Posted January 27, 2024 by chemicalcrux
A new experimental build is up!
There’s a new “Scenario Mode” menu where you can set up a game. This lets you pick a scene and a game mode. You can also configure the game mode now! There aren’t many options, though: just whether you’re the hunted or hunter, and how many objectives you need to complete as the hunted.
You’ll be able to pick between different characters once they’re actually added.
The UI is a little messed up here – navigating it with a controller doesn’t work right. I need to spend some more time on that.
Entities now have traits and motives. Traits are things like…
…which will, in a future update, have more visible effects on the game! There’s just one effect right now – an entity with a high prey drive will be friendly towards predators, and will run towards them.
This only happens on first sight, though, so it’s pretty flaky right now. I’m going to actually flesh this out later.
Anyway, there’s just a single motive right now: pain. If you’ve ever played The Sims before, you know how these work – they go up and down over time, depending on what happens to the entity.
This does get some use with…
They’re back! The exact vocals that get chosen now depend on:
Fen’s stomach causes pretty severe pain by default, but you can mess with that via the Director.
Remember that vocals are disabled by default! Look in Settings -> Content -> Vore to turn it on.
The Pursuit game mode now spawns a few circuit breakers around the map. When you flip all of them, you win.
Obviously, this is going to need to be fleshed out further, but the basic idea is there (:
I am eventually going to be confident enough in my config system to let you save and load characters. I don’t want to repeat the stats.json fiasco again (although, to be fair, that bug was in the legacy version!).
I’m going to be working on adding more traits and motives. These will affect things like…
The Pursuit game mode will be getting fleshed out into something close to what the legacy version has. There will be different objectives in different scenes. There also might be a returning scene (: