I think all trees should be cuttable (except really small ones). However you don't always get wood for each cut. You do always get it when it falls down but that can take time. Unless there is a bug somewhere. I will try to replicate it :)
do you plan to add a second animation to sex scenes for enemy 'finishing' - like in breeders of the nephelym (free on steam)? The 'fluids' flow out everywhere and hang around on player after sex scenes - which i think would be cool in this game. especially if the amount of fluid on the player accumulates! maybe different colour fluids for different monsters as well would be cool. gives a sense of world interaction.
1.) How about letting defeat sex be a way to gain exp points? A whole minigame on pleasing the monster could be crafted around that...
2.) What if masturbating in front of even higher-level opponents allowed the character a good probability of surrendering to defeat sex immediately, rather than being injured first (a function of outfit and damage dealt, of course)?
3.) Why not be able to befriend the wolves and deer on the island, who would then bring the character food and materials on occasion, or even come to the character's aid if she's being injured?
4.) It would be hot to have a solve for this game in which a ludicrously yielding character could succeed without ever attacking anything herself
Bug: if the character is accidentally masturbating when attacked by wild animals, she loses health but doesn't die
Excellent suggestions, thank you! Might see if I can make something with the masturbation in front of enemies leads to scene instantly, very cool idea!
Hi!Can someone please tell me how to collect a tree?I have an axe, but when I start hitting wood with it, it gets exhausted, and without wood, you can't create a repair kit and everything else.
yes none of the trees aren't give us wood form cutting/ no wood is dropping. I just found out I have to go far southeast past the the cave to find and get wood form cutting.
I was having trouble at 1st. Sometimes the center point disappears and aiming is difficult. Damage should appear when you actually hit the tree. After a few successful swings the tree will break down to a stump then break down again after some more. Check your inventory before and after
Like all minimum reqs they are a bit arbitrary and as a solo dev I can't test the game at a wide range of machines. I know some people with built in intel GPU's had trouble running it. The ones I have listed on steam are pasted below. But it think the game can run on much less.
few things, I've crafted the tent and campfire, but unable to place. is there a specific spot for this?
I've noticed even with a torch or even that ball of light(that neck piece that's spawned in a chest in one of the buildings of the abandoned village with just about every item in the game) if you go into the cave where it's dark the torch and that ball is rendered useless, it stays dark and you're unable to see anything.
that item loot bag that drops from killing things, if it's on a slope it rolls downhill and if there's a tree, rock(mining spot), or even a river. the loot bag will roll right into it and disappear. I've had this happen a few times within the 30 minutes i had to game running to check this out and also during the quest to "collect 5 werewolf cocks". And when i say it disappears. it does just that. I've cut the tree down and saw no bag, even broke the rocks(depleted mining spots) no addition item loot bags and not even the one i was looking for was present.
defeating a werebear, no loot bag, ragdoll of the corpse spins in your direction if you move around.
graphics are nice though, and the controls are easy to learn. however, that cursor that's located at the bottom of the character is a bit annoying since you have to aim that at the top of any loot bag or even at a chest/box. the chest/box i can understand to a degree. however, for the loot bag. you should try to set a radius to press the interact button. or even center the cursor more towards the waistline and not below the feet. as for the chests/boxes it should be as long as you're next to and facing the chest/box to interact with and not use of that cursor.
"loot all" if you don't have enough inventory space everything disappears and you lose everything that doesn't fit from the loot bags, chests, and even boxes.
suggestion: you have an auto stack for campfires furnace, and the inventory. -To simplify some things the items on the hotbar should auto stack for items like the raw meat (yea i was eating raw meat lol). meaning, every new raw meat you pick up should auto stack to the hotbar and not take up a new slot in the inventory. Also, could the days be slower so there's more daylight/night time and not have it where 3 days pass in just 10 minutes of play?
There is some clipping/framework that does need to be worked with. There's a few areas where the grass is. Your character either floats above or is unable to walk thru like it is with all the rest of the map.
oh yea, that cave entrance. you have to "jump" into the entrance to enter the cave. otherwise if you just walk/run into the entrance you meet an invisible wall. Seeing as you're able to jump into(most likely hit boxes) could probably lower the entrance to the cave more into the ground for a quick fix for this.
I like this game so far, the demo is fun to play. Altho I have found a bug that locks the game. It's easy to occur but also easy to avoid if you know about it, I also think it could be easy to fix too. If you get attack by two creatures at once and you don't have enough points (fist icons) for both of them, the one who knocks you down will start to have sex with you while the other will have a chance to kill you, and if it does kill you before it fully fades to black you will just end up seeing your self dead on the floor with the first one just humping the air. You can still press "B" to end the scene. You can still attack the creatures and move around, how ever once you interact with something with "E" the game locks up. None of the keys work and "Alt+F4" doesn't work. Task manager can still close it tho. I can think of two ways to help stop this from happening; The first one shouldn't be to hard, make the player unkillable when a sex scene is triggered. The second one will take more work but could also be done at a later date, is create sex scenes that involve two creatures. This should stop the second creature from attacking.
I also have two questions, is the player dungeon in the demo? And does the wooden mallet do anything yet?
I can't even start the game... After a minute of a black screen, it says something about corrupted data (Don't have any that I am aware of).
Then it gives me this
Am I somehow missing something, or do I need to go open up the shipping version.(Might not have the best specs, but it can run Dark Souls 3 on low quality)
all stones are dropping iron now. also if you click or hold down the mouse during picking animation it rests the timer. also when i chop on a mossy tree i still don't see any damage numbers show up so i am not sure if they are taking damage or not
how to get food ? bc i can't get killing for example, the animals that are close to the village (the name of the animal ran out of my head in the moment I made this question
I see a lot of promise. i think maybe reworking zoom to crtl+mousewheel would be helpful because as it stands sometimes i zoom when i want to change items. Also some hitboxes need to be reworked. Like when fighting the wolves. The player will natually look at them but the actual hitbox is above them. Same with some resources. Also some indication that you cannot cut down certain trees would have been nice . like a one time pop up or chat message saying something like "you need a better axe before you can chop this tree down.
Things i personally would like added/changed but might just be me
i would like the enemies to have sheaths instead of flacid dicks when unaroused.
i would like for milk particle effects once you get the breast milk message
this might just be me but in a game where you have dog dicks for werewolves . i feel werebears should have a more bear like dick. I might get hate for this last one but i think that the wolves and deer could use some genitals. I am not saying sex but just bits there.
Thank you! Some excellent feedback, very valuable!
I'm meaning to get all trees choppable just havent gotten around to creating the cut down models of them.
With the hitbvoxes, do you mean that the crosshair is right over the enemy yet won't hit? Or that the crosshair feels too "low" compared to where the player looks? Will look in to it regardless!
There has been several requests for interactions with wolves/deer etc. This might be added as a patch later on but won't be in the full game due to issues with certain platforms.
Again, thank you for taking the time to give feedback, will look in to all the things you mentioned :)
for the wolves at least for my experience i have to put the crosshairs at eye level with the character. since the wolves are shorter i want to look down a bit . look straight at them. but if i do that miss even though it looks like i should have hit. there are some rocks that are the same way. i have to aim above the rock to actually get it to register as a hit.
"There has been several requests for interactions with wolves/deer etc. This might be added as a patch later on but won't be in the full game due to issues with certain platforms.
you could possible make a mod for it. although letting people know about the mod might not be the easiest thing.
also sorry if i am coming off as rude or anything. i am trying to keep my thoughts constructive
There will be some more buildable things added later. For now only being able to build a workstation doesn't add that much but like you say, if there is more basebuilding available its a very nice feature to have :)
Probably a silly question.... but Umm where do I get fibre? I found some in one of the barrels before and now I am not sure where else to get it. The trees give wood and I can't pick the grass or flowers near the home?
Haven't tried gaming on Linux for a few years now so i don't know the steps involved anymore. Should be lots of resources out there, like https://www.reddit.com/r/linux_gaming/
Just to temper expectations though, a Chromebook might not be able to run the game unless it has a decent GPU.
No guide for wine that i have created. Might be something out there but i doubt it considering how it's only been available to download for a few weeks. Should probably be like most other unreal games to get running. Maybe look a a guide for conan exiles or some other more recent title based on Unreal.
Hello. I love the game so far. It fills the void of modding Skyrim haha. I am having a bit of an issue with camera angle though?I used the keys as per the listed bindings but the camera angle does not change. Also after defeat sex-the countdown in the left hand corner continues to say I am hurt even when my health is back to full and I have slept, ate etc.
Aaaaaaah! Much more playable now that the sleep glitch is fixed! :)
During defeat sex, the controls lose their mapping. Only 'x' works to end the scene. Once you lose your weapons and such, where and/or how do you get them back?
After saving the game, the in-game time advances (seems by a quarter of a day - so if it's mid-day, after saving it'll be evening).
Hi there I have tried the previous version and saw the project files were included just like this version too but, unfortunately, the assets aren't visible in the editor, the folders look empty. I know that's something that happens when there are discrepancies between the original engine version but as far as I can see the version seems identical to mine, the 4.27.2 version.
It's a real pity, because I hoped I could give my contribution to the development of what can be a very enjoyable game, like making some experiment with the animations and how the scenes can be made, allowing switches of animations for more complex scenes, and also about the models ─ the werewolf and werebear are awesome! ─ like the human ones whose skin looks a bit weird due to the displacement/normal textures or the way the materials are set. I was also curious to make some adjustment to the locomotion, something I'm kinda obsessed about, like enabling different blendspaces according to the active mode on the player ─ basically a difference between combat and non-combat modes, with strafing animations active only during combat.
Anyway, I really hope this can be an open source project we can give our contribute to, in order to speed up the development process. In any case... I really wish you the best, I know how hard can be working all on your own just like I do.
Cheers!
PS: I bought both Easy Combat SoftLock and Easy Combat Finisher, and a variety of several other assets I'd gladly introduce into your game, including two versions ─ a simple one and a more advanced one ─ of Photo Mode assets for people like me in love with screenshooting!
The game is packaged as for release so all assets will be packed and the project can't be edited as a raw project. Releasing that would not be feasible (150gb + in size currently) and several assets I use have licenses stipulating they need to be packaged when included in a game.
However I do very much want to both encourage and support modding of the game. I haven't found any great tools to enable that in unreal yet and I have no experience modding unreal games myself.
I do know there are tools that can unpack packed unreal assets but I haven't tried them. Will try to figure out good ways of doing this as I further develop the game.
Very much appreciate both your interest and offer to help out! Keeps me motivated and push me to do better.
Feel free to drop in on discord, I always love good discussion on improvements or features!
Good game very promising. Please for the sake of my graphics card do some big time optimization. I don't know why but this is game turns my graphics card into a frying pan even on your lowest graphics settings. My best guess is that your load distance is a little too optimistic or a particle or ray tracing effect is a little over zealous. Keep up the good work though.
in the next release there will be a lots of optimization. I think a big part of it is due to unnecessarily higher resolution meshes, especially for things like armors.
I have reduced the complexity as well as the texture sizes quite a lot so hopefully it will run a lot better. Also did some optimizations in how certain things are drawn. I have experienced an fps increase of of least 20%. Hopefully you gpu won't have to struggle quite as hard 🙂
Also thank you for taking the time to comment and feedback, very much appreciated!
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.
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about the trees some trees you cant cut . just try a nother tree
I think all trees should be cuttable (except really small ones). However you don't always get wood for each cut. You do always get it when it falls down but that can take time. Unless there is a bug somewhere. I will try to replicate it :)
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THERE A BUG in your arbit with our sheld at 3 you can't tuen
do you plan to add a second animation to sex scenes for enemy 'finishing' - like in breeders of the nephelym (free on steam)? The 'fluids' flow out everywhere and hang around on player after sex scenes - which i think would be cool in this game. especially if the amount of fluid on the player accumulates! maybe different colour fluids for different monsters as well would be cool. gives a sense of world interaction.
I want to add finishing animations but it will be later in development.
