d like to also begin bringing in new lewd mechanics and text scenes as that is a point of interest I’ve been neglecting. This new body will certainly offer plenty of opportunities.
But that’s all for now. If you want to keep posted on things as they’re developing, be sure to join us over on the discord! Also, be sure to let me know what you think of all these new changes~
They can be found waddling around grassy areas of the map. It has a simple attack. First it spins up, and then it throws its hands at you. Arkavite - Golem Attack Cycle - He's trying his best! As has been done in other games, this could work well as an ambush type which pretends to be a regular rock until approached. That is one method, but it’s also cute to see them stomping about so maybe I’ll do a little of both. Arka - Rocky Boi Hideout Spot
Character Creator
Some changes to the character creator which are of note -- Boon, Bane, Item & Race scrolling are no longer linked. The system will now scroll back to where you were in these menus when you switch between them. These scrollable menus differed from the others, in that they are actually a single menu running off the CYOA system, hence a little extra code was necessary. Arkavite - Build String Now for something a little more interesting! Players may now export and share their trait loadouts with others. I’ve added this “Build String” system which is accessible from the pause menu. All you have to do is copy the output build string and share. Then someone can take this string, input it into the “Input Build String” field, and hit “Load Input Build String”.
I’d love to see the challenge builds people create and share once the game is a little more fleshed out.
TLoH
I've added Save Slots to play mode. You may now set build names and descriptions. You can also use the same build string function as the character creator, to export a string of choices which can be shared with others. Note the build string currently only includes selected choices.
Load ‘er Up Some More
I’ve made a fix/addition to the save/load process. This is just something I overlooked last update. You may now load a save from the death screen. The menus should all display properly now, and you shouldn’t get stuck in slow motion or respawn with no health.
Additional Fixes
• Fixed: Cloudflare issues which would sometimes block updater requests • Fixed: Cloudflare issues preventing access to the TLoH network • Fixed: Minor typo in moella and peka • Fixed: Menu ESC bug where Pressing [Esc] key while transformation event was on screen would take you out of the inventory, but the transformation text will stay in the foreground. • Fixed: Broken tags on the stats page. • Fixed: Issues with the Game Over > Load Game screen.
Coming Up
The next update is due next weekend. We’re going to check off the UX focused combat, interaction and dungeon changes which didn’t make it in these last few weeks. Something i'd also like to try implementing is a soft lock-on system. Essentially, the player would snap to face the closest enemy they could lock onto when performing melee but not locked on anything. It’s a light change which should make landing hits just a little more intuitive (like the proximity pickup system). Another desperate change we could do with are in place sword attack animations. This would at the very least apply to the first swing in the chain.
Very soon I'd like to introduce equipment stats. This applies to both weapons and armor. As discussed in previous logs, the new weapons were introduced in anticipation of this, but before we get into the thick of it, I'd like to introduce some new outfit sets as well. There is just one minor obstacle. Before we can move forward with the new outfits, there are some outstanding changes to the player body which have to be made.
Since the last big beautiful body update I've received a tonne of feedback for areas where you'd like to see more customization and an improvement in quality. Things like body textures, an improved thigh gap for larger hips, a resolution to the same face syndrome our poor characters currently suffer from. Arkavite - Player Body v3.0 In general, my goal with this new body is to:
Simplify outfit creation and body modularity (to avoid clipping) by splitting the body into well-defined parts. I’ve been experimenting with this these past few months, but the body regions hadn’t been properly formalized until now.
Improve the shape of the body and introduce more morph options, (including face morphs for expressions and body morphs for pregnancy/inflation). Larger more expressive eyes. I also want to address the unattractive thigh gap issue present in the current player model and improve the range of sexual dimorphism.
Implement new tech. Ear jiggle, clothing physics, better booba jiggle and tail physical animations. Bring back peen physics add clit models and improve how these modelled members fit onto the body as it oftentimes looks like they’re floating.
I'd like this to be the last major rework to the character base model, and modularity plays a key role. Should I ever need to remodel a particular sector of the body, it can be dealt with independently.
