Category: Patreon

This is where Patreon posts will be synced in when created on the Patreon site.

  • 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!

  • New Tech Demo Build Available!

    I’ve added an updated version of the tech demo to the available downloads. Version 0.2.0 contained an issue where on some systems, an assertion was thrown by the Unreal Engine and crashed the game. This issue was related to cloth physics and has been fixed. While not the best solution, the protagonist currently is not wearing a cape. I’ll try to find a solution that fixes the cloth physics issue while still allowing the cape to be present.

    Additionally, I’ve experimented with the checkpoint system that I want to add in. The eventual plan to is mimic the bonfire system in the Dark Souls games. You can sit at a bonfire to rest and restore your resources, but enemies respawn when you do. The current version in The Cursed Crown simply saves your game, including the state of enemies. If an enemy is dead when you save, they’re dead when you load in later.

    I also did some exploration of a fast travel system. It’s not ready for preview, especially since the Overgrown Ruins level is pretty small to begin with, but it’s mostly functional. I want to make it more robust before putting it into a build, though.

    In the meantime, check out the progress and let me know in Discord what your thoughts are.

    Download: https://www.6fpsnetwork.com/download/cursed-crown-0-2-1-tech-demo-patch-1-patreon/
    Password: c3#SN1kwJ8$Zk2H5

  • Tech Demo

    The tech demo of the game will be available in December 2024. This post will be updated with links when it is available.

    The tech demo is built with Unreal Engine 5.4 and is available for the Windows operating system. I don’t have a good way to measure what the system requirements would be, so reporting back with your specs and how well the game functioned after checking it out would be appreciated!

    Tech Demo (α 0.2.0) is officially available! Link: https://www.6fpsnetwork.com/download/cursed-crown-0-2-0-tech-demo-patreon/
    Use the password “DYy&42cwmY^@C2zi” (without quotes) for access.