Also working on better fluids as well as making them stick to things. It's in the backlog but not at the top of the list :D
I wonder if there is a mega download version. I purchased it, but it takes 4 hours to download...
Late reply but here is a dropbox link:
https://www.dropbox.com/s/teskp0iymer3uop/Wicked-Island-0.6.zip?dl=0
i think it would also be good if you could add male avatar and female characters.
GG
how to open bc I got this bug
Download Ms Visual C++ it is needed for many games, here it is what u need 1st
check if you have DirectX updated
Problem is the character customisation
head , face, hair colour are appearing
But body change are appearing as it is going default .
Make a Male avatar and female monsters
yes!
do you have any idea how many resources it takes to "just" flip the gender on a character model
I've four suggestions and am reporting one bug:
1.) How about letting defeat sex be a way to gain exp points? A whole minigame on pleasing the monster could be crafted around that...
2.) What if masturbating in front of even higher-level opponents allowed the character a good probability of surrendering to defeat sex immediately, rather than being injured first (a function of outfit and damage dealt, of course)?
3.) Why not be able to befriend the wolves and deer on the island, who would then bring the character food and materials on occasion, or even come to the character's aid if she's being injured?
4.) It would be hot to have a solve for this game in which a ludicrously yielding character could succeed without ever attacking anything herself
Bug: if the character is accidentally masturbating when attacked by wild animals, she loses health but doesn't die
Excellent suggestions, thank you! Might see if I can make something with the masturbation in front of enemies leads to scene instantly, very cool idea!
Love feedback like this, keep it coming :)
Is this right at start or after a while? Did something trigger it?
at the start
Hi!Can someone please tell me how to collect a tree?I have an axe, but when I start hitting wood with it, it gets exhausted, and without wood, you can't create a repair kit and everything else.
yep same here it really annoying
How do you mean? You don't get wood when cutting the tree? There should be wood dropping.
yes none of the trees aren't give us wood form cutting/ no wood is dropping. I just found out I have to go far southeast past the the cave to find and get wood form cutting.
Strange, all trees should give wood. Will look in to it. Thanks for reporting :)
I was having trouble at 1st. Sometimes the center point disappears and aiming is difficult. Damage should appear when you actually hit the tree. After a few successful swings the tree will break down to a stump then break down again after some more. Check your inventory before and after
If you don't mind me asking, what are the minimal and recommended specs?
Like all minimum reqs they are a bit arbitrary and as a solo dev I can't test the game at a wide range of machines. I know some people with built in intel GPU's had trouble running it. The ones I have listed on steam are pasted below. But it think the game can run on much less.
SYSTEM REQUIREMENTS
MINIMUM:
- Requires a 64-bit processor and operating system
- OS: Windows 7
- Processor: 2 core cpu
- Memory: 8 GB RAM
- Graphics: Nvidia 1050/AMD 560
- Storage: 15 GB available space
RECOMMENDED:
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: 4 core cpu
- Memory: 16 GB RAM
- Graphics: Nvidia 1080/AMD V64
- Storage: 15 GB available space
few things, I've crafted the tent and campfire, but unable to place. is there a specific spot for this?
I've noticed even with a torch or even that ball of light(that neck piece that's spawned in a chest in one of the buildings of the abandoned village with just about every item in the game) if you go into the cave where it's dark the torch and that ball is rendered useless, it stays dark and you're unable to see anything.
that item loot bag that drops from killing things, if it's on a slope it rolls downhill and if there's a tree, rock(mining spot), or even a river. the loot bag will roll right into it and disappear. I've had this happen a few times within the 30 minutes i had to game running to check this out and also during the quest to "collect 5 werewolf cocks". And when i say it disappears. it does just that. I've cut the tree down and saw no bag, even broke the rocks(depleted mining spots) no addition item loot bags and not even the one i was looking for was present.
defeating a werebear, no loot bag, ragdoll of the corpse spins in your direction if you move around.
graphics are nice though, and the controls are easy to learn. however, that cursor that's located at the bottom of the character is a bit annoying since you have to aim that at the top of any loot bag or even at a chest/box. the chest/box i can understand to a degree. however, for the loot bag. you should try to set a radius to press the interact button. or even center the cursor more towards the waistline and not below the feet. as for the chests/boxes it should be as long as you're next to and facing the chest/box to interact with and not use of that cursor.