I have been working on this these past couple weeks. The player base is already modelled and ready to be dressed. I addition to the new base I have staged new hair options (long, short, masculine and feminine), some ikaware tentacle styles (finally), several new outfit sets, and I am considering ear options for the Magu and Ika races.
Arkavite - Outfit Physics TestArkavite - (Updated Player Head) The new expressions will come in handy whenever the player is harmed or feeling certain emotions... And yes, that's right! Teeth! I will be giving Ikaware some good ol' shark like chompers. Kitsukana and Nyaatsu will recieve fangs, as will any vampires.
As the prospective outfits offer a higher degree of consistency and quality, some of the old won’t be carried over. I can at very least confirm the Sky Punk set will be updated to the new body. Any existing underwear and prosthesis will be getting a rework.
I’m aiming to introduce the new body and these customizations throughout version 0.14-A (eta. a few weeks from now) and 0.15-A. I’ll probably be implementing equipment stats at the same time.
With all that being said thank you all so much for joining me. I hope you’re excited as I am for what’s to come. Be sure to let me know your thoughts down below! I’ll see you next week~
I've added the long awaited Save / Load system. This will allow you to save and load your created characters. In order to make this work, the method I’d typically use for storing and processing player data had to be reworked across the board (hence the delays). The system is new so let me know if you happen to run into any issues~
For my librarians out there, save and load are being added to TLoH for the next update.
As the CYOA portion of the Character Creator happens to use the same save string backend, I'm considering adding an import/export option so players can design their favourite loadouts (race, blessings, curses, items) and share it with others. It's a small addition which may foster fresh discussions. Do you think it’d be a neat feature? Let me know your thoughts!
Pickups & Drops
Up until this point, it's been the case that players drop their weapons on ragdoll. This little mechanic was primarily intended to arise in combat when facing certain kinds of attacks. For instance, the player could ragdoll if hit by a boulder, or high energy electric blast. Something you’d expect would cause you to drop what you're holding.
I understand many have taken issue with dropping their weapons on fall, so in order to balance out this little mechanic I’ve checked off yet another long overdue objective. Weapons will now be sheathed/holstered and attached directly to your person while out of combat. You can only drop something while it's being held in your hands. Arkavite - Attached Weapons In addition to this, I’ve introduced the proximity pickup system. In simple terms, the game tracks items in a cone from the player position in the forward vector of the camera, and the closest item in that cone in line of sight of the player (not behind a wall) is made intractable. It's a pretty straightforward change and should make picking up items a heck of a lot easier.
Arkavite - Proximity Interaction System
Factoring in the auto-equip system (where a weapon will automatically equip to your hand on pickup if no weapon is equipped), and the aforementioned sheathing/holstering of weapons, not only will these changes lower the rate of accidental drops, but if and when you do drop your gear, you can pick it right back up.
As a side note, I’ve also increased the lock-on range for enemies (now at 20 meters) and set them up to use the same proximity interaction system. Just one last note on the proximity interaction system; I am aware it’s not perfect yet. I’ve found It doesn’t work so well with shelves and cluttered desks (possibly a result of uninteractable clutter blocking intractable items), but I will be exploring solutions in the new week.
Feeling Animated~
Spears glorious spears! I've added a custom animation set for spear attacks. As the spear is a two handed weapon, the spear specific animations will only play when you have no gun in your offhand. Spear-like weapons (e.g. polearms, brooms, and staffs) will use the same animation set as spears. I am planning on adding heavy weapon animations for the greatswords and sledgehammer. I would also like to add throwing animations so I can implement weapon throwing, and possibly later, potion throwing. Arkavite - Spear Slicin' I've added a simple in-air sword slash for when the player jumps and attacks. Gravity still applies to the player when they're attacking in air, but I may look into changing that so we can have chained in-air attacks. It’s not all that realistic, but it would be pretty thematic. It may also become another platforming adjacent mechanic with wider reaching uses. Something for me to think about. Arkavite - Flame On~ Also in the news, torches are now treated like torches. They have their own “held in hand” animations for when the player is walking and aiming. The flame effect has been updated to look less like a choo choo train and more like a fire burning in a torch. Torches still use the same attack animations as short swords, however, they will now deal damage to enemies.
Dungeon Lurkers & Weapon Changes
All the recently added weapons have now been given descriptions. This should provide them with a little more flavour.
I must also note a change which is more a fix than an addition. At some point there was a alteration to the way melee hit tests are performed and I realized today that I forgot to set a size for the weapon hit boxes. This means that for a while now, weapons have had pencil thin attack boxes making it very difficult to hit enemies (especially small ones). This issue has now been corrected.
Speaking of enemies, slimes will now spawn randomly throughout dungeons. Gone are the days of walking the halls in solitude. Squishy monsters now lurk in these dark halls... Soon we should have more enemies to join them. In the new week, I would like to get golems in and make some further improvements to player melee.
Upcoming
The 27th is being targeted for the next update, though you’ll probably hear from me sooner if any bugs crop up. We have golems on the cards, as well as enemy drops and more changes to combat. I will also try to address the reported dungeon soft lock issues.
I’ve yapped a bunch, but before I close here, I'd like to know what you personally would like to see. Is there a particular vein of content you'd want to see be brought to the forefront or see be developed more? More items, or items which could do more? More enemies? New systems you're hoping to see sooner rather than later? More lewds?
I'd love to get a read on what you want to see and hear your thoughts on all these new changes. While there is always a lot of work to be done, I'm not against increasing priority on areas of interest~
Be sure to let me know your thoughts and feedback in the comments! Till next time~
Added: 2 new slime types. A hardy pink slime, and a splitter slime.
Added: 3 new randomized weapon racks to the dungeon which can spawn at set locations.
Added: Korean language support to the game. TLoH should now be able to support KR projects.
Change: Weapons will now equip directly to the hand on pickup if no other weapon is currently equipped to the weapons given slot.
Change: Converted settings data and save/load backend to C++. Note old settings data will be reset.
Change: Character creator environment buttons now highlight on hover
Change: Weapon equip anchoring. Weapons should now sit in the player hands better.
Fix: Issue where returning to main menu after death and then going straight back to the sandbox from the main menu would result in a softlock. Issue caused by player HP not being reset on sandbox startup via main menu.
Fix: Mislabelled header on Settings>Controls page. Section was labelled "Combat" when it should have been "Dialog".
Fix: Issue where settings dropdown menus were not highlighting on select
Fix: Issue where the transition triangles would rarely get stuck if the game window was not focused. I've added a fallback check so it should complete the transition even when the window is not focused.
Fix: Issue where odyssey audio tracks were named incorrectly in the Audio compendium
Fix: Issue where equipping an item will unequip the current equip but won't actually equip your selected item until the item currently slotted is unequipped, forcing you to have to click on the item you want to equip twice.
Fix: Issue where the lock on marker was not appearing when hovering over enemies.
Fix: Issue where TLoH projects would not load.
Translation Support
This build introduces language translation support. This means that the game can begin translation to other languages. Translation support doesn’t cover all of the text in the game yet, but it already covers the overwhelming majority of it.
This feature was going to be developed post-combat update(s), however it has been pushed back so many times, I felt it wise to slide in ahead of schedule. It has waited long enough.
If you know a second language or are interested in translating the game to your mother tongue, let me know over on the discord. We have a little channel where translators are hanging out, and we’d love to have you!
Combat News
Also in the news, I’ve added a couple of new slimes. Nothing major. Just a new splitting type, and a simple little tough type. These are very rough test enemies I cobbled together and will certainly require further tuning and some unique design touches if they are to become serious monsters.
I am now working towards the long awaited golem enemy. I’m not sure whether it will be quite as cute as the slimes but I’ll try my best~ After I’ve made this little golem, I would like to make a couple more, at differing tiers of difficulty (i.e. a mid tier golem and a mid-high tier golem). Honestly, I think tuning combat on the player side should be priority before adding more mobs, as the current combat system doesn’t feel as great as I’d like it to, and clunky player vs inherently clunky enemy probably won’t make for good gameplay.
