Category: Patreon

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  • Upcoming Work

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  • Development Update (0.3.2)

    Hello everyone! Sorry for the delay this week, but I had a bunch of things that I wanted to get into the new build.

    When you start the test build this week, you will find that the fast travel system from last time was updated. There is now a more fantasy-style interaction to start it instead of the placeholder robotic mannequin that existed last time.

    I’ve also further expanded on the structures around the starting area. Honestly, this is what took the longest to do. I’m not going to pretend that I’m the best level designer out there. I have a lot to learn and trying to put together what I have here was a slow process. I’m getting better, and I’ll continue to do so. Please stick with me as I grow here.

    I have some things that I need to do in the background, so there might not be a new build with the next update, but I’ll try to post something about what’s going on so nobody is left in the dark. That being said, my full time job has been picking up a bit and causing some new and unusual stress on me. That’s causing me to feel like the constant development work on The Cursed Crown is more than I can handle. Don’t worry, I’m not stopping! But for my mental health, I’ll be taking it a bit slow for a couple weeks and perhaps not keeping so many large tasks in front of me at a time. As the work gets completed, though, you can be sure that I’ll be updating all of you. Look forward to it.

    In the meantime, I hope you can all have a wonderful weekend. Until next time, everyone, keep on gaming!

  • Development Update

    Hello everyone! While there’s no new build this time, I wanted to update everyone on the current progress.

    I’ve added some signposts into the game. It might not seem like much, but they provide a way for me to add lore and information to the game when you read them. I had a bit of a rough time configuring some aspects of them, but I’ve gotten them working. There are two types of signs: standard and developer commentary. At the moment, they look identical, but I’ll work on differentiating them some as I progress and see just how much they’ll be used. Currently, the developer commentary signs won’t show up by default, but will display if you activate them. You can activate them by toggling the developer commentary cheat.

    Yes, that’s right, there is a system for adding cheats into the game now. This one was also a bit of a rough implementation. But now that the system is working, there are two cheats available: the previously-mentioned developer commentary activation and a player invulnerability mode. If you toggle this one, enemies will pose no threat to you as you explore the beta of the game. Don’t necessarily expect these to be present in the final builds of the game, but they currently exist in the beta and you’ll be able to play with them when I publish the next build.

    I also added some of the region announcement volumes I created to the level. I don’t have many yet, but I also don’t have many locations that need naming and announcing yet.

    It doesn’t sound like much, but I assure you that it was probably more work than you’re imagining to get it working. I’m going to keep moving forward, even if the going is slow. Thanks for sticking around while I get the base of my world set up so I can proceed faster as everything gets closer and closer to completion. Until next time, everyone: keep on gaming!

  • Cursed Crown 0.3.0 Download Available

    Password for download: #0fSAcBNBdT&KLU*

  • Development Log for the Week of February 15th, 2025

    Hello everyone! Today I wanted to just put out a quick update on the state of the game’s development. I know it’s been a little while, but with the holidays and dealing with issues that arose from the updates I tried to make to the development software, this update took a bit longer than I wanted it to.

    Please see the separate post for the link to the new beta build.

    What you, as a player, can expect to see in this update is the brand new overworld map for the game. It’s desolate at the moment, but it can be loaded (via ‘New Game’ on the main menu) and explored at your leisure.

    On the backend of development, I updated Unreal Engine (to 5.5.1), ACF (to ACFU 1.1), and the ACF code samples. These updates caused a lot of headache trying to get working and necessitated nearly a full rewrite of all the work I’ve done so far, hence the delays.

    But we’re back on track and I’ve put together a new build for everyone to try out. Please let me know what you think and report any issues that show up. For a full list of work, see the development log for this week on 6fpsnetwork.com.

    Thanks everyone, and keep on gaming!

  • Development Log for Week of December 15th, 2024

    Hello everyone and welcome back! I hope you’re all having a great holiday season with visits from friends and family.

    This week I tried to update the core software so I had the most recent base of code to work with. I wanted to update Unreal Engine to 5.5.1 (from 5.4.4) and the ACF toolset to ACF U from the three separate plugin tools. This has caused far more errors and setbacks than I expected it would. I’ve been working all week trying to get everything back to the state it was in before I started. Unfortunately, I think time may be working against me here. With the holidays approaching, I’ve got a lot of obligations that keep me from my computer. I’m working through the issues, but I have more work to do. Also unfortunately, that means no new build this week. Rest assured that I’m still working, though!

    Until next week, I hope you all have a wonderful holiday, whatever one you celebrate! Until next time, everyone, keep on gaming!

  • Cursed Crown 0.2.2 Download Available

    Password for download: 0I5VTd$aAhg^xa!L

  • Weekly Development Log

    Hello everyone! This week I started my end-of-year vacation from my full time job, so I had extra time to work on The Cursed Crown. I accomplished the following:

    • I created new base classes for enemies and the main character that sit between my classes and the classes provided by the framework I’m using. This will help me keep customizations between version updates of the framework.

    • Speaking of which, I updated the framework to the newest version. There were some issues with the update, but I got them all fixed. Upgrading the Unreal Engine to version 5.5 is a planned task, but I need to dedicate a block of time to this since it could potentially be a really large task to fix issues that arise.

    • I created a new sandbox map built on an open world that testers can access. It’ll provide me a good base to build and test larger functionality going forward.

    • I experimented with the framework’s saving and loading functionality. I was able to create a blueprint based on this and added some checkpoints in the Overgrown Ruins level where the player can save their progress, provided they’re not in combat.

    • I also experimented with the framework’s fast travel system. I have a pretty good understanding of how it works and what changes I want to make to implement it into the game. Due to the smaller size of the Overgrown Ruins level, I opted not to throw fast travel points into it.

    • I did some more bug hunting and figured out what the deeper issue was with the crashing from version 0.2.0. I fixed the issue where I could find it, but it’s possible that it might crop up again. If it does, please provide screenshots to show me where it is so I can address any that pop up. Since this is solved, I restored the version of Kara with the cape. She needs rizz as well, right?

    This is an abbreviated change log, and the full log can be read at https://www.6fpsnetwork.com/2024/12/12/development-update-december-14th-2024/ I’ve made sure to touch on every major point here, though, so clicking through is completely optional and only if you want to read the nitty-gritty.

    Due to the number of changes, I bumped the build up to 0.2.2 and published a build to the site. I’ll include a link to it in the next post. Until next time, everyone, keep on gaming!