I will try to download again, but the download I tried reported an archive header corruption for the "windows-beta" (0.4?) download. This might be due to the old issue of zip file sizes larger than 4GiB or not; I do not know. I also do not know if I can even play the game as my OS is Linux (Debian 10, to be more precise). It may or may not run under Linux' Wine or Mono.
It may be a good idea to figure out how make it platform independent, so Mac and Linux user can try it. Both of which are becoming more common in modern times. (Separate the game engine from the game content; Delegate system functions to stubs which pass calls to the appropriate underlying platform and system facilities; Separate graphics and sound processing to their own modules and possibly threads, allowing the engine to run separately from graphics/sound updates; etc.) There are many good guides, tutorials, books, and other resources "out there" that go in to a lot of detail on how to do all this, and _why_ you should.
From a marketing standpoint, it is like you are saying "We only want to target and sell to customers who are wearing business suits because they can afford high-end rigs; You look like a poor art student who can only afford an outdated second-hand MacBook Pro, so... @#$% off." :-(
I actually looked in to releasing it for Linux already. Problem was the Nvidia DLSS plugin does not support compiling for Linux. I could remove it and package for Linux separately but considering the high rate of iteration currently and the low amount of Linux users that won't be a reality until the game is released.
However I have seen some users getting it to run using some variation of Wine/Proton. Unreal games in general seem to work well on Linux as far as I understand.
Until release that is sadly the best I can do without stealing too much time from development. As a Linux user myself (I run Arch, btw..) I very much would like to add support for Linux.
Mac is a different issue as I would need a mac to test on and I don't think I will buy that just for testing it out. Remember I'm doing this in my spare time for fun and everything comes out of my personal pockets. I'm not a publisher, game company or even a company. My marketing budget is 0 and every penny goes into the game itself.
I haven't looked in to what is needed to package for Mac, maybe it is possible to do it blindly from windows. That could work if I had people volunteering as testers.
Regarding the zip issues some seem to experience while most does not. I can provide a 7z mirror if you believe that would help. I have heard the same thing regarding big zip files.
Also thank you for taking the time to write up the feedback. Always appreciate input!
Unfortunately, he problem persists with my second download attempt. Size and chucksums (CRC32, MD6 and SHA256) between the two downloads are identical. This suggests that the download succeeded...
It may be the zip file size that is the issue. I am running up-to-date 7-zip libraries and Ark as my GUI archive manager. I do not have my own Windows machine to play with, but I have often heard other people have issues with very large zip files created under Windows 10, and heard it is due to some added non-standard "features", which are not (currently) compatible with Linux or even pre-Win 10. Would you consider either packaging it as a .7z, .tar.gz, or even a .tar.bz2 or .tar.xz? Other options include breaking it down in to multiple zip files no larger than 2GiB each.
Regarding platform porting, I really recommend you make that a priority early on. The longer you put it off, the more code you will have to refactor by doing it later -- or end up not doing it at all because of the amount of work you will need to do later. DOS and Windows are both examples of where this has happened. Microsoft coders created a "solution" to an issue, but by the time they realized the solution was making the problem worse, too much code and documentation relied on the broken solution for them to try to "start over and do it right this time."
I also understand the issue with Windows-only hardware and drivers. My WiFi adapter has to load the NDIS kernel drivers, which in turn load and call the code from the driver binary designed to be run from Windows. Your best bet is to target the "lowest common denominator" for mainline development, and make anything that uses or needs a higher-end GPU as "bonus feature" for those who can use it.
This would also benefit you as you can more easily create Mac packages, iOS packages, and even an Android APK release. This design is why C/C++ are still such strong and solid programming languages even though they are 40+ years old. Porting them to a new platform is as simple as creating the base instruction set to port the compiler over, then start compiling. (Modern GCC is a little more complex than this, but the base principle has remained unchanged for decades.) Pascal/Object Pascal (a/k/a Delphi) and Java do similar, but they approach it by creating a common "virtual machine" that executes the byte compiled binary image without changes. Various BASIC dialects and JavaScript and somewhat similar, but their method of operation is _interpretation_ instead of _compilation_ -- However, modern techniques such as JIT and pre-compilation make them act very similar these days.
As an aside, Modern Mac's are Linux-based. So you will not have to do a lot of work in that regard. If it works on Linux, the majority of it will work on a Mac. The main differences are mostly non-technical; It is more about the expected UI and file system extensions. For example, Mac users expect a single "system menu" at the top of their screen that is shared by all running apps, instead of each one having it's own system menu attached to it's main window. Mac file systems store some additional file attributes and meta-data for each file, such as whether a file is an executable application or a data file, and which application "owns" it.
For the experience, you might try to write some simple TK apps, even the simple and classic "Hello, World!" app. TK is closely related to TCL, but there are also, for example. Python and Perl linkages for TK. And they all are cross-platform, executing on Android, Linux, Mac, and Windows with almost no source code changes. iOS seems to be the exception, due to the way iOS apps are licensed and distributed. But if Apple would license them, there is no reason (that I know of) they should not operate the same on iOS.
I have even seen some "homebrew" systems (Arduino/embeded) and methods (Super Famicom/NES carts, classic "arcade" gaming "cabinets", etc) that do all these things.
Heck, I was just alerted that my coffee pot is now over 4 hours old and cold... 8^O I wired my home coffee maker to 6502 CPU from an otherwise dead Commodore VIC-20 computer, and can control it and check how much fresh coffee is in it with a simple TCL/TK app that sits in my taskbar "tray area", as well an app on my Android phone that runs the same TCL/TK program (via AndroWish).
One final thought... Just about every game release on Itch is "in the same boat" as you. Per the main itch.io home page, "Download the latest *INDIE* games" (emphasis and caps are mine). Many here are low budget, single developer hobbyist types who started with nothing but an idea of a game they want to write and release. The way I see it, this is a prime place to get started and learn the real art of programming (in between graduating college and getting hired by or starting your own development company). Make the best of it!
As for the development everything is done in Unreal Engine blueprints which is platform agnostic. The only things that are specific are the plugins. It's up to the engine to make sure it runs on different platforms and I doubt I can make a better job than ID in that regard :)
I'm also not looking at getting into development or the gaming industry, it is purely a side project for me and will remain such (unless I'm wildly successful and can retire early but that is not something I'm expecting, I'm just hoping to get my investment back). But thank you for the input and well thought out replies. Highly appreciated!