Finally for new additions I’ve made what I hope will be considered a quality of life improvement to weapon equipping. Now, weapons will equip directly on pickup if no other weapon is currently equipped to the weapons given slot. This means that if you drop your weapon, you can pick it up and get back into the fight immediately without having to fiddle around with items in your inventory.
Upcoming Changes
Aside from new MOBs, there are a few combat adjacent objectives I want to check off in the coming weeks.
Firstly, picking up loot and other drops right now feels a little weird. To resolve this, I plan on having 2 ways to pick things up. There will be precision pickup, where you hold right click to aim, and then pick up. The second is proximity pickup, where you have the option of picking up (or interacting with) the closest thing your character is facing towards. This would make picking things up far quicker than the current raycast method, and offer more accessibility to controller users (once support is added there).
Next is the issue of dropping ones weapons. I’ve set things up so you drop weapons on ragdoll. The reason this exists is so I can have enemies blast you with magic beams and throw boulders at you causing you to ragdoll and drop what you’re holding. We may not have scabbards yet, but weapons will finally be getting attached to the player back directly so they won’t fall when sheathed even if you ragdoll. This will make dropping things a lot less frequent. Once we have an enemy that can ragdoll the player, I would like to experiment with having your items drop based on player stats and strength.
While we’re on the topic of stats, weapon stats are to be added fairy soon, and will make the different grades of weapon a lot more impactful.
Last but definitely not least, the final major priority for combat (for now) is the overhaul to combat animations and move sets. I want to completely round out melee sword play and may also touch on gun aiming. As mentioned in previous updates, a point of focus will also be improvements to torch held animations.
And So It Continues
These are just the major priorities. I’ll be checking off other objectives in the background in as we move forward, (such as save slots, enemy drops, enemy spawns in dungeons, trait development, crafting system prep, e.t.c). Projecting a little father, after I’ve improved sword play, we will be getting some spells.
That’s all from me for now. I hope to be back here soon. Thank you all for following along. Please be sure to let me know your thoughts, or if you have any comments and questions.
The dungeon cleanup/unification phase is mostly complete. As for a general overview of what is in this update, we have;
New weapons (axes, staff, spear, swords, sledgehammer, daggers -- placeholder descriptions and stats for the time being)
New materials (gold, arka crystals)
New and reworked dungeon rooms
A dungeon “Goal” room which will teleport you to the start of a new dungeon
Unified and cleaned up dungeon aesthetic
Controls page (note, rebinding will be saved for later)
Item framework rewrite (note, hot swapping items is a little weird right now. I will be correcting this in the next patch)
Lootable gold and coin piles
General dungeon optimisations
We stand on really solid ground, ready to begin introducing puzzles, mobs and more gameplay focused content.
It’s The Little Things – Areas To Improve
After play testing the dungeon myself post clean-up, I’ve noted a few minor additions/alterations I’ll need to make on the side. I haven’t produced nearly as many shelf variants as I would like, and there really should be more loot/clutter spawners scattered throughout the map. Some shelf loot will remain unintractable until I add more. There are also some minor design issues here and there which need to be fixed (mostly to do with skirting around door link points). I also skipped updating the pink fluid rooms as I felt they were in a good enough state, but some minor detailing and a lighting rework would go a long way.
I’ll see what can be done over the weekend, and may issue a little patch at the start of the new week.
Onwards & Upwards
I wasn’t able to completely resolve the engine issues of last week, however, I have gotten better at working around them. At this point I’m holding out for the next engine update to see if that fixes things, and if not a new PC. While disruptive, thankfully, these crash issues don’t bleed over to builds themselves.
Next on the agenda is combat! I will return with more on that soon. For now, I hope you enjoy taking in the new sights.
Be sure to let me know what you think! I’ll see you soon…
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