"loot all" if you don't have enough inventory space everything disappears and you lose everything that doesn't fit from the loot bags, chests, and even boxes.
suggestion: you have an auto stack for campfires furnace, and the inventory. -To simplify some things the items on the hotbar should auto stack for items like the raw meat (yea i was eating raw meat lol). meaning, every new raw meat you pick up should auto stack to the hotbar and not take up a new slot in the inventory. Also, could the days be slower so there's more daylight/night time and not have it where 3 days pass in just 10 minutes of play?
There is some clipping/framework that does need to be worked with. There's a few areas where the grass is. Your character either floats above or is unable to walk thru like it is with all the rest of the map.
oh yea, that cave entrance. you have to "jump" into the entrance to enter the cave. otherwise if you just walk/run into the entrance you meet an invisible wall. Seeing as you're able to jump into(most likely hit boxes) could probably lower the entrance to the cave more into the ground for a quick fix for this.
I've tried attacking some of the invisible walls and they bleed
I like this game so far, the demo is fun to play. Altho I have found a bug that locks the game. It's easy to occur but also easy to avoid if you know about it, I also think it could be easy to fix too. If you get attack by two creatures at once and you don't have enough points (fist icons) for both of them, the one who knocks you down will start to have sex with you while the other will have a chance to kill you, and if it does kill you before it fully fades to black you will just end up seeing your self dead on the floor with the first one just humping the air. You can still press "B" to end the scene. You can still attack the creatures and move around, how ever once you interact with something with "E" the game locks up. None of the keys work and "Alt+F4" doesn't work. Task manager can still close it tho. I can think of two ways to help stop this from happening; The first one shouldn't be to hard, make the player unkillable when a sex scene is triggered. The second one will take more work but could also be done at a later date, is create sex scenes that involve two creatures. This should stop the second creature from attacking.
I also have two questions, is the player dungeon in the demo? And does the wooden mallet do anything yet?
Great bug reporting! Will look in to making the player invulnerable earlier to prevent this.
There is a dungeon on the demo island. It's a door in the side of the hill with the rocks on it. Demons inside are a but unpolished though.
Wooden mallet does nothing for now. I might add a building system at a later date and the mallet is for repairing buildings.
Sounds good ^w^
When I said player dungeon, I was referring to the one mentioned on the "Summon Werewolf" item. Sorry, I should of been more clear on that one.
Any plans on adding a male character?
As a player? No plan for that as it would require rewriting a lot of how the game works.
I can't seem to Download the game the hwcdn.net fails for some reason.
strange, must be something with itch? Not at my computer but can provide a mirror tomorrow.
All good and thanks it looks like a Good game to.
I can't even start the game... After a minute of a black screen, it says something about corrupted data (Don't have any that I am aware of).
Then it gives me this
Am I somehow missing something, or do I need to go open up the shipping version.(Might not have the best specs, but it can run Dark Souls 3 on low quality)
I have seen these errors before. Sadly i don't know of a solution to them. Not sure what is causing it.
Things you could try:
Updating os/gpu drivers
Redownloading game
Using a different program to unpack (7zip)
If anything does help please report back as i try to find a solution to these errors.
i reinstalled the game and it fixed
all stones are dropping iron now. also if you click or hold down the mouse during picking animation it rests the timer. also when i chop on a mossy tree i still don't see any damage numbers show up so i am not sure if they are taking damage or not
Also i gave birth to too troll babies despite not having sex with a troll either time
Good feedback, thank you!
What do you mean during picking animation and what timer is being reset?
Which mossy trees, the ones around the trolls
Trying to figure out what it could be :)
when you go to use a pickaxe. If you click on hold the mouse it resets the timer.
The trees with the green stuff on it. Near the village . Kinda close to where the wolves spawn
I already love this game, I will try to support and wait for more!!
Thank you! <3
Really think this could be something special, awesome work so far.
Thank you! :)
Any chance of adding invert y direction on the mouse? Almost all games allow it and I'm used to inverted Y. I find the game VERY disorienting to play.
