Progress report - 21/2/23


Just a quick one, been struggling to get time to do anything. The job involves about 3hrs daily stuck in traffic, so by the time I get home, I usually only have a couple of hours to do food, shower and go to bed.

What has been done?

First, there was a bug with too much damage happening. Turns out it was applying damage twice, so fixed that. Next, the freecam was fixed at the height it spawns at, so I added up and down using jump/crouch. However this let you move through obstacles with it, so I added collision to it. This worked with side to side, but not up and down, so I set it up to run linetraces as it moves up or down in the relevant direction, and stops it when it gets too close to the floor or an overhang.

The takedown selection was being buggy, but that turned out to be an issue with how Unreal runs in editor, but it did let me spot that the wolves orgasm as soon as you do one type of takedown. Something had messed up with the event that triggers a spurt, so fixed that as well.

Takedowns had been built so they automatically trigger when you're able to perform one. This might not work,  if you were just trying to sneak behind him, so it's now back to a takedown prompt, but this time it's just a single E to initiate, leading into the selection of type.

The wolves were pretty barebones, so I set up their proper stats. The old version, as soon as an enemy spawned, it would generate the stats on the fly. This won't work for the final version of wolves. At character creation, the game will be generating and displaying all 20 wolves that will persist through the entire game. Their stats need to be generated then, so all stat generation for enemies has been built into a global library, meaning it can be accessed and saved for the wolves, and just used at spawn for anything else.

Then everyone gets to masturbate.

In the last post I mentioned the recover/masturbate mechanic. I added it back in for both player and enemies, so now you can recover and if the wolves have high enough voyeur and exhibitionism stats and they see you having sex, they'll come and enjoy the show.

Finally, the big timesink, Inventory/clothing.

There's not much to show right now, and I am overbuilding the fuck out of this inventory. The idea is that it'll end up with similar functionality to Minecraft. Slots, hotbar, stackable items, crafting, armour, chests, consumables, etc. Most of that stuff is not needed and just adds complexity to the game. The reason I'm adding those features and then disabling most of them, is that the final product can be used in any future games with functionality re-enabled. The plan is for this inventory to be something I can build on over time, but use in other games. So, it's getting everything including the kitchen sink thrown at it, because it takes a long time to do right, and I don't want to have to do it for every project.

At the current point, the basic inventory opens with tab, items go in and can be rearranged, stacks made or split and it all works with drag and drop. It's got a way to go before I can even start spiffing up the ui and disabling the stuff I don't need, but it is one of the few remaining major features left before I have to move on to levels and level specific features.

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