Devlogs
Experimental build: More vore improvements (and a control list)
I spent all of the previous week (so, not this week) working on some new editor tooling…and that spilled over into this week. But I’ve still got a few juicy things to share (:
Expect a public build next week.
Cock vore improvements
I’ve upgraded the entity shader to support ellipsoidal bulges, not just spherical ones. These are very useful for cock vore!
I also made some other improvements to CV – there’s less of a visible jump as the prey enters the balls, for example.
Other improvements
You can no longer look at your own neck in first person – your body starts to turn once you turn your head more than 90 degrees!
I tweaked the stomach internals again. The stomach visibly convulses now!
Other stuff
- The game has a controls list again! It’ll show you the bindings for each action (and it updates if you switch from controller to keyboard, or vice-versa).
- The “UI” list doesn’t render properly. I’m going to hide that one.
- The new editor tooling made it easier for me to export per-vertex data from Blender to Unity. For example, Fen’s cock has three attributes:
- Pose Space, used for effects like the latex wobbling that need to know where Fen’s body was before it got posed by Unity
- Fade, used to hide parts of the head when in first person
- Throb Direction, used for the throbbing effect.
- I used to have to do some really fiddly stuff to get that data into Unity. Now it’s just a few clicks.
- I’ll make a proper blog post about that system once it’s ready for release (it’ll be public!)