Good feeback, will try to add that, thanks! :)
A promising game in general, but i have a quest:
how to get food ? bc i can't get killing for example, the animals that are close to the village (the name of the animal ran out of my head in the moment I made this question
There was a bug with lootbags being very tiny, making them hard to see. A patch was added yesterday so should be fixed now.
Deer, boars, wolves and bears all drop meat that can be cooked on the fire.
will there be a playable male charter down the line?
There might be a dlc/patch at some point to play as a monster. Not as a male protagonist in it's current setting though.
how do i drop or discard items?
It's a bug right now. Any items dropped gets picket up again. Best way is to store in loot that drops or similar until i fix it.
I see a lot of promise. i think maybe reworking zoom to crtl+mousewheel would be helpful because as it stands sometimes i zoom when i want to change items. Also some hitboxes need to be reworked. Like when fighting the wolves. The player will natually look at them but the actual hitbox is above them. Same with some resources. Also some indication that you cannot cut down certain trees would have been nice . like a one time pop up or chat message saying something like "you need a better axe before you can chop this tree down.
Things i personally would like added/changed but might just be me
i would like the enemies to have sheaths instead of flacid dicks when unaroused.
i would like for milk particle effects once you get the breast milk message
this might just be me but in a game where you have dog dicks for werewolves . i feel werebears should have a more bear like dick. I might get hate for this last one but i think that the wolves and deer could use some genitals. I am not saying sex but just bits there.
Thank you! Some excellent feedback, very valuable!
I'm meaning to get all trees choppable just havent gotten around to creating the cut down models of them.
With the hitbvoxes, do you mean that the crosshair is right over the enemy yet won't hit? Or that the crosshair feels too "low" compared to where the player looks? Will look in to it regardless!
There has been several requests for interactions with wolves/deer etc. This might be added as a patch later on but won't be in the full game due to issues with certain platforms.
Again, thank you for taking the time to give feedback, will look in to all the things you mentioned :)
for the wolves at least for my experience i have to put the crosshairs at eye level with the character. since the wolves are shorter i want to look down a bit . look straight at them. but if i do that miss even though it looks like i should have hit. there are some rocks that are the same way. i have to aim above the rock to actually get it to register as a hit.
"There has been several requests for interactions with wolves/deer etc. This might be added as a patch later on but won't be in the full game due to issues with certain platforms.
you could possible make a mod for it. although letting people know about the mod might not be the easiest thing.
also sorry if i am coming off as rude or anything. i am trying to keep my thoughts constructive
Not at all, great feedback! Did some tweaks to the wolf for the next version. Need to see if i can replicate the rocks problem.
Thank you for taking the time! :)
had another idea. unless i am just blind. being able to craft a workstation and furnace would be nice for people that want to build their own base
There will be some more buildable things added later. For now only being able to build a workstation doesn't add that much but like you say, if there is more basebuilding available its a very nice feature to have :)
Probably a silly question.... but Umm where do I get fibre? I found some in one of the barrels before and now I am not sure where else to get it. The trees give wood and I can't pick the grass or flowers near the home?
Nevermind. It is a special bush, an orangy green colour. :)
hello guys
I couldn't do the scenes, can someone give me an explanation
Did you enable defeat in settings? It disabled by default.
hooo tnks man
So found A sleeping Dragon near the top left, has that got any functions yet? or would I be wasting my time with it for now?
purely a teaser for now. No functionality yet.
Damn I got kinda excited when I saw it, thought i found something neat, can't wait to see it fully functioning though!
It's a bit of an easter egg/teaser thing so good work on finding it :)
Can you make a Linux version?
i tried. Sadly nvidia dlss plugin breaks the ability to package for Linux. Once released I might make a separate version without dlss for Linux.
Should work with wine based emulators though, know someone got that running.
is there a guide for the wine based emulators?
Im on a Chromebook right now and I can install apks and I can enable Linux. But I still have to find a way to play games on Linux tho.
