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The Orc’s Tale [v0.04] [tl101]

The Orc’s Tale [v0.04] [tl101]

February 22, 2024F95


The Orc’s Tale is a game you play an Orc explorer who living alone in a hut and tries to find a way to generate and collect magical energy. As you might guess, corrupting human females will play a key role in this.

Thread Updated:  2022-12-04
Release Date: 2022-12-03
Developer: tl101 Patreon
Censored: No
Version: 0.04
OS:  Windows  x64
Language: English
Genre:
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3DCG, Male Protagonist, Corruption, Handjob, Oral Sex, Fantasy, Monster, Blackmail, Titfuck, Vaginal sex,  Creampie
Planned:
Pregnancy, Harem, Tentacles,  Adventure, Combat
Installation:
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1. Extract and run.
2. if it says “the MSVCP140.dll is missing.”  download and setup vc_redist.x64.exe  from microsoft: https://support.microsoft.com/en-us/topic/2977003
Changelog:
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v0.04
  • completely redesigned text rendering system – now I can display characters of different size/color, text with stroke, small images, clickable elements, etc. in the same line.
  • Refactoring of rendering system as a whole, if before each part of the engine rendered as it could, now there is a single system. Added the ability to render to canvas with a transparent background, which can be redrawn only when it changes something. This is used in the menus and in the minigame. Well, and in general, all layers now work more correctly with transparency.
  • Changed the save menu. Save files can now be renamed. Changed file order – now there can’t be an empty slot between files, but a “put a new file between these two” button has been added.
  • Added a quest menu. To get information about current quest or switch current quest click on question mark in upper right corner. Or get a short hint by hovering your mouse over it.
  • Implemented the first version of the navigation menu.
  • Added the first version of the minigame “Catch Dora”. It’s a really “mini”, I’ll be improving it further. Read more in the manual in the game.
  • Added one event and one big scene.
v0.03
  • Major added events:
    • Ivy meets Helga – her new roommate,
    • Ivy gets into trouble at the bandits’ camp – Orc rescues her and saves Jane at the same time.
    • Ivy meets Dora – she’s a medic and examines Ivy after the bandits’ camp.
    • Dora is caught – Dora goes to follow Ivy and falls into the hands of Orc. A minigame was planned here, but I haven’t had time to make it yet.
    • Feeding Jane.
    • Deep Throat Training – lvl 3-4.
  • Added a large number of small events. Implemented event system.
  • A rollback system has been implemented.
  • The save/load menu has been improved.
v0.02
  • Added 4 new events:
    • “Rob a vault 1” – You and Ivy successfully get into the vault and take what you need;
    • “Rob a vault 2” – Ivy goes alone, fails, and needs your help to get out;
    • “Deep Throat Training” lvl 1-2.
  • Added a time of day system.
  • Big internal engine upgrade.
  • Added opportunity to save and load the game.
  • Small changes in the engine and UI.
v0.01.1
  • Neutral green version added. The ugly version differs from version 0.01 only with minor changes to the user interface.
  • The settings menu has been partially implemented, and you can switch to the classic dialogue view in it.
  • Also in the settings menu you can slightly customize how text looks – change the font size, position on the screen, etc.
  • Now when you hover your mouse over a clickable area, a small tooltip with a description of the action appears.
v0.01
  • Initial Release
Developer Notes:
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Plans for the next release:
I remember back in early June, when I first started modeling the scene for this update, I thought it would be hard for me to do everything I had in mind. And that I need to do automation (see below), to switch to Blender since Daz Studio is not a modeling program, and that the rendering takes too much time and my attempts to reduce this time only worsen the quality of the picture. Then I had two choices: to do everything that I’m now planning for the 0.05 release or continue to do as I did before. By that time two months had already passed since the previous release and I was afraid that the first option would take too long, and the second… well, how long would it take? – A month, two tops. Lol. (I realize now that there was also a third option – to make the scenes simpler, like in previous releases.)
But the second option ended up taking six months. Hence the conclusion – with the tools that I am using now, it is impossible to make the scenes that I want within a reasonable period of time. I have to change tools. I’ve already written about switching to Blender in previous posts, now I will write about the engine improvements I plan to make.
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The entire image is divided into small areas and consists of many fragments. The engine chooses which fragment to display in which area based on the values of game variables. Plus, there is a mode of blending fragments for variables that take fractional values. For example, there is a variable A, which can take values from 0.0 to 1.0 and two fragments, one should be displayed in the area when A == 0.0, the other when A == 1.0. Then, if A == 0.2, the area will display a mixed of 20% of the first, 80% of the second fragment.
What I want to do for the next release:
1) Additional layers. Controlling the transparency of each layer individually will allow me to create different interesting effects and save memory. For example, in this release I made a setting for the transparency of the orc in one scene. There are three fixed options – fully transparent, semi-transparent, and fully opaque. I could have used the fragment blending mode, but it was already busy with the smooth skin reddening effect. If the orc was in a separate layer, I could adjust its transparency smoothly, and the scene itself would take up three times less space in memory. With additional layers, a system of clothing and accessories could be made. And if I could control the transparency of the layer using masks, I could make a system of destroying clothes.
2) “Slow Variables”. Now the engine must keep all of the fragments of the image in memory as it can not know in advance which piece it needs in the next moment, and dynamically to load them during rendering is too slow. “Slow variables” are variables that will change rarely. For example – what the character is wearing, or the stage of pregnancy. Obviously, these things will not change often, unlike the character’s emotions or poses. Accordingly, after implementing this system, the engine will be able to keep in memory only those fragments that it needs in the near future.
3) Transformations – so that it is possible to reuse the same image in different scenes. Or render several of the same type of background objects.
4) Automatic splitting into areas and fragments. This is one of the kinds of routines I wrote about above. I do it manually now, for this release this work took several months. If implemented, this work would be done at the click of a button.
After implementing all these improvements, I will be able to do all the scenes on my engine the way I intended them. I will still continue to improve it. I still want to add full animation there, I need to come up with something with UI and so on. But all this is not urgent. I.e. after implementing this functionality I will limit the time of work on the engine to 1-2 weeks per release (not 1-2 months as now).
Plot.
This release consists of one event -> the minigame -> one scene. It ends with Orc leaving to rescue Helga from the hands of bandits. Accordingly, in the next release, the main event is “Orc meets Helga”. The minigame will be improved. Also plans to significantly improve the win scene in the minigame. I want to make this scene more interactive. I mean, right now Dora reacts to your actions, but it’s more of a decorative thing – it doesn’t affect anything. But how much I can improve this scene will depend on how quickly I figure out the blender.
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    The Orc’s Tale [v0.04] [tl101]