Version 0.3.2 - Performance


The stuff people care about

To be honest, there haven't been any major bugreports since the last update, so I've just been working on a couple of fixes and new features for the next Patreon update, but the major thing at the moment is performance. I've gone through and optimised some stuff and reduced the foliage. The main performance thing is adding or fixing model Level Of Details(LoD). Everything that could have LoD improvements have had it done.

I've also implemented Nanite on the game, which improves LoD further and could potentially allow millions of models onscreen at once. I've not gone that far, and there is a snag where Nanite doesn't support anything with transparent textures, which is most of the foliage. Also it will only work if you have DirectX12+ I'm hoping this should work for more people.

It still runs like stewed shit

I'm assuming people already know they are there, but just in case, the Options menu both in the main menu and ingame has graphics settings. The game should be able to detect and set them to match your computer specs, though tweaking might be required.

Why in the piss does it do this?

Simply put, this is a really early version of the game. At this point most models are either placeholders or not yet built to suit the game. For example, the player character has dodgy crotch mesh weights and her animations don't fully align. Once more of the game gets locked in, things will be updated to their final, optimised versions. At this point, probably only 5% of the models will remain to the final product, and investing the time to optimise models that will be replaced would take a lot of valuable development time that is better spent getting things in place to build their final versions instead.

Any other changes?

Actually, yeah, there's a few major changes or features in this version. The bad news is you won't notice most of them.

First up, for the character creation system, there will eventually be the ability to change player species. Species have different traits and base stats. The framework has been built to make adding new species pretty easy. If this works well, you'll never notice it. The only thing you might see is that once it is fully implemented, it will set up your character smoother and with a better defined set of stats.

Second, the dialog system has had a complete rebuild. This was important, because a big part of Phase 1 is to get the basic storyline added. You need to talk to NPCs and be able to make choices, so this was a big first step to doing that. Plus it lays the groundwork for a shop in the next phase. You can talk to the wolf next to the stalls at the arena to see this in action.

Third, the wolves have had some stat upgrades. Again though, you won't see any of them in action yet. These will slowly get implemented as the features that use them are built. For example, they will now have aggression stats, sexual preferences, appearance colours, etc.

Fourth, the struggle system has had a bit of a rework started. Rather than hammering E to struggle, I've started working on using mouse movement to struggle. I've reached a point where it can activate a cursor and track location from side to side between -1 and 1, which would correspond to how much you struggle in each direction. This system would also work for the actual sex animations where you have control. So if a wolf has captured you, you're just in for the ride, but if you have the initiative, mouse movement would control your position, making the whole thing more interactive. 

The struggle update has been paused though. While building it, I got to a point where I realised the current animation system will not work for it. That's fine, because the current system was implemented to get around issues I was having early in development. Now I know how to get around it, and I know rebuilds are needed for it, but these will be focused on in Phase 2, so the interactivity is waiting until then.

Assuming there's no other major bugs, the next stop is Phase 1.

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