crunch crunch crunch


Super quick update. Been crunching to try and get the rebuild finished off. The weathers been getting nice, I need to spend some time outdoors... So, a quick rundown of the updates in the last 14 days.

  • Dungeon was ignoring preset room count, so fixed that bug. It was using max rooms as roomcount. Dumb mistake.
  • Made NPCs turn their head to look at the player when visible to them.
  • added music to dungeon, fixed bug with it not looping
  • Set up distance widget for levels
  • set dungeons to use seed from nodemap
  • completed dungeon
  • updated nodemap with some bugfixes and node completion, fixed landscape bugs
  • added damage to enemies from sex and rocks
  • added analyse ui and outlines. They only show within 500m of the player. If the enemy is visible, you get the ui. If they are not visible, you get the outline
  • Fixed landscape errors in CharacterCreator, Pineridge, Released levels
  • stopped player from being able to recover while wearing trousers and underwear
  • tweaked footstep loudness
  • fixed abrupt music cutoff at end of "The Night Before" quest
  • fixed bug where enemies stay erect forever
  • When chasing the player, and player is visible, enemies will turn their heads towards you, except when capturing, which breaks their necks
  • all game prompts moved to ui
  • fixed bug where camera controls never go away after being captured
  • fixed fade in/out for HUD and hotbar
  • stopped HUD/hotbar showing on loading screens
  • Made Hotbar disappear during sex scenes, leaving HP/ST still visible
  • set up handling for a dead player loading back into a level spawning a default character. If you're dead, you go straight back to menu
  • wolf was using the wrong skeleton for some animations, updated to correct skeleton
  • built system so player and npc make talk animations when interacting. Missing mouth movement, but they gesture.
  • built openForest level and levelgen
  • deleted openForest
  • built smaller openForestA and set up generation
  • started work on plantTrap

Most of that is obvious stuff. The main explaining is the openForest stuff.

The openForest was a huge level that did chunk streaming. It was incredibly laggy and bugged out with water ot loading at times. It was an attempt to avoid making loads of little forest levels to keep game size down. Not I have a 3Gb size limit, I'm going to go back to making those smaller levels instead to try and resolve these issues. At the moment I'm building the template level and adding in all the spawning things needed. Which is why I am now on to  the plantTraps. They 100% were broken due to the new updates, so they're rebuilding from scratch. So far I've finished the Female player route, which should work with female enemies as well. It's just a case of working through them.

My TODO list is now down to 10 items and 9 bugs. Those numbers WILL change as I find new things that are needed or more bugs. But we're getting close to the rebuild being done!

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