TBH, I give up. Trying to download from Mega caused my FireFox RAM and CPU to skyrocket, to the point I could not even switch to an admin console and kill it. I had o pull out the power cord and lose everything in my current login session. Upon plugging back in and powering up, Mega is now telling me I have exceeded my monthly quota and have to purchase additional download bandwidth to restart the download.
Given this problem and knowing the game may not even execute on Linux, it is just not worth the effort.
I really do advocate you upload to archive.org. It is free, for you and your end users. It is very fault tolerant, as the webserver supports resuming failed and problem transfers -- which means it also supports use of download managers which can keep (re)trying the download until it completes. It generates .torrent files for users to download via torrent downloaders. And, it may not mean much to you, but it creates an archived "history" of anything ever published without any need for you to provide the resources (servers, disk space, bandwidth, etc). This allows someone in a year/five years/ten years/... from now to download it and give it a try.
Looks super promising, unfortunately I have a laptop that would better be described as a hunk of sometimes glowing scrap but I'll definitely come back to it when I get something better.
Are you using the latest GPU drivers? I don't know if it will help but d3d device sounds like a gpu issue, maybe the drivers are crashing? Could check windows event viewer under -> windows logs -> system and see if there are any errors.
Hi there, really loving the feel and direction of this game, there is definitely massive potential and i would love to give some feedback to help you get there!
Some bugs/improvements i would like to report:
When dying or using the rune stones(not sure what they are supposed to do) my characters hair is changed in colour and style. Even when loading a previous save the changes do not revert and there is no way to re-customize the character (that i know of) in game.
The lack of clarity for what plants can be harvested for fiber and what trees/rocks can be farmed makes it difficult for new players to know what to look for.
There's a trail of smoke instead of a shadow for the player character.
Some keybinds/imputs are not available to be changed such as roll.
Setting changes such as the size of pregnancy/cum inflation take a long time to apply in game.
Sometimes nothing happens on defeat and i stay alive even at 0 health.
Maybe a health bar would be useful (seems like there is one for the ogre in the video you posted above), when i first started i spent nearly 5 minutes straight whacking some orc at the top of the hill and he still didn't die ahaha. I get that the game needs to get harder but just giving the enemy a bunch of health doesn't really feel great personally. I would much rather verse a more aggressive opponent with different attacks (not easy to do but definitely something to work towards if you want the combat to feel more meaningful).
The armored demon guys inside the doorway/dungeon are not aligned properly during intercourse.
The first tier spell "dash" does nothing. Also i know this is the demo but exploration still felt pretty meaningless. Instead of unlocking magic via skill points maybe finding magical tomes/books would be more exciting and reward exploration. Also this can apply to finding new weapons or crafting recipes etc.
There is no way to hide the UI during sex scenes which ruins the immersion (toggle HUD/toggle Inventory has the same effect of bringing up inventory). Also the lack of butt physics during intercourse looks strange.
Some weather conditions cause a glossy glow to everything (environment, character, enemies) which doesn't seem right, maybe just after raining or swimming in the water that effect should be applied.
Loot drops rolling down the hill can be a little annoying but nothing major.
Some clothing clips through the body (mainly bra and panties, the latter of which can only be seen from specific camera angles).
Maybe could have a stat specific for increasing magic damage or add it onto intellect, but having it on strength (i guess that's how magic scales currently?) also works.
The skill "Strongman" which increases health by 25/50/100 is just a straight up better way to invest skill points than getting stamina (yea stamina also gives health regen but not a huge difference). Maybe have it as a percentage rather than a flat amount would make it so it's better scaling later on and not just something to get early instead of stamina.
Sorry for the huge post! Thank you so much for creating this and taking the time to listen to feedback. I wish you all the best and if you ever want advice or more feedback i'd be very willing to help.
Wow, thank you! Excellent feedback! I hope to have fixed at least a few of these things in the next version (some of the things you mentioned where placeholders i hadn't gotten to yet).
Might add a slider for pregnancy duration so the player can control it themselves.
Skillpoints for exploring is a good idea! I already planned on making exploration more interesting/rewarding (the island is more or less a demo placeholder in itself to test all the systems), using skillpoints as a reward would further increase the reason for players doing it :)
Dont know how to troubleshoot this. Sometimes it takes a long time to load on startup, especially the first time. Have you checked task manager if it is still working? Might just need to leave it a few mins (usually 5 sec for me but could differ based on hardware)
If you want players or user to be more accessible, I want dev to think about how players' PC with lower than minimum PC requirement and they wants to play your game, isn't it bad that they can't even play the game that they wants to play. But if they can really play your game maybe this game might have a video setting that can help their PC to run your game because some player still uses PC Pentium till this day.
I try to optimize the game for as many as possible to play it. I provide several options in the graphic settings to scale according to hardware. There are always more things that can be optimized and i have a list of things i want to reduce the cost of a lot (player character, all armor pieces etc).
However this is still more or less in a state of find all the bugs (which is why it is free). I will continue to optimize as i develop the game and always do my best to make it easy to run.
That said there is also the reality of a visually advanced game such as this to exclude some players precisely because it has a high visual fidelity. While the game is a lot more GPU demanding than CPU i doubt many modern games today run on an old Pentium cpu and i can't really optimize for that without doing a pixel art game.
In summary, it's definitely something i think a lot about. It's the reason i scrapped using UE5 since the new tech, while amazing, runs slower even on newer hardware.