Haven't tried gaming on Linux for a few years now so i don't know the steps involved anymore. Should be lots of resources out there, like https://www.reddit.com/r/linux_gaming/
Just to temper expectations though, a Chromebook might not be able to run the game unless it has a decent GPU.
I know that if you go to chrome://flags, you can turn on gpu acceleration on a chromebook. Also is there a guide for wine?
Thank you for the link.
I think i'm doing it correctly but this showed up
No guide for wine that i have created. Might be something out there but i doubt it considering how it's only been available to download for a few weeks.
Should probably be like most other unreal games to get running. Maybe look a a guide for conan exiles or some other more recent title based on Unreal.
Hope you get it running! :)
so the game's protagonist can only be female?
Correct. Might be a play as monster dlc/expansion/something added at some point.
Hello. I love the game so far. It fills the void of modding Skyrim haha. I am having a bit of an issue with camera angle though?I used the keys as per the listed bindings but the camera angle does not change. Also after defeat sex-the countdown in the left hand corner continues to say I am hurt even when my health is back to full and I have slept, ate etc.
Aaaaaaah! Much more playable now that the sleep glitch is fixed! :)
During defeat sex, the controls lose their mapping. Only 'x' works to end the scene. Once you lose your weapons and such, where and/or how do you get them back?
After saving the game, the in-game time advances (seems by a quarter of a day - so if it's mid-day, after saving it'll be evening).
good feedback, will make a note of this, thank you! 🙂
Hi there I have tried the previous version and saw the project files were included just like this version too but, unfortunately, the assets aren't visible in the editor, the folders look empty. I know that's something that happens when there are discrepancies between the original engine version but as far as I can see the version seems identical to mine, the 4.27.2 version.
It's a real pity, because I hoped I could give my contribution to the development of what can be a very enjoyable game, like making some experiment with the animations and how the scenes can be made, allowing switches of animations for more complex scenes, and also about the models ─ the werewolf and werebear are awesome! ─ like the human ones whose skin looks a bit weird due to the displacement/normal textures or the way the materials are set. I was also curious to make some adjustment to the locomotion, something I'm kinda obsessed about, like enabling different blendspaces according to the active mode on the player ─ basically a difference between combat and non-combat modes, with strafing animations active only during combat.
Anyway, I really hope this can be an open source project we can give our contribute to, in order to speed up the development process. In any case... I really wish you the best, I know how hard can be working all on your own just like I do.
Cheers!
PS: I bought both Easy Combat SoftLock and Easy Combat Finisher, and a variety of several other assets I'd gladly introduce into your game, including two versions ─ a simple one and a more advanced one ─ of Photo Mode assets for people like me in love with screenshooting!
The game is packaged as for release so all assets will be packed and the project can't be edited as a raw project. Releasing that would not be feasible (150gb + in size currently) and several assets I use have licenses stipulating they need to be packaged when included in a game.
However I do very much want to both encourage and support modding of the game. I haven't found any great tools to enable that in unreal yet and I have no experience modding unreal games myself.
I do know there are tools that can unpack packed unreal assets but I haven't tried them. Will try to figure out good ways of doing this as I further develop the game.
Very much appreciate both your interest and offer to help out! Keeps me motivated and push me to do better.
Feel free to drop in on discord, I always love good discussion on improvements or features!
Good game very promising. Please for the sake of my graphics card do some big time optimization. I don't know why but this is game turns my graphics card into a frying pan even on your lowest graphics settings. My best guess is that your load distance is a little too optimistic or a particle or ray tracing effect is a little over zealous. Keep up the good work though.
in the next release there will be a lots of optimization. I think a big part of it is due to unnecessarily higher resolution meshes, especially for things like armors.
I have reduced the complexity as well as the texture sizes quite a lot so hopefully it will run a lot better. Also did some optimizations in how certain things are drawn. I have experienced an fps increase of of least 20%. Hopefully you gpu won't have to struggle quite as hard 🙂
Also thank you for taking the time to comment and feedback, very much appreciated!
Great game!
Yet my only suggestion would be maybe
1. consider adding a render distance bar to reduce generation lag for less powerful computer.
there is a render distance setting under graphical settings. Please get back to me if it doesn't work properly.
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.