Experimental build: new sorts of vore, a new Buffet game-mode, a new basement scene, and general polishing


A new experimental build is available

Anal vore

I combined “connectors” (e.g. a throat) and “containers” (e.g. a stomach) into a single concept. Fen now has four “containers”:

  • The throat
  • The stomach
  • The intestines
  • The bowels

Unsurprisingly, the latter two are now used for AV! Currently, Fen just kind of…instantly Gets You when you get too close. I will be setting up some animations for this (and maybe adding a way to willingly climb in) next week.

Everything eventually pulls you into the stomach, but the intestines can digest (just more slowly – you can go configure them to digest really quickly with the Director if you want).

Remember that you can turn different kinds of vore on and off in the Content section of the settings menu. Sometime soon, I’ll be adding sliders to control how common different kinds of vore are.

Buffet Mode

There’s a new game mode called Buffet. It spawns one predator, then creates an unlimited trickle of prey (replacing old ones as they get digested). You can choose to play as predator, prey, or spectator – if you’re the prey, you switch to your replacement upon digestion. How handy!

New basement scene

I am once again replacing the basement scene. The new scene is a lot more cramped (rather than having one huge open room), so it should be a little more perilous to scramble through.

Other improvements

  • Entering and leaving scenarios should be a bit faster now. The visual transition is quicker, and I saved a little time on the actual scene change as well. I freshened up the transition effect, too.
  • Since there are now multiple kinds of vore possible (oral, anal, and absorption on Latex Fen!), I’ve added some randomness to the AI decision making process. This should encourage monsters to eat you in a variety of ways.
  • I fixed some situations where Fen could get stuck (floating in the air, on a thin wall, on a corner…)
  • Latex Fen’s material should be a lot less expensive to render now (I had left tessellation on!)
  • Performance in general should be a bit better – I turned down some expensive vision-related calculations

Some interesting stuff that I’ve been working on that isn’t visible yet:

  • Completely dissolved prey now gets deactivated, which will prevent the game from getting slower and slower as more prey are eaten.
  • Spectator mode now uses a “Freecam Locomotion”, rather than just directly moving you around. This will be useful for when I eventually get around to flying entities
    • Soul vore, perhaps?
  • If you want to see how AI brains are working, there’s a new debug setting to record what ideas they’re considering. It writes Graphviz DOT files to the game’s persistent data path, which you can compile yourself.
    • This may be useful for debugging Weird AI Problems in the future. It’s mostly just for my own curiosity’s sake for now, though.

Next week

I need to flesh out the new container system and create unique bulges for different kinds of vore.

If everything is going smoothly, expect a public build next week. If things go haywire, it’ll be two weeks!

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Comments

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(+4)

Fingers crossed for something like cv someday! <3

(+1)

Yeeeeeeeeeeeees!!

Very much agree!

Ooooooooooooooooooooo Cant wait to try this new update!!!! Been loving the legacy for the Latex, so cant wait to see it in the newer 

can't wait to try the next pub build~
love AV~

Is the buffet mode in the regular or the legacy version

The legacy version of the game doesn’t change. These changes are in the experimental version.