Always appreciate the feedback and if you have any more specific problems i can look in to i always welcome the opportunity as i only have one machine to test everything on :)
Demo isn't too bad, just an annoying amount of things don't work or need more work:
- Can't use numpad + since my keyboard doesn't have a numpad so please allow us to change that - Sex defeat option doesn't work along with pregnancy or cum inflation. Doesn't seem to save after applying settings Apparently fixed - J doesn't open up a journal - Can't equip lanterns - Animation for mining ores or chopping trees is way too slow in my opinion - Game takes way too long to start. I sit at a black screen for over a minute and my computer isn't slow - Weird smoke effect stays at feet after using campfire - Jumping is bad. Your character will clearly have their feet above the object I want to jump on/over but the body collision is obviously to big - Make it a bit easier to traverse steep terrain, the hill behind player house is annoyingly big and is annoying have to go around each time in my opinion - When attacking with sword, if pressing W + attack and then immediately pressing S + Alt (or any other direction really) to dodge backwards, game won't let you and you'll only dodge forward - 95% of the time enemy doesn't attack, they'll just stare you down hoping that kills you - When re-spawning, character that you created isn't loaded back, hairstyle changes to twin-tails hairstyle every time - Foilage pop-in. Grass will spawn into view about 20 meters away and looks weird - When using the bow, having the bow drawn makes the character have their arms in a wacky position
Other than those issues, the game isn't too bad. Game looks good, combat feels nice, solid crafting and RPG mechanics. Looking forward to future updates.
I found there is some kind of smoke coming out of the character's feet instead of a shadow the left hand keeps raising up like it was trying keep out the sun after killing something
I've not played it yet, but the changelog says pregnancy is persistent? So you don't give birth, or it gives some side effects that will last after giving birth?
Sorry, it's a bit missleading. It's the setting for turning it on that is supposed to be persistent. Funnily enough there was a new bug making the setting non persistent anyway. But no, pregnancy has a cycle where the belly/breasts grow until the cycle is complete. Will likely add birth in the future as well (optional, as most things in the game)
Couldn't put down the campfire anywhere, had to resort to eating raw meat, which is fine but then started losing health presumably due to thirst which I can't even see nor can even find water to drink.
Not sure if its been reported yet, but im having issues harvesting trees? I've crafted the sharp stone to give me the option to harvest them but I believe the wood drops are either not spawning or falling through the map before im able to pick up or interact with them, thus halting any progress I can make :c
this game has great potential, and i really like the concept. At the moment there seems to be an issue with the exit door for the initial dungeon not working, and equiping a sword breaks monster interactions. still at v0.2 is great progress so fa, just hope the door issue gets addressed soon
For now, this entire project looks like a hot mess. Downloaded it around 4 times, each download had different files. Fifth time it finally had all the files. Got in and the sound was soooo high. Even at 20% it was echoing in my ears and that was as low as it would go, drowning out everything else i had running, not to mention the loud click every time i tried to modify the PC. It actually made me not want to fiddle with it as much.
Open the journal and its...please show you're trying by at least changing out the text from the assets you bought for the survival bit?
Buildings didn't place, wood spawns inside tree stumps or lower and instantly fell through the world, the monster by the beach villa is bugged out 7 ways to Sunday(animation stutters, victory locks him in place, attempting inaccessible animations teleports you back to him, etc). All penetration is listed as butt, and somehow still got pregnant(wut?).
Don't take this all as B&M'ing, i do hope you can use this to fix the issues/double check spawns/etc. I would like to see this become something.
Yes I agree there are lots of bugs/issues. But that is kind of the point at this stage. The amount of testing and bug reporting I have received would have taken me months by myself and I still would have missed many things. While it's a big inconvenience for the player it's somewhat to be expected this early.
Also good point on the journal, I hadn't even considered that it was viewable as I haven't gotten to creating quests yet. Like you say a lot of stuff is still whatever came with the assets. I guess they can be considered placeholders but I should probably hide them/disable the journal functionality as it looks bad.
I will look in to the sound issue. Haven't experienced myself but also haven't really calibrated the audio levels yet, good feedback!
Also completely missed the part with journal calculations being incorrect.
Very much appreciate you took the time to both report bugs and to share your opinion even if it might be a negative one. Hope you give it another chance in the future!
Just by taking the criticism as constructive you've earned respect from me. As i said, I hope you look at it as something to add to your 'to do' list rather than just negatives. As someone who dabbles in writing, the worst thing a person can do is give generic feedback of "it doesnt work right" or "i dont like it." Specifics help with bug-fixing and issues. The biggest concern for me with the journal is that it makes it look like a 5 dollar flip someone threw together to get some quick cash before abandoning(I've got like, 2 of those in my steam library). In other words: really bad optics. And that can make or break a project. I dont think this is one, and I'd like to see you to avoid those sorts of accusations. Just straight up removing the text and leaving it blank or blacking it out/disabling it would look better.
Based on your feedback I have disabled the journal and some other unfinished parts as well. Im also going through some aspects, like attributes and abilities, to change the default texts and descriptions as I agree fully that the optics are really bad.
However I did not manage to see anything in the journal when I replicated it, it was all empty. Curious to what text appeared for you as no quests should be in the game yet and no journal entries should be added.
Again, your feedback is highly appreciated, thank you for taking the time to write down your thoughts! :)
Game has potential but most of the character models don't do their sex actions and just stand there. When I toggle on pregnancy, cum inflation, and defeated sex the game untoggles them.
My character keeps getting assfucked, then when I check the settings the "defeat sex," "pregnancy," and "cum inflation" settings are unchecked again. I toggle them back on, and then I run up to a monster only to get "anal" again - only it's clearly not anal, but when I pull up the stats it registers as anal.
The game looks extremely promising, however that little error is a bit of bummer - hopefully there is a fix. There are a lot of bugs, at least one sex scene isnt working, so godspeed to the developer.
I like the demo so far. The build is very stable and I haven't crashed on my outdated graphics cards GEForce GTX 1080 TI. You get a tutorial level and an open sand box. There are weather effects and day/night cycles as well. The soundtrack sounds kinda like the Witcher, very folkies and melotic. You start with your bare fists and craft/loot other weapons. Combat is a hack, slash and dodge affair like darksouls but way less punishing. There is no story (it's a demo) so I understand. Come for the lewds and be entertained.
I'm having some trouble unzipping the file. The issue is that when I'm unzipping it i get several errors about assets, and File String is to long.
This has happened to me several times. I was wondering if anyone here knows of a program that could help me out rather than the one that comes with Windows?
Please any help would be nice.
NOTE: if anyone is wondering I'm running Windows 10. I also dont want to go through the multiple files to rename them then name them back as one post stated on another forum for a different game
You might want to try to use 7zip, I was having problems as well (although different from the ones you are mentioning), but using 7zip seemed to solve my issues at least.
