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SWAJ
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SWAJ
Our games cover dark, weird, science, fantasy, and horror fiction as well as adult theme settings in which the player is immersed in a role-playing scenario while surviving a world's horrors and mysteries.
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Displaying posts with tag News.Reset Filter
SWAJ
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Weekly Digest #47


The game development process is progressing smoothly, much faster than expected. UE5 is powerful and more complex than RPGMV, but with the help of the books I bought, the UE5 community, and the Udemy online courses I purchased, learning how to use it and develop using C++ and blueprints has allowed me to create and deliver some of the project's key milestones quickly.
I will start releasing alpha versions of the game for subscribers in the following days to test the features I am adding to the game.
As I work on programming features such as the inventory system, the necessary UI and HUDs, crafting and gathering functions, and everything constituting the game's foundation, we've been reviewing the entire adult theme framework. With the power of Unreal Engine 5, we can significantly improve many features related to Olivia, such as giving her meaningful stats, skills, and a level-up system, as well as fully animated xxx interactions within the game and much more. This "list" of features is currently under internal review and testing, and we will be sharing more details with all of you in the following days!
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SWAJ
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Weekly Digest #46

Having completed the beginner's course for Unreal Engine 5, I have wrapped up the tech demo I've been working on during these lessons. For this tech demo, I chose to use a top-down view to create a gauntlet-style game in which you play as a woman defending herself with a laser rifle against a horde of feral men rushing her. This tech demo allowed me to understand how to create basic AI that will hunt and attack the player, how to animate the pawns on the map using blending animations and making them smooth. It also helped me understand level design using the UE5 editor, add sound assets to different elements of the game, and manage various game objects such as the gun and projectiles. This mini-game , proof of my initiation to UE5 ,is now available for download in the project's Discord.
Screen capture of the Tech Demo available to download on the project Discord

With this behind me, I can now focus entirely on working on the next steps. First, I would like to establish the roadmap for adult content and then continue working on the new version of the Island conceived with UE5. The development roadmap, representing the work to establish the solid game foundation I need for the vision I have for the game, is available on the new UE5 The Island Roadmap channel. To help me with all this, I have invested in two extensive and filled with information 700+ page books on UE5 programming and animations so I can further educate myself. 
Finally, with the help of Milcholiker, who put me in touch with one of his Daz3D Guru friends, we managed to port the HS Olivia representation to amazing Daz3D models. This 3D model of Olivia will be used with the Unreal 5 version of the game. Rest assured, in the game, she will lose the bikini.
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SWAJ
Public post

Weekly Digest #45


My UE5 learning process is going exceptionally well! I am on the verge of releasing the first version of my first UE5 project, which consists of a gauntlet top-down shooter game where Olivia has to survive wave after wave of feral roamers rushing her inside a ruined temple room. While technically quite simple, this project as a learning process benchmark has helped me understand all aspects of the editor I will need to port The Island game to the incredibly beautiful world of UE5. Speaking of which, I have started identifying assets I will need, starting with the introduction part of the game (the Yacht). We also have a version 1.0 of the new Olivia for Unreal 5 made entirely from scratch in Daz3D (images are coming soon). 


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SWAJ
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Weekly Digest #44


As you may have noticed, I skipped the last weekly digest. I was engrossed in a coding spree with UE5. So far, things are going well. As you might know, I'm working on a small project to familiarize myself with the engine, and it's progressing nicely! Starting from scratch, I've created a map (level) that represents a temple or underground area, developed numerous blueprints for game logic, and designed Olivia’s geometry and her movement around the map. I chose to start from scratch rather than using a project template to fully understand how the engine works. My next goals include adding feral roamers to the game, applying animations, introducing projectile logic, a weapon, managing damage, and the game over scenario, among other things. I estimate I'm about halfway through this side project. My goal is to create a fully functional game before delving into the more complex survival game logic I've prototyped based on the current RPGMV game. The skills I'm acquiring from this will be beneficial for the main game. Additionally, we've been working on transitioning the Olivia model from the RPGMV game to Daz3D. The results are impressive and I'll share images of her very soon!

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SWAJ
Public post

Weekly Digest #43


Progress with getting started on the GDE is going well. The lessons learned in the online courses are proving beneficial, and I'm starting to grasp the nuances of Unreal 5's level editor. I have come across several free and some paid graphics assets that I would like to integrate into the game; they looks amazing! Soon, I will start consultations with members of the Discord to help with Olivia's basic appearance. Ultimately, I aim to incorporate a system to customize the character at the beginning of the game, a feature I am eagerly anticipating. If everything goes according to plan, I should have a basic proof of concept to present to subscribers, featuring a small level in the jungle, very soon.
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SWAJ
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Weekly Digest #42


After discussing with the community in the exclusive subscriber Discord channel of the game and analyzing the options and direction for it, I have decided to focus on utilizing the Unreal 5 engine with Daz3D. I have already started exploring the GDE and started production of a technical test for the new version of the game. To help me reach my goals, I plan to purchase a few courses on Udemy to assist me with the more abstract aspects of development with Unreal 5 and follow tutorials to improve my skills with Daz3D in order to produce, arguably, a much better visual representation of the current game. The story has evolved significantly since its initial concept. Although it may differ slightly from the RPGMV version of the game, there is no need to radically change it, and thus I will focus on the technical aspect In addition to the core features of the game (primal regression, pregnancy, etc.) and since we are going to significantly upgrade the engine, I have come up with a few idea/features I want to incorporate into the game. Here are a few things we aim to accomplice: 

  • Add a more complete and meaningful crafting system inspired by games such as Ark, Conan Exiles or Valheim . This includes a building system for players to create their own camps wherever they desire, crafting tools to gather resources from rocks, trees, bushes, etc., and crafting weapons for self-defense.
  • Camps that are destructible and interactive, enabling feral raider events where the raiders may destroy obstacles such as walls or defenses between them and the survivors.
  • A map that will be open but limited to areas unlocked by puzzles or quests, similar to the current system in the RPGMV game. This means that to access a new area of the map, players will need to progress in the story or achieve certain milestones in the game, such as acquiring the ability to craft a machete to cut vines.
  • A stat and leveling system, including skill points or other similar mechanics

The engine enables the creation of a wide variety of procedural AI to introduce both passive and aggressive NPCs, monsters, and animals for resource gathering or interaction and that opens up many possibilities. Walking in the jungle will no longer be a "walk in the park," as you will have to watch your step to avoid encountering a random tiger or being startled by an ambushed feral roamer. The Unreal 5 engine, combined with Daz3D animations and high-quality art, is very promising and hopefully, will take the Island to the next level. The capabilities of this engine surpass those of the previous one, enabling me and the crew to be more creative than ever before!
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