Posted May 04, 2024 by chemicalcrux
Prey that gets digested through cock vore now produces cum. It goes everywhere. I will add more complex behavior later, but I know I cannot hold off on Big Cum any longer.
This is really basic, but it’s in the game! It’s very easy for me to introduce new kinds of vore now.
I’ve fixed some execution order issues that were causing jitter in both first and third person swallowing situations.
Also, I took a page from Churn Vector’s book and added some deformation to swallowed prey. You can see a bit of it in this video – the gryphon’s body squeezes as it enters the cock.
Along with healthy amounts of size difference, this will make vore look a little more plausible (oh my god vore is implausible)
I’ve been working to allow AI-controlled characters to reason about their objectives. In the Pursuit mode, the hunted character will now pull levers – not because it has a lever-pulling fetish, but because it understands that pulling the lever will complete its objectives!
You can now change the game’s resolution in the Graphics settings, as well as toggle between fullscreen / borderless window / windowed.
Also, you can now change languages again in the Interface menu. Very little text is translated right now. I also removed the Chinese and Japanese locales, because my font doesn’t work with them. If I do resolve that (and figure out how to get reliable translations made…), those will come back.
I’ve been working to unify my different shaders:
…into a single “uber shader”: the Entity Shader. It can do everything:
This will make it possible to have prey characters that still have giant dicks (otherwise, the dick wouldn’t get hidden properly when the prey gets eaten!)
When you allocate memory in C#, the garbage collector has to figure out when it’s no longer in-use, so that it can be cleaned up.
Garbage collection can make the game hitch, which is annoying.
I’ve been working to reduce the amount of garbage produced my the game – especially in the AI systems. This is mostly done by re-using objects instead of creating and tossing them every single damn frame.
Updating an Entity’s understanding of a Perception used to create garbage, but now it’s garbage-free (unless it’s a completely new kind of perception).
Will you notice these changes? Probably not! But I like making the number go down.
I fixed a bug that made the game over-estimate how far a sound had to travel to reach you, which was causing audio to become muffled when you walked into a hallway.
Shark is back