Did something go wrong with the zipping of version 0.2? I am unable to unzip it. The unzip process crashes warning of potential Zip Bomb. Version 0.1 unzips fine and this is the first time an unzip process has failed like this for me.
It being corrupted during download is unlikely since the archive wouldn't open if it was corrupted and it only fails during the unarchive process. But just in-case I tried to re-download the file 3 times using 3 different methods (2 different browsers and a download manager), all the files are exactly the same (matching checksums). The error I get is still the same: "invalid zip file with overlapped components (possible zip bomb)".
Using a different program I was able to unzip it, but it also complained about the ZIP file, giving the following message: "Headers Error", but everything unzipped correctly and the game launched.
Really enjoying the potential this game has. One thing that did bug me was not being able to get a frontal view of the character, or did I miss a way of doing that? Either way, keep up the good work.
On that note it might have something to do with how big the ZIP file is now, from my experience RAR files are usually better when things get this big. Might want to give it a try at least :)
You could be right, might be that zip doesn't handle the file size well. Will see if i can do it differently in the future, thanks!
Also for turning the camera you can hold shift. In the next build there will also be a toggle for rotating the camera. It will mess with movement but might be nice to more easily be able to view the character.
Well, Kobold and Humanoid dragons are the same thing. Well, Kobold mean goblins and they do look like goblins that's how dnd make them look little short dragon people.
Quite a nice simple demo you have, reminds me of the Conan game but with proper sex machanics. The scenes are nice and the bulges and pregnancy mechanics are good.
Only thing (but will probably change) that I would suggest is making weapons more durable and food not spoil as fast.
Good feedback, thanks! I'm considering removing durability as a mechanic. While it does add gameplay hours forcing to gather more materials it doesn't add that much fun to the game. Will tweak spoil rate as well!
I think you should keep weapon durability in, for simple stone very early weapons shouldn't last too long, but when you start getting to metal weapons and armor they should be quite resilient, give players incentive to make them and also rewarding them.
Very sorry for this! Will upload a version with an included prerequisites installer included that should handle the dependencies. I can't really answer your questions as i don't know precisely what is needed. There is a list on the following link with requirements but i think those are for the editor so all of them probably are not required. https://docs.unrealengine.com/4.27/en-US/Basics/InstallingUnrealEngine/Recommend...
Tried running it and it just froze my computer. Checked what Steam says for minimum requirements, I think maybe my graphics card is not good enough to run it. What's in this game that would require such advanced graphics?
I haven't tested it on anything older than what is specified. It could work provided it has modern enough support for the directX version (11 or 12). The game does use a lot of high quality models that require lots of graphics memory and computation to render. Unreal Engine can attempt to downsize a lot of things to meet older hardware but im not sure why it crashes. What GPU model do you use? You could try deleting the GameUserSettings.ini in wicked-island/WindowsNoEditor/Apofosis/Saved/Config/WindowsNoEditor Starting the game will take longer after that but it will perform a hardware test and set settings according to your specs. Worth a try at least.
Alright. I don't see any reason it strictly wouldn't work unless the GPU is overtaxed completely and the driver crash or something like that. It's the downside of having a menu with models being rendered but if the GPU struggles with the menu the rest of the game would probably work even worse. Will see what I can do but it could just be that the GPU can't handle the calculations required.
And yes its a female protagonist only game for now. I might add an expansion with the ability to play as a monster after release but no guarantees.
← Return to game
Comments
Log in with itch.io to leave a comment.
I will try to download again, but the download I tried reported an archive header corruption for the "windows-beta" (0.4?) download. This might be due to the old issue of zip file sizes larger than 4GiB or not; I do not know. I also do not know if I can even play the game as my OS is Linux (Debian 10, to be more precise). It may or may not run under Linux' Wine or Mono.
It may be a good idea to figure out how make it platform independent, so Mac and Linux user can try it. Both of which are becoming more common in modern times. (Separate the game engine from the game content; Delegate system functions to stubs which pass calls to the appropriate underlying platform and system facilities; Separate graphics and sound processing to their own modules and possibly threads, allowing the engine to run separately from graphics/sound updates; etc.) There are many good guides, tutorials, books, and other resources "out there" that go in to a lot of detail on how to do all this, and _why_ you should.
From a marketing standpoint, it is like you are saying "We only want to target and sell to customers who are wearing business suits because they can afford high-end rigs; You look like a poor art student who can only afford an outdated second-hand MacBook Pro, so... @#$% off." :-(
I actually looked in to releasing it for Linux already. Problem was the Nvidia DLSS plugin does not support compiling for Linux. I could remove it and package for Linux separately but considering the high rate of iteration currently and the low amount of Linux users that won't be a reality until the game is released.
However I have seen some users getting it to run using some variation of Wine/Proton. Unreal games in general seem to work well on Linux as far as I understand.
Until release that is sadly the best I can do without stealing too much time from development. As a Linux user myself (I run Arch, btw..) I very much would like to add support for Linux.
Mac is a different issue as I would need a mac to test on and I don't think I will buy that just for testing it out. Remember I'm doing this in my spare time for fun and everything comes out of my personal pockets. I'm not a publisher, game company or even a company. My marketing budget is 0 and every penny goes into the game itself.
I haven't looked in to what is needed to package for Mac, maybe it is possible to do it blindly from windows. That could work if I had people volunteering as testers.
Regarding the zip issues some seem to experience while most does not. I can provide a 7z mirror if you believe that would help. I have heard the same thing regarding big zip files.
Also thank you for taking the time to write up the feedback. Always appreciate input!
Unfortunately, he problem persists with my second download attempt. Size and chucksums (CRC32, MD6 and SHA256) between the two downloads are identical. This suggests that the download succeeded...
It may be the zip file size that is the issue. I am running up-to-date 7-zip libraries and Ark as my GUI archive manager. I do not have my own Windows machine to play with, but I have often heard other people have issues with very large zip files created under Windows 10, and heard it is due to some added non-standard "features", which are not (currently) compatible with Linux or even pre-Win 10. Would you consider either packaging it as a .7z, .tar.gz, or even a .tar.bz2 or .tar.xz? Other options include breaking it down in to multiple zip files no larger than 2GiB each.
Regarding platform porting, I really recommend you make that a priority early on. The longer you put it off, the more code you will have to refactor by doing it later -- or end up not doing it at all because of the amount of work you will need to do later. DOS and Windows are both examples of where this has happened. Microsoft coders created a "solution" to an issue, but by the time they realized the solution was making the problem worse, too much code and documentation relied on the broken solution for them to try to "start over and do it right this time."
I also understand the issue with Windows-only hardware and drivers. My WiFi adapter has to load the NDIS kernel drivers, which in turn load and call the code from the driver binary designed to be run from Windows. Your best bet is to target the "lowest common denominator" for mainline development, and make anything that uses or needs a higher-end GPU as "bonus feature" for those who can use it.
This would also benefit you as you can more easily create Mac packages, iOS packages, and even an Android APK release. This design is why C/C++ are still such strong and solid programming languages even though they are 40+ years old. Porting them to a new platform is as simple as creating the base instruction set to port the compiler over, then start compiling. (Modern GCC is a little more complex than this, but the base principle has remained unchanged for decades.) Pascal/Object Pascal (a/k/a Delphi) and Java do similar, but they approach it by creating a common "virtual machine" that executes the byte compiled binary image without changes. Various BASIC dialects and JavaScript and somewhat similar, but their method of operation is _interpretation_ instead of _compilation_ -- However, modern techniques such as JIT and pre-compilation make them act very similar these days.
As an aside, Modern Mac's are Linux-based. So you will not have to do a lot of work in that regard. If it works on Linux, the majority of it will work on a Mac. The main differences are mostly non-technical; It is more about the expected UI and file system extensions. For example, Mac users expect a single "system menu" at the top of their screen that is shared by all running apps, instead of each one having it's own system menu attached to it's main window. Mac file systems store some additional file attributes and meta-data for each file, such as whether a file is an executable application or a data file, and which application "owns" it.
For the experience, you might try to write some simple TK apps, even the simple and classic "Hello, World!" app. TK is closely related to TCL, but there are also, for example. Python and Perl linkages for TK. And they all are cross-platform, executing on Android, Linux, Mac, and Windows with almost no source code changes. iOS seems to be the exception, due to the way iOS apps are licensed and distributed. But if Apple would license them, there is no reason (that I know of) they should not operate the same on iOS.
I have even seen some "homebrew" systems (Arduino/embeded) and methods (Super Famicom/NES carts, classic "arcade" gaming "cabinets", etc) that do all these things.
Heck, I was just alerted that my coffee pot is now over 4 hours old and cold... 8^O I wired my home coffee maker to 6502 CPU from an otherwise dead Commodore VIC-20 computer, and can control it and check how much fresh coffee is in it with a simple TCL/TK app that sits in my taskbar "tray area", as well an app on my Android phone that runs the same TCL/TK program (via AndroWish).
One final thought... Just about every game release on Itch is "in the same boat" as you. Per the main itch.io home page, "Download the latest *INDIE* games" (emphasis and caps are mine). Many here are low budget, single developer hobbyist types who started with nothing but an idea of a game they want to write and release. The way I see it, this is a prime place to get started and learn the real art of programming (in between graduating college and getting hired by or starting your own development company). Make the best of it!
7zip mirror (0.4), hopefully that will help!
https://mega.nz/file/t8UhGKCK#a0cVK7QiLABgDHF_CmtAHOwSGe7xSnsfrzQr_czPHvI
As for the development everything is done in Unreal Engine blueprints which is platform agnostic. The only things that are specific are the plugins. It's up to the engine to make sure it runs on different platforms and I doubt I can make a better job than ID in that regard :)
I'm also not looking at getting into development or the gaming industry, it is purely a side project for me and will remain such (unless I'm wildly successful and can retire early but that is not something I'm expecting, I'm just hoping to get my investment back).
But thank you for the input and well thought out replies. Highly appreciated!
TBH, I give up. Trying to download from Mega caused my FireFox RAM and CPU to skyrocket, to the point I could not even switch to an admin console and kill it. I had o pull out the power cord and lose everything in my current login session. Upon plugging back in and powering up, Mega is now telling me I have exceeded my monthly quota and have to purchase additional download bandwidth to restart the download.
Given this problem and knowing the game may not even execute on Linux, it is just not worth the effort.
I really do advocate you upload to archive.org. It is free, for you and your end users. It is very fault tolerant, as the webserver supports resuming failed and problem transfers -- which means it also supports use of download managers which can keep (re)trying the download until it completes. It generates .torrent files for users to download via torrent downloaders. And, it may not mean much to you, but it creates an archived "history" of anything ever published without any need for you to provide the resources (servers, disk space, bandwidth, etc). This allows someone in a year/five years/ten years/... from now to download it and give it a try.
Did not know you could use archive.org like that, pretty cool!
https://archive.org/details/wicked-island-0.4.7z
How to forge steel?
It's a bug in 0.4 and earlier, it can't be forged. Have fixed it in the next release.
can i have a mega or any usable link bc itch.io download is shit i tryed to download this game 13 time
update: i tryed to download 18 time
pls the token always expire before i got 70% i have 300kb/s max i need a download without token protection for 30h
Itch usually works fine for me but here is a mega link for 0.31
https://mega.nz/file/wg9WhZQA#rh_nZpS_3y_RGR_3yN8YXIf1zfSfpUtX0bF_PqmFGwo
thank you it just itch.io protection to prevent other platform from stealing game
Oh HELL YEAH. This is my kinda thing. Female character. Pregnancy. Monsters. Don't blue ball me on this one.
I keep getting a corrupt data error redownloading the game doesn't seem to help.
Looks super promising, unfortunately I have a laptop that would better be described as a hunk of sometimes glowing scrap but I'll definitely come back to it when I get something better.
