General Update - 18/12/23
So, it's been a fortnight since the bugfix version went out, and apart from a couple of reported mysterious crashes, things seem stable.
What's next?
Now I'm actually moving into phase 2a properly, and some stuff has already been done which wasn't even on the list. I saw the number of downloads the game was getting over the last few weeks, and I realised it needs a good look, otherwise things look a bit lazy. It's been so long since Pineridge got anything done to it. The plan was to just update the placeholder buildings as I got time, but time has been in short supply. I had some downtime while figuring out what to do next, so I started updating stuff.
The obvious starting point is the bridge into town.
The bridge now has more detail and proper balustrades. The shanty area underneath is currently missing, it no longer fits the new bridge and needs reworked.
The first house on the bridge that belongs to Stump now has windows and doors, and a new balcony. Stump himself now sits at the top of the stairs watching the view down the valley.
Finally, the biggest and longest to make change:
The brand new Precipice Tavern.
It has a full interior layout, with furniture and details still to come. It contains 3 floors, with a bar on the ground floor, the first floor has 3 private rooms, a bunkroom and a bathroom, while the top floor has another 2 private rooms, Chobb's Bedroom/office and a rooftop garden.
I've also added money.
Now, when you go and see Chobb to get a room for the night, it finally takes money from you. The room choice changes the amount. The health and stamina stalls also cost money now, with a price per unit that can vary, so you may only be able to partially heal. You start off with 350g to start the game, but there's not actually a way to earn more money yet.
Finally, I've been playing with the sky and time of day and built a way to switch time of day and fast-forward the sky from evening to morning, but still working out how to do the lighting as well. Pineridge is now set permanently to dusk until that gets completed.
Whats next?
- Implementing difficulty modifiers (the game difficult currently doesn't do anything)
- Stop player from falling off ledges if crouched
- Improve the day - night switch at the end of "The Night Before" quest
- Permanent wolves generated at character creation
- Enemy loot drops
- Explodeable throwables
- orgasm darts
- Hornlizard improvements
- Set up PCG for forests
- move all sex animations to a datatable (set up animation sequence in table, and auto-play instead of manual creation of each animation)
- NPC location lists for more logical movement around town
- Set up wandering NPCs that stop when you talk to them
- Improve ai decision making for attack/fuck
- procedural hands against wall to prevent walking into walls (start figuring out procedural animation with something simple)
- intro scenes - cutscenes and playable sections
There's a few things on there I'm looking forward to. There was some animation stuff, but thats been moved to later, until new character models happen. At this point, new animations are a waste of time, even when they are really important to the game. Hopefully the easy procedural animation task will give me a good idea how to proceed with the rest of it and what the models need to be able to do.
Get The Running of the Wolves Demo
The Running of the Wolves Demo
An Adult Stealth Adventure
Status | In development |
Author | methodia |
Genre | Adventure |
Tags | 3D, Adult, Erotic, Furry, Indie, Procedural Generation, Singleplayer, Stealth, Unreal Engine |
Languages | English |
Accessibility | Subtitles |
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Comments
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gave the update a try, the intro quest is fine and all just wish there was a way to skip it after seeing it so many times... well that and the animations actually unlocking. last thing i will gripe about is the "world map" system it works but the angle the camera is locked in makes selecting a level a guess as trees get in the way of seeing things. the town was nice while exploring i found a totaly legit entrepanuer in an ally, shame he doesnt have stock yet... also found a bored ape club memeber. judging from the dialogue is he going to take all the players money? if so might want to have options to progress the story with 0 money once the systems in otherwise it might cause a softlock... also tried to get to the lower part of town but turns out its just one big kill plane bummer, on other capture states on the road map what are we talking about? hypno? net traps? one too many lizards lifting the player off to narnia? oh yeah forgot to mention i somehow managed to break the camera... is there a reset because the only way to reset it seems to be save an quit.
Gonna try and field as many of these as I can...
on the camrea break i noticed it happens around the flying lizards you added, primaraly when an enemy grabs you. could the event be bugged and they are trying to atach during an animation?
In theory, it shouldn't be possible for an enemy to capture while the lizard is attaching.
If the enemy approaches and the player is set "Is Busy", they can only stand and wait for you to stop being busy. You go Busy at the start of the lizard capture, then unBusy at the end. I have noticed that depending on GPU, sometimes things happen out of sequence. When the levels are generating and it says what it is doing, each message should play as that thing is done, but on faster GPUs it completes a later item in the chain before a previous one. I think this might be whats happening here, and it's going to unBusy before the camera can finish. Just in case I've also added a second delay at the end before switching off Busy.
I've moved the busy flags to the very first and very last thing in the lizard chain, so that might fix it, but I've been unable to get it to happen for me, so I can't test it.
I'll get a bugfix update out within a week. I can't do it straight away because there's some unfinished work that needs done first.
sorry for the extra work.
It's a bug, it needs fixed. If it's what I think it is, then it's something I never found in testing cos I didn't get the circumstances right.
Anyway, might as well list the other updates done today: