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Devlogs

Experimental build: bones and a bunch of backend improvements

Predatory Pursuit
A downloadable game for Windows, macOS, and Linux

Remains

Fen is burping up bones again.. You’ll see them when the “visual violence” setting is on least “moderate”. On “intense”, bones can also be broken.

I rewrote the remains system so that remains can break apart dynamically. This will become relevant once I let Fen step on bones again!

I will later be adding other kinds of “remains”. Gibs time!

Other improvements

  • Action prompts look a little nicer now.
  • You can now hit enter to select a menu button before it fades into view. It felt very awkward when your input got missed!
  • The gryphon accelerates slower, so movement should feel a bit smoother
  • Turning the third person camera doesn’t rotate Fen. Great for staring at the gut.
    • This also applies for the gryphon in first person. This is sub-optimal when you turn you head 180 degrees, so I’ll be changing that next week…
  • You can see an entity’s objectives in the Director. This is mostly to make my own life easier when testing things.
  • Fen’s jaw moves when eating people.
  • You can turn off perception alerts (the warnings for being seen and heard) in the Difficulty settings section.
  • The concrete textures are now higher-definition. Hooray!

Backend stuff (ha-ha)

Each entity in the game is in a context, which determines how muffled sounds are and whether things are visible.

Fen’s throat and Fen’s stomach both have a context, for example, so anything attached to Fen’s stomach will sound muffled to anything in Fen’s throat, and even more muffled to anything outside of Fen.

Previously, these had to form a tree. You couldn’t make a cycle where A -> B -> C -> A. It wasn’t possible to have multiple ways to reach the stomach, for example!

That’s no longer the case. Nothing takes advantage of this yet, but it will be important if I get around to a certain other kind of vore (:

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