While i did spend some time optimizing in the next release i don't think it will make a huge difference for older hardware :(
i played no man sky on win 7 with 8GB ram and less then a GB of vram anything is possible it just need 100% legally modified driver
I keep getting a error and the screen is just black I can hear the sound but I can't see anything
The error says lowlevelfataerror unreal engine is exiting due to d3d device being lost
I'm not exactly sure what that means or how to fix it
Are you using the latest GPU drivers? I don't know if it will help but d3d device sounds like a gpu issue, maybe the drivers are crashing? Could check windows event viewer under -> windows logs -> system and see if there are any errors.
Hi there, really loving the feel and direction of this game, there is definitely massive potential and i would love to give some feedback to help you get there!
Some bugs/improvements i would like to report:
When dying or using the rune stones(not sure what they are supposed to do) my characters hair is changed in colour and style. Even when loading a previous save the changes do not revert and there is no way to re-customize the character (that i know of) in game.
The lack of clarity for what plants can be harvested for fiber and what trees/rocks can be farmed makes it difficult for new players to know what to look for.
There's a trail of smoke instead of a shadow for the player character.
Some keybinds/imputs are not available to be changed such as roll.
Setting changes such as the size of pregnancy/cum inflation take a long time to apply in game.
Sometimes nothing happens on defeat and i stay alive even at 0 health.
Maybe a health bar would be useful (seems like there is one for the ogre in the video you posted above), when i first started i spent nearly 5 minutes straight whacking some orc at the top of the hill and he still didn't die ahaha. I get that the game needs to get harder but just giving the enemy a bunch of health doesn't really feel great personally. I would much rather verse a more aggressive opponent with different attacks (not easy to do but definitely something to work towards if you want the combat to feel more meaningful).
The armored demon guys inside the doorway/dungeon are not aligned properly during intercourse.
The first tier spell "dash" does nothing. Also i know this is the demo but exploration still felt pretty meaningless. Instead of unlocking magic via skill points maybe finding magical tomes/books would be more exciting and reward exploration. Also this can apply to finding new weapons or crafting recipes etc.
There is no way to hide the UI during sex scenes which ruins the immersion (toggle HUD/toggle Inventory has the same effect of bringing up inventory). Also the lack of butt physics during intercourse looks strange.
Some weather conditions cause a glossy glow to everything (environment, character, enemies) which doesn't seem right, maybe just after raining or swimming in the water that effect should be applied.
Loot drops rolling down the hill can be a little annoying but nothing major.
Some clothing clips through the body (mainly bra and panties, the latter of which can only be seen from specific camera angles).
Maybe could have a stat specific for increasing magic damage or add it onto intellect, but having it on strength (i guess that's how magic scales currently?) also works.
The skill "Strongman" which increases health by 25/50/100 is just a straight up better way to invest skill points than getting stamina (yea stamina also gives health regen but not a huge difference). Maybe have it as a percentage rather than a flat amount would make it so it's better scaling later on and not just something to get early instead of stamina.
Sorry for the huge post! Thank you so much for creating this and taking the time to listen to feedback. I wish you all the best and if you ever want advice or more feedback i'd be very willing to help.
Love the game and looking forward to see more!
Wow, thank you! Excellent feedback! I hope to have fixed at least a few of these things in the next version (some of the things you mentioned where placeholders i hadn't gotten to yet).
Might add a slider for pregnancy duration so the player can control it themselves.
Skillpoints for exploring is a good idea! I already planned on making exploration more interesting/rewarding (the island is more or less a demo placeholder in itself to test all the systems), using skillpoints as a reward would further increase the reason for players doing it :)
Havent played it yet.Can you play as furry male (if no-then will you add this race to character customization?(when?)). Vr support planned?
Can only play as female human (or elf i guess). Might add play as monster mode at a later date.
Save that for after 1.0 IMO. Get the core game down first before stretching yourself like the poor lass in game.
Would love to even play as a regular human male (pregnancy included lol). Though like the other person said, after the core game lol.
Hola
I got an error while running game
I tried running as administartor it
Black screen when starting a game
sorry if my english is not good
Dont know how to troubleshoot this. Sometimes it takes a long time to load on startup, especially the first time. Have you checked task manager if it is still working? Might just need to leave it a few mins (usually 5 sec for me but could differ based on hardware)
downloaded the 3.1 zip, but when I opened it, nothing happened
it says that the file is corrupted :(
If you want players or user to be more accessible, I want dev to think about how players' PC with lower than minimum PC requirement and they wants to play your game, isn't it bad that they can't even play the game that they wants to play. But if they can really play your game maybe this game might have a video setting that can help their PC to run your game because some player still uses PC Pentium till this day.
I try to optimize the game for as many as possible to play it. I provide several options in the graphic settings to scale according to hardware. There are always more things that can be optimized and i have a list of things i want to reduce the cost of a lot (player character, all armor pieces etc).
However this is still more or less in a state of find all the bugs (which is why it is free). I will continue to optimize as i develop the game and always do my best to make it easy to run.
That said there is also the reality of a visually advanced game such as this to exclude some players precisely because it has a high visual fidelity. While the game is a lot more GPU demanding than CPU i doubt many modern games today run on an old Pentium cpu and i can't really optimize for that without doing a pixel art game.
In summary, it's definitely something i think a lot about. It's the reason i scrapped using UE5 since the new tech, while amazing, runs slower even on newer hardware.
Always appreciate the feedback and if you have any more specific problems i can look in to i always welcome the opportunity as i only have one machine to test everything on :)
will you be making it so you can play as a man with femal monsters? i'd pay for that shit
There might be a play as a male monster mode at some point after release. But man vs female monsters probably wont happen anytime soon, sorry.
Demo isn't too bad, just an annoying amount of things don't work or need more work:
- Can't use numpad + since my keyboard doesn't have a numpad so please allow us to change that
-
Sex defeat option doesn't work along with pregnancy or cum inflation. Doesn't seem to save after applying settingsApparently fixed- J doesn't open up a journal
- Can't equip lanterns
- Animation for mining ores or chopping trees is way too slow in my opinion
- Game takes way too long to start. I sit at a black screen for over a minute and my computer isn't slow
- Weird smoke effect stays at feet after using campfire
- Jumping is bad. Your character will clearly have their feet above the object I want to jump on/over but the body collision is obviously to big
- Make it a bit easier to traverse steep terrain, the hill behind player house is annoyingly big and is annoying have to go around each time in my opinion
- When attacking with sword, if pressing W + attack and then immediately pressing S + Alt (or any other direction really) to dodge backwards, game won't let you and you'll only dodge forward
- 95% of the time enemy doesn't attack, they'll just stare you down hoping that kills you
- When re-spawning, character that you created isn't loaded back, hairstyle changes to twin-tails hairstyle every time
- Foilage pop-in. Grass will spawn into view about 20 meters away and looks weird
- When using the bow, having the bow drawn makes the character have their arms in a wacky position
Other than those issues, the game isn't too bad. Game looks good, combat feels nice, solid crafting and RPG mechanics. Looking forward to future updates.
Excellent feedback, thank you!
Hoping to have at least a few of the things fixed in the next version.
are there other humanoid npcs to interact with or just monsters?
Will be NPC's in full game that give quests. Probably no enemies. Might add consensual sex with npc's
Non sono stato in grado di impostare. il gioco stava andando lentamente. la grafica era pessima. peccato che sembra un buon gioco.
Will be size optimization in future?
Do you mean file size? It could be reduced slightly but the textures and models of decent quality does take up space, no way around it.
When fighting the flying insects near the spawn point, they will grow incredibly large when they attack.
Hadn't noticed that, great feedback! Thanks for reporting it :)
I found there is some kind of smoke coming out of the character's feet instead of a shadow the left hand keeps raising up like it was trying keep out the sun after killing something
Thank you for reporting it! It's a strange issue I haven't been able to hunt down yet.
Same here (running v0.3.1 admittedly).
I've not played it yet, but the changelog says pregnancy is persistent? So you don't give birth, or it gives some side effects that will last after giving birth?
Sorry, it's a bit missleading. It's the setting for turning it on that is supposed to be persistent. Funnily enough there was a new bug making the setting non persistent anyway. But no, pregnancy has a cycle where the belly/breasts grow until the cycle is complete. Will likely add birth in the future as well (optional, as most things in the game)
Couldn't put down the campfire anywhere, had to resort to eating raw meat, which is fine but then started losing health presumably due to thirst which I can't even see nor can even find water to drink.
Putting down campfire should be fixed in 0.3. Thirst is completely disabled and should not affect anything anymore.
Not sure if its been reported yet, but im having issues harvesting trees? I've crafted the sharp stone to give me the option to harvest them but I believe the wood drops are either not spawning or falling through the map before im able to pick up or interact with them, thus halting any progress I can make :c
It's fixed in the next build that is not yet published. Thanks for reporting it!
:D
this game has great potential, and i really like the concept. At the moment there seems to be an issue with the exit door for the initial dungeon not working, and equiping a sword breaks monster interactions. still at v0.2 is great progress so fa, just hope the door issue gets addressed soon
Next version will have you spawn on the island instead with the ability to go into the dungeon.
Thank you! :)
For now, this entire project looks like a hot mess. Downloaded it around 4 times, each download had different files. Fifth time it finally had all the files. Got in and the sound was soooo high. Even at 20% it was echoing in my ears and that was as low as it would go, drowning out everything else i had running, not to mention the loud click every time i tried to modify the PC. It actually made me not want to fiddle with it as much.
Open the journal and its...please show you're trying by at least changing out the text from the assets you bought for the survival bit?
Buildings didn't place, wood spawns inside tree stumps or lower and instantly fell through the world, the monster by the beach villa is bugged out 7 ways to Sunday(animation stutters, victory locks him in place, attempting inaccessible animations teleports you back to him, etc). All penetration is listed as butt, and somehow still got pregnant(wut?).
Don't take this all as B&M'ing, i do hope you can use this to fix the issues/double check spawns/etc. I would like to see this become something.
Yes I agree there are lots of bugs/issues. But that is kind of the point at this stage. The amount of testing and bug reporting I have received would have taken me months by myself and I still would have missed many things. While it's a big inconvenience for the player it's somewhat to be expected this early.
Also good point on the journal, I hadn't even considered that it was viewable as I haven't gotten to creating quests yet. Like you say a lot of stuff is still whatever came with the assets. I guess they can be considered placeholders but I should probably hide them/disable the journal functionality as it looks bad.
I will look in to the sound issue. Haven't experienced myself but also haven't really calibrated the audio levels yet, good feedback!
Also completely missed the part with journal calculations being incorrect.
Very much appreciate you took the time to both report bugs and to share your opinion even if it might be a negative one. Hope you give it another chance in the future!
Just by taking the criticism as constructive you've earned respect from me. As i said, I hope you look at it as something to add to your 'to do' list rather than just negatives. As someone who dabbles in writing, the worst thing a person can do is give generic feedback of "it doesnt work right" or "i dont like it." Specifics help with bug-fixing and issues. The biggest concern for me with the journal is that it makes it look like a 5 dollar flip someone threw together to get some quick cash before abandoning(I've got like, 2 of those in my steam library). In other words: really bad optics. And that can make or break a project. I dont think this is one, and I'd like to see you to avoid those sorts of accusations. Just straight up removing the text and leaving it blank or blacking it out/disabling it would look better.
Based on your feedback I have disabled the journal and some other unfinished parts as well. Im also going through some aspects, like attributes and abilities, to change the default texts and descriptions as I agree fully that the optics are really bad.
However I did not manage to see anything in the journal when I replicated it, it was all empty. Curious to what text appeared for you as no quests should be in the game yet and no journal entries should be added.
Again, your feedback is highly appreciated, thank you for taking the time to write down your thoughts! :)
Game has potential but most of the character models don't do their sex actions and just stand there. When I toggle on pregnancy, cum inflation, and defeated sex the game untoggles them.
Same here.
My character keeps getting assfucked, then when I check the settings the "defeat sex," "pregnancy," and "cum inflation" settings are unchecked again. I toggle them back on, and then I run up to a monster only to get "anal" again - only it's clearly not anal, but when I pull up the stats it registers as anal.
I have the same problem.
The game looks extremely promising, however that little error is a bit of bummer - hopefully there is a fix. There are a lot of bugs, at least one sex scene isnt working, so godspeed to the developer.
Great job though, dev!
I like the demo so far. The build is very stable and I haven't crashed on my outdated graphics cards GEForce GTX 1080 TI. You get a tutorial level and an open sand box. There are weather effects and day/night cycles as well. The soundtrack sounds kinda like the Witcher, very folkies and melotic. You start with your bare fists and craft/loot other weapons. Combat is a hack, slash and dodge affair like darksouls but way less punishing. There is no story (it's a demo) so I understand. Come for the lewds and be entertained.
awesome to hear that is how you experienced it. Pretty much sums up my vision for what I want to accomplish. Obviously early days.
Thank you for taking the time to post!
I'm having some trouble unzipping the file. The issue is that when I'm unzipping it i get several errors about assets, and File String is to long.
This has happened to me several times. I was wondering if anyone here knows of a program that could help me out rather than the one that comes with Windows?
Please any help would be nice.
NOTE: if anyone is wondering I'm running Windows 10. I also dont want to go through the multiple files to rename them then name them back as one post stated on another forum for a different game
not sure why this is happening. Possibly corrupt download? Many others have downloaded without any problems. When I did a test it worked as well.
Maybe try downloading again and unpack in a different place if the paths get to long?
You might want to try to use 7zip, I was having problems as well (although different from the ones you are mentioning), but using 7zip seemed to solve my issues at least.
Did something go wrong with the zipping of version 0.2? I am unable to unzip it. The unzip process crashes warning of potential Zip Bomb. Version 0.1 unzips fine and this is the first time an unzip process has failed like this for me.
sounds like the download got corrupted. Can't replicate this. Tyr downloading again if possible.
It being corrupted during download is unlikely since the archive wouldn't open if it was corrupted and it only fails during the unarchive process. But just in-case I tried to re-download the file 3 times using 3 different methods (2 different browsers and a download manager), all the files are exactly the same (matching checksums). The error I get is still the same: "invalid zip file with overlapped components (possible zip bomb)".
Using a different program I was able to unzip it, but it also complained about the ZIP file, giving the following message: "Headers Error", but everything unzipped correctly and the game launched.
Really enjoying the potential this game has. One thing that did bug me was not being able to get a frontal view of the character, or did I miss a way of doing that? Either way, keep up the good work.
On that note it might have something to do with how big the ZIP file is now, from my experience RAR files are usually better when things get this big. Might want to give it a try at least :)
You could be right, might be that zip doesn't handle the file size well. Will see if i can do it differently in the future, thanks!
Also for turning the camera you can hold shift. In the next build there will also be a toggle for rotating the camera. It will mess with movement but might be nice to more easily be able to view the character.
Ahh great that works, thank you
Show post...
Why not add goblins, kobolds and dragons?
dragons and humanoid dragons are planned. no goblins or kobolds planned currently.
Show post...
Well, Kobold and Humanoid dragons are the same thing. Well, Kobold mean goblins and they do look like goblins that's how dnd make them look little short dragon people.
My bad, I guess it will partially be in the game then. However the humanoid dragons won't be small but rather large, once they are in the game.
Show post...
Okay.
Downloaded ver 0.2 and the only thing I find is empty folders checked everything in them
Getting a lot of Wrong Building Handles anytime I load in and animations don't like to play. And my setting do not save.
why i cant approach the door behind me? nevermind was an intsall error now it works fine :) keep up the great work.
can you pls tell me can i get out of the first dungeon
Behind where you start there is a door. Approach it and you should get the option to exit though it. A bit unintuitive i must admit, sorry :/
I don't have an option to exit T^T
I don´t have the option, too.
Made my day :D can't wait to see more updates <3
<3
Quite a nice simple demo you have, reminds me of the Conan game but with proper sex machanics. The scenes are nice and the bulges and pregnancy mechanics are good.
Only thing (but will probably change) that I would suggest is making weapons more durable and food not spoil as fast.
Good feedback, thanks! I'm considering removing durability as a mechanic. While it does add gameplay hours forcing to gather more materials it doesn't add that much fun to the game. Will tweak spoil rate as well!
I think you should keep weapon durability in, for simple stone very early weapons shouldn't last too long, but when you start getting to metal weapons and armor they should be quite resilient, give players incentive to make them and also rewarding them.
Good point! All durability is the same currently but will definitely go through and update according to your suggestions! :)
What version of Windows VC++ runtime does this want? I tried all I can get and still says it needs VC++ runtime...
Very sorry for this! Will upload a version with an included prerequisites installer included that should handle the dependencies. I can't really answer your questions as i don't know precisely what is needed.
There is a list on the following link with requirements but i think those are for the editor so all of them probably are not required.
https://docs.unrealengine.com/4.27/en-US/Basics/InstallingUnrealEngine/Recommend...
Ah, UnrealEngine... That changes how I installed it then. Will give this a try.
Tried running it and it just froze my computer. Checked what Steam says for minimum requirements, I think maybe my graphics card is not good enough to run it. What's in this game that would require such advanced graphics?
I haven't tested it on anything older than what is specified. It could work provided it has modern enough support for the directX version (11 or 12).
The game does use a lot of high quality models that require lots of graphics memory and computation to render.
Unreal Engine can attempt to downsize a lot of things to meet older hardware but im not sure why it crashes.
What GPU model do you use?
You could try deleting the GameUserSettings.ini in wicked-island/WindowsNoEditor/Apofosis/Saved/Config/WindowsNoEditor
Starting the game will take longer after that but it will perform a hardware test and set settings according to your specs. Worth a try at least.
I have a GTX 950. I do have DirectX 12, but it's still a rather old graphics card, given how quickly the technology accelerates.
It doesn't crash, it just freezes. It's probably technically still trying, but so slowly that it looks like it's doing nothing.
Also, I've just noticed that every image for the player character is of a woman -- is this female protagonist only?
Alright. I don't see any reason it strictly wouldn't work unless the GPU is overtaxed completely and the driver crash or something like that. It's the downside of having a menu with models being rendered but if the GPU struggles with the menu the rest of the game would probably work even worse. Will see what I can do but it could just be that the GPU can't handle the calculations required.
And yes its a female protagonist only game for now. I might add an expansion with the ability to play as a monster after release but no guarantees.
So no plans at all for a male human MC?
If it were to happen it would be after release. Not in the plan for now.
👀